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总时数 12.3 小时
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There's potential here. But as of right now, the game's in a fairly rough state that makes it hard to recommend. A lot of this can be attributed to level generation and enemy behavior. I know it's kind of hard to imagine just two elements bringing the whole game down, but they really do.

Enemies for the most part simply charge at you mindlessly. Doesn't matter if it's a ranged enemy or a melee enemy, they just mindlessly rush towards you. Complicating this is the fact that levels are procedurally generated in a linear fashion, meaning you've got a bunch of random prefab rooms connecting in random order to effectively make a long hallway. What's the result? Every encounter basically boils down to entering an area and then running back through previous areas shooting enemies as they chase you. It sucks because it ultimately brings down the good elements of the game.

Some of the enemies have neat quirks. The blackguard enemies all wear masks that if destroyed cause them to throw down their weapons and cower (and their compatriots to shift their attacks to them) but because of how every encounter plays out, you rarely get to appreciate it. There's a lot of cool guns that have potential to be fun but again, because of how every combat encounter plays out they generally end up being useless, especially when the more ideal method to dealing with the hordes of enemies bum rushing you is to just chuck a grenade and be done with it. Customizing weapons has the potential to be neat too but the list of oils is just so bloated and full of oils with absolutely stupid trade offs (think +15 damage in exchange for your weapon's bullets dropping so hard they can't go more than 10 feet plus 100% chance to consume extra ammo or +1 enemy penetration at the cost of -50% movement speed and +20% recoil) that it's a pain to deal with them. The most use you'll generally get out of them is as compact loot to sell for a decent chunk of change.

Scrolls are the only things I've found worth bothering with and even then, only a handful of them actually shine, and again, this boils down the simplistic enemy behavior. Oh sure I could turn my weapon into a railgun with a scroll of light, or give it a chance to stun an enemy in place with a scroll of earth. Or I could just give my weapon a scroll of poison blood or lava and just shoot the lead enemy as I kite them all backwards prompting every other enemy behind them to just kill themselves as they run through the pools of poison and lava and just not bother with any other scrolls since those two scrolls alone trivialize almost everything.

There's potential to be had here but there's a hell of a lot of work to be done. Giving enemies more varied behavior patterns (for example, making ranged enemies focus on keeping some distance from the player instead of mindlessly rushing the player no differently than melee enemies), maybe some more open ended levels to allow for more exploration and variety in approaches to combat, and a serious rework of oils would be a good start.
发布于 3 月 24 日。 最后编辑于 3 月 25 日。
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总时数 3.7 小时
This game is a prime example of why I wish Steam would implement a proper rating system instead of a thumbs up/thumbs down system. Would I recommend it? Yes. What would I rate it? Eh, 7/10.
At its core, the game is pretty great. The combat is pretty satisfying. The dismemberment system adds a lot of tactical potential to the game, such as legging enemies to prevent them from swarming or cutting off the heads or limbs of ranged enemies to prevent them from hitting you from a distance.
The main issue stems from the roguelike nature of the game. There's nothing inherently wrong with roguelikes but they require some key elements which this game misses big time.

The big one is variety. This is one I actually see a lot of devs drop the ball on these days. When you start a new run in Dungeon Crawl Stone Soup or Nethack, every run feels fresh and different. A lot of this has to do with the dynamic nature of the levels. Here on the other hand levels consist of a handful of prefab rooms randomly connected in a linear fashion. It gets stale extremely fast. There's also a serious lack of enemy variety as well. Each dungeon only has enemies unique to them but there's only maybe 2-3 different types per dungeon plus spear wielding skeletons that appear in all dungeons. The end result is that the game feels less like a proper roguelike or even roguelite and more like a really short singleplayer game padded out with permadeath mechanics.

There's potential here as the game has a very solid base but it still needs a lot of work. I'd still recommend it but with fair warning. It's not really a game you're going to want to sit down and play for long periods at a time. In its current state I'd say it's more suitable for playing in very short bursts from time to time, maybe to kill an hour or two.
发布于 2025 年 9 月 8 日。
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总时数 30.9 小时
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I never got the opportunity to play Freelancer growing up but I did play Privateer 2 quite a bit as a kid and this brings back a lot of fond memories of it. The core gameplay is similar. When you're not playing through the main quest line, you're traveling from system to system taking on odd jobs that cover a wide arrange of objectives including stopping runaway space trains, smuggling, and taking on enemy ships and stations. You can also engage in trades of various goods, buying cargo low and selling high. The real source of your more powerful equipment and bulk of your income however, comes from taking on storms and searching the outer edges of systems for space anomalies. This is probably the element that I find the strongest.

