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1 人觉得这篇评测有价值
总时数 87.2 小时 (评测时 23.2 小时)
An otherwise interesting idea plagued by incredible amounts of technical issues, plus small design idiocies (other people have complained about locking on to allies for the revive). The core gameplay loop had me on the fence, but any enjoyment I would get out of it is massively outdone by the frustration of losing a run because I load to a black screen, game crashes, stutters, spawning in the damage zone, or camera issues. It's like they had a good core idea (chalice dungeons but open world) but then handed off the Elden Ring engine to a bunch of intern first-year devs, and hoped they would end up with a functioning game; they didn't.

Hopefully I will return to this review down the road and the technical issues will be fixed. But if this review is still up and you need to get this game as a FromSoft fan, at least wait for a sale, because it is not worth full price.
发布于 2025 年 8 月 14 日。
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总时数 69.8 小时 (评测时 11.9 小时)
Very highly recommended. For an RPGMaker game, I expected it to be a short and stylized experience. But at 12 hours in, I'm quite sure I'm not to the halfway mark yet.

Gameplay-wise, this is very Darkwood-coded, or maybe Sunless Sea. You will be presented with many choices and characters in a surreal world before you really understand what the consequences of your decisions will be, and that feels like it's the point, to make you act on a kind of gut instinct as things go on. This makes the successful choices feel a lot more personal -- and, sometimes, lucky. It also promises replay value, because there have already been many choices that I wonder what would happen if I had gone the other way. If you're a fan of playing games like that without looking up a guide or wiki for every single thing, this game has a ton to offer, much more than I would've thought at first.

Combat-wise, it has an easy-to-understand turn-based system, but the fights can end up all over the place. The game is very non-linear, so you'll wander into fights you are woefully underprepared for. The game warns you for some of these, but others are going to lead to a loss and reload which -- on the normal difficulty -- sometimes means being forced back quite a bit because of the punishing save system. It helps if you use items survial-horror-style, not hoarding your molotovs or heals too much and learning what works best against which enemy. Ultimately, though, combat can feel overly punishing at times, and more so if you start running out of the essentials or time; due to it's non-linearity and having to rely on you building on past successes, if you're taking Ls in the early game it won't let up until later. Sometimes you get a "how did I survive that fight?" moment, and those are the most thrilling, when the combat really works.

Presentation-wise, the setting is very compelling, since you get a mystery to chew on in a location full of characters. I really do feel the horror vibes every time I start a play session. The art is clear and the style feels appropriate both to the world and the RPGMaker genre, with some of the animations being especially stand-out. The music is good, and then it really gets going when it starts playing a driving synth track.

Otherwise-wise... idk, not much else to say except that it's a steal at $10, moreso if it's on sale.
发布于 2025 年 7 月 10 日。
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总时数 258.3 小时 (评测时 254.6 小时)
PLEASE NOTE: As a tldr, I'm not saying never to pick up this game, I'm saying to wait 6 months - a year before you do.

CRPGs are huge time-sinks by design. Quests that spiral into entire side-campaigns of content. Companions with stories of their own for you to follow. Different builds to try. I would never begrudge a CRPG merely for being lengthy.

That is, unless that length, unless those hours you're pouring into the game, aren't based on progressing the story or characters, but instead redoing encounters or entire acts because scripting broke or combat glitched or what have you. And, right now, BG3 is too buggy to feel that you're investing your time into it with any guarantee that it will stick.

I've cleared an entire area to find out that a quest script bugged out 4 hours ago and redid it all. I've slogged through combat saving friendly NPCs only for them to turn hostile because my zombie died after the combat was finished. I cannot tell you how many times I've shouted "NO!" as one of my characters starts walking in a random direction during their turn, opposite of what the game shows they would do. This game is incredibly buggy, and therefore incredibly frustrating. It fills up your time by asking you do redo combats and questlines for no reason other than the way it refuses to work. When someone tells you they've spent 60 hours in the first act alone, don't look at that with awe and excitement, pity the poor person who probably spent multiple sessions on a single encounter alone until the game worked well enough to allow them to continue.
I don't understand people saying this is the best CRPG ever made, because it's not even the best CRPG that Larian has ever made. Divinity: Original Sin 2 has all the same design sensibilities, interesting story, interesting companions, attention to detail. Plus it has more original combat made for PC than porting over loose rules from tabletop 5e (though they did a good job with a lot of 5e rules). It's also far less buggy. I know how much work they put into D:OS2 after release and for the enhanced edition as a labor of love to get it to that point, and I fully believe they'll do the same work in BG3 to get the ending shored up and bugs weeded out and in general make it shine all the more.