Taking on storms is, to put it simply, pants ♥♥♥♥♥♥♥♥♥♥ terrifying. Once you're in the storm, your range of vision drops significantly. The only time you're going to get an glimpse of distant objects is during brief flashes of lightning when you might catch a glimpse of what horror you're facing in the distance as well as some unfathomably huge tentacled leviathan that accompanies the storms. It does an incredible job of building up the tension when you first enter the storm, especially when you're new to the game and aren't familiar with all the horrors that lurk in these storms as guardians or hazards.

I've put in 30 hours so far and even still, I'm hit by a wave of tension every time I enter a storm. Again, there's no telling what kind of horrors and hazards you'll be facing when you enter the storm and there's a LOT of variety to be had and they're not all equal in terms of threat. It could be hazards which could range from mild nuisances like picking up ghost signals on your targeting systems. It could be something more dangerous, explosive space anomalies that you need to bob and weave around that'll inflict heavy damage if you're hit by them. It could be a guardian like a cosmic horror using an entire space station as a shell like a hermit crab, a ghost battleship, or even a doppleganger using the same ship and same weapons as you. It could be "♥♥♥♥ you" train... things that zip by and kill you instantly if they hit you. You just don't know until you take on the storm and retreat is no longer an option. Again, it goes a long way in making storm chasing an intense and exciting experience, even if you're just going around from system to system clearing up massive outbreaks of storms.

Even when you're not trying to take out storms, exploration is unsettling. Being a space merchant and doing odd jobs and all is good and all but exploration is where the real reward lies. You can collect huge payouts by scanning anomalies and obtain powerful weapons by taking out bosses. Some anomalies are benign but others can be quite deadly. Case in point in one system I found a wreck of a giant ship that was periodically warping. I made the mistake of being too close to it as it was in the process of doing so and as it warped it instantly killed me. Another time I found a huge block of ice or something with a ship partially wedged in it (I didn't stick around long enough to get a good look at it). The text "come closer..." kept appearing over the block of ice. I didn't come closer, I got just barely in scanning range, scanned it, and then noped the ♥♥♥♥ back to civilized space as fast as my hyper drives and abyss drives could take me. The game doesn't warn you if anomalies are dangerous or not, and it's not always readily apparent just by looking at them. Something that looks harmless or beautiful could turn out to be deadly. Something that looks ominous and threatening might turn out to be harmless. Usually when you do find out, it's the hard way. It's very much a gameplay aspect that aspiring devs should take note of. The thrill of potential danger and the promise of big rewards means you never feel like you're just mindlessly doing a routine run around a system checking off anomalies and wrecks as you scan them. It's always exciting to approach some ominous object floating in space and there's a strong sense of relief that follows once you're back in civilized space amid the busy lane lines, the bustling ship traffic, and the stations.

One point of criticism I do have, which is subject to change since it is early access (and a lot of it hasn't even been done yet), would be the voice acting. I feel like it'd be worth going back and recording some of the lines, especially for pilots getting shot down. Some of them just sound kind of goofy or lack any sense of urgency. There's one that straight up sounds kind of like Peter Griffin doing the bit where he clutches his knee after falling and going "SSSS... Ahhhhhhh..."
Some of the animations for when you take down storm guardians could use some work as well. It's kind of weird for an underspace snake to die in a series of explosions like it's just an ordinary ship. Again though, early access so that's (hopefully) subject to change.

All in all, I strongly recommend this game. I'd also suggest any developers aspiring to make games centered around exploration, especially space exploration, to not only get it, but take notes as they play. There's so many elements to exploration that this game just does right that many developers just do wrong. Kill the storm and have a nice day.
发布于 2025 年 9 月 4 日。 最后编辑于 2025 年 9 月 30 日。
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总时数 113.5 小时
No Man's Sky has earned some wonderful nicknames over the years, chief among them being "One Man's Lie". Make no mistake, despite the fanatical fanbase and the developers' attempts to assure everyone that they totally fixed all the issues in the game and it's the best space game ever, it's not, and chances are it will never be. I honestly feel like a gullible fool whenever they release a "major update" claiming to add some exciting new content because it always boils down to meaningless fluff or just utter disappoint. One of the their recent updates was consisted of "massive overhauls to planets" which was supposed to make each planet breath taking and unique.

And, so what? One of the biggest complaints people had about the game since day one was just how little exploration had to offer. You go to a planet, mine some resources, scan some stuff, and then ♥♥♥♥ off to the next planet never to visit it again. That still holds true today. There's "points of interests" you can explore but they almost all consist of the same handful of copied and pasted 1-2 room structures with nothing really interesting in them and rarely even worth bothering with. So really, the only thing the update did was make the boring planets with nothing to really do on them slightly prettier.

Then you have the voyagers update which is the most recent one that adds the ability to create corvettes Starfield style and engage in EVA exploration. The thing is, constructing the corvettes is buggy as hell. Half the time when I try to make changes to the corvette I built it just eats the parts for no reason. Going EVA? That's a joke. You'd think this would be common sense but apparently the developers forgot that if you're going to give players the ability to engage in EVA activities, you need to give them EVA ACTIVITIES to engage in. Yes you can exit your corvette in space but there's no reason to ever do so.

Moreover going EVA just goes to show how painfully obvious the developers never intended for you to do so. I thought it'd be cool to try going EVA while docked with my freighter. because I thought it'd be cool to fly around the freighter and see if I could maybe enter through the docking bays. What happened instead? I just clipped through the whole freighter altogether. Hell, having the player enter their freighter while docked with it alone would have been a cool and simple EVA activity to pull off since your corvette just docks on some kind of forcefield outside of it. Make it so that if the player has to leave their corvette via the ramp and then do an EVA trip over to an airlock. Instead you just hit a button in the corvette and it warps you in to the freighter.

All of this is compounded by the core issues of the game the devs absolutely refuse to address, mainly that the game is just BORING. Once you've explored one planet, you've essentially seen everything the game has to offer. There's no points of interests unique to specific biomes. Points of interests are never procedurely generated, they all consist of the same damn one to two room buildings that offer negligible rewards.

Furthermore, there's absolutely no danger to exploration. Everything is thoroughly baby proofed. Danger is a key component to space exploration and what's necessary to keep them interesting. Let's take another game for instance, Underspace. In Underspace, you're constantly encouraged to stray off the beaten path, to investigate anomalies far from the lane lines and stations. These anomalies might be benign but they may also prove to be insanely deadly, some capable of killing you instantly if you're not careful around them. They might be the starting point of a side quest or they might turn out to be tough bosses so vast and ominous you might ♥♥♥♥ your pants when first encountering them that yield valuable rewards or devastating weapons when you kill them. You just don't know until you're up close. The thrill of danger and the possibility of a huge reward makes every mysterious object you find in space exciting.

In NMS, just about every hazard and hostile boils down to a minor nuisance. The few dangers that really pose a threat require you to really go out of your way to engage with them. Even the ones that have the potential to be threatening are easy to cheese like with the whispering eggs. Regardless of the hazard, they've always got big red exclamation marks over them when you look through your scanner so you instantly know they're dangerous. There's never a case of "That's neat but is it safe to touch or even get close to?" because you always know instantly if it's dangerous or not. You're not exploring a vast unknown universe filled with wonders and dangers. You're bumbling around a boring child proofed daycare with some flimsy props set up here and there and big warning stickers plastered on everything someone might potentially choke or trip on.

Basically if you haven't already, avoid this game. Don't fall for Sean's lies. The game's just a bland soulless grindfest and every update they release no matter how ambitious they try to make it sound is just superficial dressing to hide just how much of a turd the game is. That's the formula Hello Games found works and by god they intend to stick to that formula instead of actually fixing their game.
发布于 2025 年 8 月 30 日。 最后编辑于 2025 年 9 月 24 日。
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总时数 31.0 小时 (评测时 30.3 小时)
It's kind of hard to decide whether to recommend this game or not. There's definitely a recipe for a good game here and it pulls off some elements extremely well. It's essentially a spiritual successor to Half Life with a bit of inspiration from SCP. The level design is generally fantastic and does a good job of rewarding players for exploration and a lot of the portal worlds are fascinating.