If you want your first playthrough of BG3 to be as memorable and least frustrating as possible, I'd recommend waiting 6 months - a year for that. Maybe until they put out a free "enhanced edition" update. If you dive in now you'll find a layer of unhinished-ness getting in the way of a landmark game. If you really can't wait for an experience like it, might I suggest picking up D:OS2 instead? You'll get Larian craft and a feel for what BG3 will eventually (hopefully) be like. I know patience isn't in most gamers vocabulary but I will say I wish I would have waited and gotten a more stable time playing through this game.
发布于 2023 年 12 月 29 日。
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5
8
总时数 201.1 小时 (评测时 59.6 小时)
This game clearly has a load of content that would be impressive even if it wasn't a single-dev project. Large parts of it feel very Fallout 1 + 2 in the aesthetic, but also in the sense that the mechanics are more complex and interconnected than your typical cRPG.

So why the negative review? Well... this game wastes your time more than any cRPG I've ever played. For two main reasons:

Firstly, the game places great emphasis on being prepared for fights, equipping the right gear beforehand that is prohibitively expensive to change during combat. Typically, when a game is balanced around this idea, you can gather intel beforehand on what kind of threats you will face so that the player can engage with preparing. In this game, however, there are few chances to know what you'll walk into before you're there. You will bump into enemies behind doors and around corners, and if you have the wrong armor/weapons/consumables equipped, you will not win. Your choice is to either fight until you die, or size up your enemies for a bit and save time by reloading the last quicksave. The way you end up playing is that you have 2-3 loadouts that you carry with you at all times, and once you see an unexpected enemy group, you press F9 immediately and swap equipment. This wastes a massive amount of time and feels cheap because it is not possible in most situations to use your character skills and adapt to your situation once you are in combat if you have the wrong loadout.

Then there's the fact that winning a fight means you probably spent a lot of health/grenade/ammo consumables. After 2-3 fights, you need to restock. In some cases, this eventually means trekking through a dozen screens or more that you just cleared so that you can get to a trader who has what you need. It's a lot of downtime walking through empty caves. Even when travel options open up, they aren't regular enough to alleviate this problem completely.

True fast travel would help these problems a bit, but the bigger suggestion I would put forward is to give every player the tier 1 crafting blueprints at the game start for free and requiring less skill levels, as well as letting us use any consumables from inventory. This would get players engaging with the deep crafting system sooner in the game, would give them more consumable options from level 1 and let them feel in control of tactical choices, and would require them to backtrack less since they can craft replacement items as they go.

That being said, I also feel like this game has a real balance problem. Around mid-game I have now run into a state where I cannot progress in any direction without getting into a fight that I have to reload ~5 times. I try a different strategy each time, but cannot mathematically win with any strategy unless RNG is on my side with the way damage has scaled. 1 missed shot or critical hit is the literal difference between winning and losing and I am tired of reloading the game just to find out how that last roll goes. I wouldn't be surprised if I genuinely missed an opportunity or two to level up, but after spending a lot of time backtracking I can't figure out where.

If you don't value your time too much you'll be able to enjoy the large world and neat lore-filled content that's in this game. Otherwise, all this really made me want to do was play one of the old Fallouts or maybe an Avernum game again.
发布于 2023 年 12 月 1 日。
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总时数 28.9 小时
If you haven't played BioShock and consider yourself into games at all, I'd say pick it up. It's a classic that many know and influenced the industry.
It's a simple shooter where you also have secondary magic powers, and you upgrade as you go. The semi-open world has a good atmosphere, drawing design techniques from the classic System Shock 2. I'm not too crazy about the story myself, but many insist that the twist is one of the better narrative moments in gaming, and it's at least referenced all the time.
It won't have a high degree of replayability for everyone as there really isn't player "choice" and the secrets aren't terribly well-hidden. Also, the sequels feel a lot more formulaic in their combat and their worlds never drew me in as much, so if you end up skipping those you're not missing much.
发布于 2022 年 2 月 26 日。
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总时数 446.8 小时 (评测时 19.3 小时)
Very hard to give this game a negative review. In short, while the added open-world aspects are interesting, this game takes the Souls combat formula and moves it away from being heavily skill-based toward being more guesswork and grind. This takes away a lot from the promise of a Souls/BotW hybrid. Let me explain:

When you first launch the game, you'll see the menu, opening cutscene, HUD, items, combat, and say "Dark Souls!" This game does pull a lot from the Souls series and build on what came before.