The combat however really drags the game down, and a lot of that stems from some bonehead design decisions that are just absolutely baffling. Case in point, traditional firearms. With a very few exceptions, firearms require you to reach a certain level in accuracy to unlock a recipe for special gauntlets that will let you use them. Crafting these gauntlets also requires you take down some beefy enemies as well. Furthermore, ammo for these guns tend to be hard to come by. You'll usually only find like 3-4 rounds per box and likewise enemies that drop those rounds will only drop like 3-4 rounds and it's not always guaranteed they'll drop them. You'd think it'd stand to reason that these weapons would be pretty devastating right? Nope, they're garbage. It goes against all common sense when it comes to game design. If you've got a weapon with strict prerequisites to handle that uses rare ammo, it should be powerful. That's basic game design 101. This is most glaring early on when you get your hands on the SMG or revolver. By the time you've crafted the gauntlets needed to equip those, you've probably already crafted a scrapshot and probably even a grinder. Not only do they hit harder than the SMG, you can craft ammo for them and the materials needed to craft said ammo is absurdly common (hell, for the scrapshot ammo all you need is paper and metal scrap). The result? You're probably just going to break down any pistols or SMGs for scrap and MAYBE pull the revolver out of storage for special occasions. It also feels like a big middle finger from the devs. When you get the SMG, you're probably thinking "here it is, the great equalizer against grunts, all I need is those precious gauntlets". So you grind your accuracy up to 7, you kill a security bot to get its CPU, you make those gauntlets and then... well you find out it takes about 2-3 magazines to kill most things and it eats through ammo like popcorn.

Another big issue would be some of the bugs which have been present for a long time that for whatever reason have never been properly addressed. The issue with crafting solder is one that comes to mind. It's a necessary item that's required to progress through the game. The problem is, it's bugged and has been for well over a year. You've got to cook it in a pot by throwing silver scrap and metal scrap in a pot of water. The issue is that often times it just won't cook and you need to try different work arounds to get it to work. Sometimes taking it off the stove and putting it back on will work, other times it won't. Sometimes putting it on a different burner with fix it, sometimes it won't. Sometimes cooking a different soup on a different burner will fix it by instantly completing it, sometimes it won't. Sometimes just picking it up and going about your business will fix it, sometimes it won't. Point is, this is a critical item you absolutely need to progress through the game and in some cases craft to trade for another item necessary for some recipes. Given its importance, there's absolutely no excuse not to make fixing it a huge priority, especially when you're pushing out the big v 1.0 and officially taking the game out of early access.

I'd still say give it a shot but I'd strongly recommend fiddling with the sandbox settings as you play because quite a few of the default settings, even for normal can turn the game into a massive slog.
发布于 2025 年 8 月 24 日。
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总时数 4.4 小时
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Hold off on buying this for now because there's a LOT of work that needs to be done. For one thing, there's a lot of mechanics that are poorly if not even explained. Mental health is the biggest one. There's nothing in the game telling you what it affects. Does it affect your aim? Does it affect your healing rate? How do I tell what it's at? Not even the wiki explains it. I had to ask somewhere to figure out what it does. It turns out it affects the rate at which invisible enemies respawn or something and the only way to gauge it is by looking at your character's eyes in the inventory screen.

Combat could be fun but the issue is being able to identify members of hostile factions. The game draws heavily from Stalker but fails when it comes to making members of factions identifiable. In STALKER, if you see a guy in a black or brown trenchcoat, you know he's a bandit. You see a dude in black armor with red markings, you know he's a member of Duty, etc.
In this game, with the exception of cultists who have pentagrams and what not marking their armor, they generally look and sound the same. There's very few distinguishing markings on their clothing and armor, usually some thin colored bands wrapped around their helmet or arms. It makes determining whether someone is hostile or not difficult to determine until they start sending lead your way. This is especially annoying at night due to how ridiculously dark the game is. I had to crank the gamma up to 1.25 to even see where I was going for the most part during the intro.

My suggestion is to hold off on buying the game for several months, maybe a year. With luck, the dev will address some of the more glaring issues in the game.
发布于 2025 年 8 月 3 日。
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总时数 0.3 小时
In its current state, I wouldn't even recommend getting it on discount. Calling it a game is a massive stretch. The basic gameplay boils down to checking reports, making sure all the details are correct, and then marking them as correct and selecting the proper category or marking them as inaccurate or outdated. Nothing wrong with that per say. Paperwork job sims can be fun, just look at Papers, Please. The problem is that it DOESN'T MATTER. Messing up carries absolutely no consequences aside from missing out on an achievement. This is the central gameplay element, one of the central plot points, and one of the things the characters emphasize above all else and it's not even important. You can just shred all the reports (until the part where your shredder breaks), you can just mark them all as inaccurate, you can mark a report about someone poaching as trespassing. It ultimately doesn't matter.