But as you play, combat may feel... off, especially if you've just come from playing one of the Souls games in anticipation. Enemy attacks will feel either simple or unreadable, and dodging will always make you feel a bit off your feet.

The dodging issue I realized after playing a while, launching DS3 to compare, and then even recording my own gameplay to rewatch in slow motion. In my game, at least, there's a noticeable delay between hitting the dodge button and your character actually animating the dodge and entering iframes. Even in old Souls games, a delay was there, but I'd say from feel and rewatching my recordings that it's around 4/10 or 5/10 longer in this game. This has the effect that you have to predict upcoming enemy attacks A LOT more than in any of the proper Souls games. Normally, that would just mean that the game is harder than previous entries. But, compounded with the other combat problem, it changes the nature of fighting enemies and bosses altogether.

Some large enemies and all bosses I have fought thus far have attacks that begin with one animation but can be different attacks, or -- worse -- have attack chains with 4-5 attacks that can become different attacks or even end at any point, and there is no animation to telegraph this before it happens. One of the early bosses has a couple of attack chains that are usually 4 attacks long but can stop after the first attack, or he can pull out an attack with a different speed out in the middle of the chain, or even -- as far as I can tell -- delay using the next attack in the chain for up to a second, so the timing of it is variable. And, as I said, there is no animation to telegraph when different attacks are going to start coming at you. Yes, they have a lot of attacks that are clear and easy to read, but they also have attacks where you have to guess what they're going to do next.

For me, this guesswork in combat is a huge problem that sets this apart from the Souls series. In those games you could do soup ladle, knife, whatever runs, never leveling up your character at all. When you fought bosses like that, you'd learn their whole moveset, the timing of every attack, and how to move around them. You knew with certainty when and what direction to dodge and when there was an opening to strike. There was almost never any guesswork, it was all based on your skill with learned moves and timing.

In this game, when I see a potential opening for an enemy or a boss, I have to guess what they'll do next. I have to guess where I should move and whether I should commit to an attack. And sometimes, the guess is right and I land a hit. And sometimes, the guess is wrong, and I'm punished for not calling the right side of a coin. When there's no way to tell what's coming, it takes that precision and mastery out of this game that the old games had in spades.

This is what I've long thought set the Souls games apart from all the clones that tried to profit off From Software's success. None of the souls-alikes captured that precision in combat. You'd be fighting bosses with guesswork instead. And, it looked like a Dark Souls experience on the surface, since you would end up fighting bosses over and over before you win. But you were fighting them repeatedly because you were playing the odds; eventually you'd make enough correct guesses to win without dying. None of those games had the precision and -- therefore -- the fun of fighting bosses in the Souls games proper. It's strange to see FromSoft move in the direction that their imitators already treaded in.

The end effect of all of this is that the game pushes you to grind for levels and gear, and to find new spells or summons before going into fights. That mitigates a lot of the guesswork, since each correct guess lets you end the battle sooner, and each incorrect guess is more easy to bounce back from. But a grind for levels and hidden items to help in boss battles is a far cry from the skill-based play of the Souls series proper.

Maybe they thought they had to do this to encourage the open-world exploration. But honestly, I would have enjoyed exploring it regardless. The environments they throw at you and little details you find here and there make it feel almost BotW-like. If that's what you're mainly buying this game for, I think you'll be satisfied.