This is further compounded by just how basic it is. There's only two things you really even need to check. You just need to check that the sector in the header matches up to the sector in the description and that the report isn't from before January 10th. That's it. It never gets more complicated. You've got a park map on your computer and a weather forecast that I thought might play a role down the line, like maybe making sure the photos for the reports match up with the location on the sector map, or the weather in the photo matches up with the weather for that day, but that's not the case. They serve almost no purpose.

There's only one thing in the game that matters, and without spoiling too much, it doesn't really make much of a difference. It changes like one single frame in the ending cutscene and that's it.

The game has potential, don't get me but it really needs a lot of work. The initial set up is pretty atmospheric with you sitting at your desk in a cabin with the only light source being a lamp on your desk and the glow from the computer. This combined with the the patter of rain on the roof and the fog rolling by the window is a great set up. The game does a fairly decent job of building up tension before hitting you with the horror and I've got to admit, some of the jumpscares got me. I do hope the developer expands on it and fleshes it out into an actual game rather than whatever the hell you'd call it in its current state.
发布于 2025 年 7 月 20 日。
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总时数 23.4 小时 (评测时 8.6 小时)
Still pretty early into the game but so for I really enjoy what I've experience so far. There's a particularly nice blend of stealth and action, mainly because getting spotted isn't an immediate GG load last game. If anything, screwing up actually opens up a lot of new opportunities. If you go loud and enemies are alerted, they stop their normal patrol routes and start actively sweeping through the levels. This quickly shifts it from a game of memorizing patrol patterns to waging guerilla warefare on the various goons now hunting you down.

That's easily the game's strongest point. When you look at most games' approach to stealth, they generally take a hard approach. For most stealth games getting spotted is a game over, killing a guard gets you a bad ending, getting spotted gives you a bad ranking. This game on the other hand, takes a more soft approach to stealth. You're free to play the game like Hotline Miami if you want, but chances are unless you really know what you're doing, it's not going to go well. This isn't Skyrim. After you've fired a shotgun or an enemy finds a dead or unconscious goon, enemies aren't going to go "must have been the wind" if they don't spot you for a few minutes and go back to their regular patrol routed. They will hunt you, they will buddy up so they're not alone, they will form packs, and they will comb the level looking for you. If you've just been knocking goons out, they will probably undo all your hard work by waking them up if you weren't careful enough about hiding them. The result is that while the option to go loud is always there, you're encouraged to be smart about it. You're encouraged to get a feel for the level so you don't wind up cornered, you're encouraged to thin their numbers in advance, and you're encouraged to set traps to further thin their numbers while they're looking for you The result is that you've got a game with a very dynamic approach to stealth that allows for a multitude of different play styles

Gadgets open up a lot of possibilities for interesting strategies as well. For example, you can use claymores and taser mines to set traps ahead of time just in case you ever need to go loud. There were a couple times when just for ♥♥♥♥♥ and giggles I'd place a claymore outside a room where a few goons were chilling and fire off a shot so they'd come charging out of the room ready for a fight, only to get a face full of shrapnel.

There are a few gripes I have here and there. On some levels it's not always apparent where you need to go which can get kind of frustrating. Case in point, the first side mission has you searching a gang's hideout for compromising evidence. My first thought was maybe it'd something in a warehouse. Sure enough one of the locked warehouses needed a key to get in and there were piles of cash stacked on a crate in there. Since it stood out the most I figured, hey that's probably an indicator that that's where I need to go. Maybe they got records of illegal financial dealings and ♥♥♥♥ in there. Turns out it wasn't it. It was basically just a stash of goodies. Good goodies but not my objective. I spent a good while going through the area just trying to figure out what I was supposed to be looking for until I decided screw it, I'll just check out a guide. Turns out the item I needed was a rather nondescript item sitting in an unassuming side office in an office bullpen. I'd passed it a few times but the thing is, it just looked like level decoration and it was in such an unassuming area of the level. The game is generally good about giving you an idea of where you need to go but every now and then it just throws you an annoying curve ball like that.