But if you want a Souls-like experience in combat and boss fights, you may sadly be better off just replaying a game you already own instead.
发布于 2022 年 2 月 26 日。 最后编辑于 2022 年 2 月 26 日。
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3
6
总时数 353.1 小时 (评测时 249.6 小时)
抢先体验版本评测
If you're seeing this review, you're likely filtering by negative, since the majority of reviews of this game are positive. There is a good reason for people's general acceptance of the game, since it has a lot going for it on paper. It has a huge map to explore, and a focus on scavenging, crafting, and base-building that not every zombie game has. As you play the default mode, you'll learn that the game isn't about fighting waves of zombies pouring through a hallway in a building, but more about avoiding attracting the zombie hordes, picking off small groups when you can, and staying out of sight when you can't. That kind of stealth-based zombie gameplay may not be for everyone, but it is filling its own niche.
However, there are some functional problems with the game that make it more and more frustrating the more you learn how to play. In my opinion, they make the game very frustrating to play in the long run, or when you've finally gotten your character to live a long time. Those frustrations are the reason I'm giving this game a negative review despite all the unique things it has to offer.

The first issue is the game camera and interface. I have no problem with an isometric view in a game, but if you're making one in this day and age, then it has to work well. The isometric view in Zomboid has a few glaring issues. One is that you can't see behind buildings to check for zombies or open doors/windows because the roof or upper floors of the building block it. Another similar issue is looking into a building through doors and windows from a distance. When you finally create a storage room in your base and fill it with boxes, you'll find that, if one row of boxes overlaps another, it becomes impossible to access the boxes hidden by the camera angle, or to move them somewhere else. On top of all that, there are moments where so many things are stacked on top of a tile that opening the right context menu becomes very buggy, such as when doors are near to containers, or the like. Most of these problems would be alleviated by allowing the camera to be rotated 90 degrees, but this is not something that seems to be on the development radar at all. Picture how much more cumbersome a game like Rollercoaster Tycoon 2 -- which came out almost 20 years ago -- would be if you couldn't rotate the camera to see behind objects or get an angle to exactly the object you want.

More importantly, the default settings of this game make it a very hardcore experience. I have no trouble that it is a hardcore game, but when I die in hardcore games, I expect it to be because of a mistake I made, and not a mistake the game has made. However, combat and some parts of the movement in this game are too buggy to be part of a hardcore experience. In the default game, a bite or even scratch can be fatal for your character. I've started a backstab animation on a zombie, only to have it turn around and bite me and then have it stand there with no damage after the animation completes. There are times where your character will stop moving or not open/close a door with no explanation. It's quite common for your character to attack a zombie on the ground after it's already gotten up, or vice versa and refuse to attack the zombie on the ground. In all these cases it's as if the animations have become desynced with what is happening in the game, even though it's a single player experience. Often they make it feel like your character is dying even though you've done everything right, even after you've successfully snuck up on a zombie or navigated the perfect escape route. That is extremely frustrating when your character is always in a life-or-permadeath mode. The main redeeming factor of this is that the zombie rules are customizable, so I eventually started playing with the zombie infection set to non-fatal, but even then some zombie 1-on-1s just turn into buggy messes that frustrate me to no end.

The last point of disappointment with the game isn't about how it functions, but with one thing that it's really missing. I must caution you that the game has no real multiplayer experience at present. There is multiplayer available in versions 1 and a half years old or older. But since the latest major build of the game, the developers have disabled multiplayer in order to fix/update/test it internally. I understand that there may be a need for testing and updating. However, this is something that was in the game previously and was likely the core source of enjoyment for a part of their playerbase. At this rate I would caution against expecting the multiplayer to be in the current version of the game for another year at least, so if you're looking for a multiplayer experience in a game like this, it probably won't be around any time soon. It seems strange that it would have been disabled for so long or have such slow progress, since I would expect it to be a top priority for them. You'll find a lot of talk about this game's features and it's slow development online, but really it is a playable singleplayer game at present and a lot of the features that have taken years are new additions to the mechanics. But updating the multiplayer system that was already in the game is a different matter, and it seems very strange that it hasn't been done already.