There's a few really weird design decisions here and there as well. For some reason, the game forces you to go through a tutorial on some of the most basic elements of the game like climbing over chain link fences and turning off light switches three levels into the game. It just feels weirdly out of place. The game does an excellent job of teaching you mechanics as you go along so it just seems unnecessary to just put everything on hold for a moment to say "alright, we know you've maimed numerous goons at this point, crawled through vents, flipped lights, opened and closed doors, and all that good stuff but we're going to have you run through an obstacle course just to teach you how to do it even though you wouldn't have made it to this point if you didn't already know how to do it". The AI while generally good does behave oddly sometimes. At one point I accidentally blew my cover and quickly ducked into a nearby bathroom to hide. Several goons piled into the building and searched basically every room... except the one I was in. After they searched a bit they just started firing their guns wildly and then just kind of ♥♥♥♥♥♥ off.

Still though, putting some of the small flaws aside, it's an excellent game and I'd strongly recommend it.
发布于 2025 年 6 月 24 日。 最后编辑于 2025 年 6 月 28 日。
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总时数 2.2 小时
There's a lot of potential here. The parkour mechanics are fun and the gunplay mechanics are pretty satisfying. This is all brought down however, by just how quickly the game becomes repetitive and dull. The majority of gamepay boils down to going down to different combat arenas, activating the fight, killing X amount of enemies, and then collecting an upgrade. This is further brought down by the fact that these combat encounters are designed in the most mind blowingly dumb way possible to the fact that I can't help but wonder if whoever came up with them was suffering from some kind of mental deficiency.
So when you start these combat encounters, you're given the task to kill x amount of enemies (typically 24). During this time enemies of different sizes and what not continuously spawn and respawn until you've hit the number of enemies you're tasked with killing at which point all the enemies die. This just goes against common sense in terms of combat design. The whole point of having enemies of different sizes and threat levels is to encourage players to priotize targets, often times taking out the big guys before going after the small fry, or thinning out the small fry before focusing on the bigger targets. Here, it doesn't matter. If you kill a giant bipedal mech, it'll just almost instantly respawn, same as the small fry. They also only count as one kill, same as the small fry. So where's the need for target priority? You've got no incentive to waste ammo on the big guys. Hell, killing them doesn't even give you a reprieve from their superior firepower because they just instantly respawn. There's basically just no reason to not just kill light enemies until you hit the kill requirement. It just feels like such a lazy approach to designing encounters that defies all common sense when it comes to game design and the fact that these combat encounters make up such a large part of the game ultimately ruins it.
发布于 2025 年 3 月 14 日。
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总时数 5.2 小时 (评测时 4.2 小时)
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I've tried coming back to this a few times, hoping something will change since it's early access but every time I just end up sorely disappointed and uninstall the game. In blunt terms, it just feels like the devs don't know what in God's name they're doing.

The game feels like it's got a serious identity crisis going on. On one hand, it feels like it wants to be a run and gun FPS with an emphasis on exploration. On the other hand, it also feels like it's trying to be like Dark Souls, where mobility is limited due to a stamina system, even the weakest enemies hit like a truck, and regaining health is limited to a very limited consumable. When you take combat encounters that are clearly designed to take a fast and loose approach in the vein of Painkiller or Serious Sam and then slap on a mobility system where you move fairly slow and have to rely on dodging which consumes stamina, then throw the fact that restoring health is limited to using healing elixrs, of which you can only carry a very small amount and are an extremely rare drop on the field, it just doesn't work. There's a reason why good run and gun shooters are usually generous with health items.

Then there's the weapons. The weapons have a lot of potential. They've got some pretty cool designs and they're fun to shoot. The issue is their damage drop off is ludicrous. Having damage drop off outside a weapon's effective range is common and fine but the issue is that in Witchfire the rate at which damage drops off is just ridiculous. If you're more than a couple inches outside your weapon's effective range, the damage your gun does instantly drops down to 1.

Then there's the sort of parry system it's got going on. Basically if you dodge while near an enemy a circle appears near them that you can shoot to stun them for a few seconds. It's pretty clear the devs want you to make heavy use of this but at the same time it's extremely finnicky. I've tried all sorts of things with it and the best I can figure it boils down to "it works when it feels like working".

At this point I'd say your best bet is to just skip out on this one. The game has been in Early Access for a while now and I really can't see the devs making any changes to address the issues with the game m
发布于 2024 年 9 月 25 日。 最后编辑于 2025 年 10 月 22 日。
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