Now, one last note is that I really don't play this game with mods. There are definitely mods that rebalance the game and add a ton of content to it, but I can't speak to them. The modding community can't be expected and probably isn't able to fix the issues I've stated above however. And as much as it pains me, I can't recommend this game in its current state.
发布于 2021 年 4 月 30 日。 最后编辑于 2021 年 4 月 30 日。
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总时数 2.3 小时
I'd definitely recommend this game, but not for the normal price (at time of writing) of $20. This game is beautiful, colorful, and cinematic. It's an interesting interactive adventure, but as far as a game goes, it's a little light. There's no real challenging elements, no reason to replay aside from experiencing the visuals again (although there is some collectible item in each level that has almost no draw). It's fun to experience on-rails the first time because it's refreshing and interesting, but should be priced more at the cost of a movie ticket ($10-12) given what it is.
发布于 2019 年 2 月 22 日。
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总时数 27.1 小时 (评测时 14.2 小时)
Shadow Tactics: Blades of the Shogun is a faithful continuation of the near-dead genre of squad-based tactics games. As others have said, it is most similar to the 90s-era game series Commandos. You control a squad that grows to 5 unique characters, each with their own abilities that you must use together to overcome the enemies ahead of you.

If you're familiar with and enjoyed Commandos -- or any other top-down squad tactics game -- then you would probably enjoy this game. That is, you'd at least enjoy the type of gameplay it's trying to re-create. However, as of writing this on the 3rd level, I've come across too many mission-ending bugs that make this game much more frustrating than enjoyable to play. These bugs get in the way of playing the game way too often.

As others have said in negative reviews, I was pressing F5 and F8 to quick-save and -load the game so often it was becoming tedious. But, unlike the other reviews, I wasn't pressing F5 and F8 because I was testing tactics to see what stuck; after doing that a couple of times, you get an idea of the usability of the characters' skills enough to know what to do with them. The game also has a pretty linear formula, where each part of a mission has one or two solutions that the game is waiting for you to figure out: there's one order to kill the 5 guards in so they don't see, or you can walk over the house roofs and avoid the conflict. But that is what these kind of games are about, with having a planned solution kind of waiting to be discovered.

However, even when you figure it out, the aforementioned bugs come into play. For example, there's a 100% reproducible bug in that if you move a unit and then queue up more moves for them, the first queued move will be skipped. This lead to me failing a mission a handful of times because I would give a unit orders, then leave to give another orders, and he would walk into a guard's view instead of outside the view range. There is also a problem with the isometric camera, in that sometimes you'll click to have a unit hide in a bush beyond a wall but the click will register on the wall, so they will begin moving around the wrong way. There are also the times when you'lll click the edge of the roof to prep a ninja for a drop-attack, only to have them vapidly jump to the ground next to the target guard instead. There are also occurences of guards seeing crouched characters behind cover, when I did the very same thing next quickload and they were undetected. Sometimes guards on the snow level I quit on will see snowy footprints on cleared paths and through bushes.

Anyway, the reason I put this game down is that I was doing a part of a mission where you have to distract a group of guards and then pickpocket an item from a civilian. I would keep doing the same run, but had to repetitively load because one or another of these bugs would happen, sometimes sooner into the strategy and sometimes near the end. So, I found my self quicksaving in smaller and smaller increments, anticipating one of the bugs ruining my tactic and getting more and more frustrated before giving up. I had spent 20 minutes throwing myself at the same situation over and over again, and the lack of Quality Control had ended up beating me, not a lack of strategy.

If they fix the bugs with queued and synced actions, the AI issues, and make the UI click-through and camera problems, this game is definitely worth it. As it is, it's still quite playable, but you'll have the flow of gameplay broken up with infuriating bugs that require you to keep hitting rewind.
发布于 2017 年 8 月 6 日。 最后编辑于 2017 年 8 月 6 日。
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总时数 8.4 小时
I played through this beta with a squad of friends. It was pretty fun to play co-op as we played equal amounts f***ing around and actually trying missions. While the game does give you a big sandbox to play with and has good core concepts, it's absurdly buggy. Me and my friends has a few crashes (I had some bluescreens, myself), graphic bugs, and a ton of multiplayer desync issues. Not the desync issues where you disconnect, the desync issues where on one person's screen you're standing on the groud and on another's you're 50 feet underground, or in the air. It was funny, but the game didn't feel ready to launch in 9 days AT ALL. I mean, if you pay attention to the opening cutscene you'll see typos in the captions and character lip-syncing problems. Right out of the gate!

This game is going to be way too buggy on launch to warrant a full $60 price-tag. It's fun, but the crashing and minor issues will probably get on your nerves. It's worth maybe $20 dollars as-is, or you could wait and see if they patch out the PC issues.
发布于 2017 年 2 月 26 日。
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