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One of the more unique games out there at the moment. Combining Networking and Horror sounds strange -- I mean, networking already is a horror in and of itself.

Jokes aside, the game is fairly easy. Optimization is hard, which it should be.

I will say, the game doesn't really do much in terms of tutorials. You very much are left to find out what works and what doesn't. This is both a huge boon and a downside.

A few gripes I found were;

- The lack of later-game larger mining areas (Once you have completely set up 2 clusters, doing the other two feels like chorework, and I found myself just wanting a large room to work in.)

- The inability to deal with Hackers (You must drop their outbound traffic, but I did have my third hacker spawn on something that legitimately had non-hacker replies to something else, and it cost me money)

- The inability to lock things to a grid (Amazing to me this isn't a feature. This is a networking game, it WILL attract people who like pretty, lined up, organized wires and cables... but you have to eyeball everything?)

- The darkness (You get one -- ONE component that *can* create light... if you put down 6 of them in a row. Creating lamps where you need them is very hard. I would love to be able to toggle if that component is a lamp or have a dedicated Floodlight item.)

- The lack of an end-game. (There is one boss fight and then the game is just... done. There are two endings, so at least that's something. As mentioned before though, once you have set up one cluster, the others are of no challenge or offer any new variety. I had bought every upgrade before I even found the third Mainframe.)

- The lack of an actual "score". (While you can see your network's Up/Down speeds, packets dropped and mis-directed sensitive packets are just not told to you.)

- A... rather frustrating hole-fill tool and no way to build your own locations. (It would have been very nice to get some basic building blocks which allowed you to make your own little houses to place a cluster's router)

- The horror monsters were... kinda silly. Nothing really frightened me, especially once I learned how each one could be fought. I was expecting more monsters in other areas but that just... never happened.

---

That may seem like a lot of negatives, and it is, but don't get me wrong. I REALLY enjoyed this game. I wanted to improve my network. I spent a while optimizing some of the clusters to make them faster, for no gain other than seeing the network speed go up. Debugging things actually was fun. My mistakes were my own, and it was up to me to fix them. It's the same high as programming something on your own. When you finally find that one thing wrong and get it working, you could watch it all day. This game does that in spades.

With a bit more variety in the later half, and some advertising, I could see this easily becoming a very good addition to any steam account. As it stands, the community for this game is IMMENSELY small, and that's a criminal shame. The dev team should look into getting some Youtubers to play or something -- get some word of mouth going. Both horror fans would enjoy it and those youtubers that enjoy "puzzle" games would be my recommendation.

Absolutely worth the (very generously cheap) full price. As mentioned in another review, if you think this game would possibly appeal to you, it WILL appeal to you.
发布于 2024 年 5 月 25 日。
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总时数 3.5 小时
As much fun as I have with this as a little pocket of childhood memories (I remember playing the hell out of this on my Grandmother's PC) -- The lead Designer/Programmer Travis Baldree went on to make Torchlight later on, whereas this game's IP Owners (WildStudios) would go on to become Gamigo Inc.

Go buy Torchlight unless this is on sale and you have fond memories like I do.
发布于 2022 年 2 月 8 日。
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总时数 1.3 小时
Definitely let this one sit on the backburner of your Wishlist if it REALLY interests you. It has got more than a few issues that need resolved before it's worth playing through.

As mentioned in other comments, Crafting is just awful. It would be a hundred times better if you just opened a UI on benches to see what you can currently craft/what you have the Blueprints for, and could just click to craft. It would be a great idea of the devs to lessen the amount of useless intermediaries which have no use other than to be turned into other products.

In general though, this game is the perfect example of why devs that just slap two other titles together don't really have that great of an idea.

In this case, the titles seem to be Minecraft and Stardew. These two titles, while fantastic in their own right, are good for very separate reasons.

I just end up having too many things about this game that don't sit well with me. The scrolling hotbar feels awkward to use. The Building blocks are an uncomfortable size -- somehow both too small in some ways and too big in others. Money has almost no actual value as you can farm for it just by chopping down trees, which will give you enough cash to build a building from scratch, buying all the basic blocks, bypassing crafting alltogether. Which is preferable since Crafting is just uncomfortable!

At the end of the day, this game does not have a large community, is just a little bit janky to play, and if you really wanted to play "Stardew meets Minecraft", or "3D Stardew"... there's mods for Minecraft that do a better job than this game.

If you're really interested, throw it on your wishlist and check back in three years. It'll either fall into Beta Limbo, or the devs might clean it up and make it more appealing.
发布于 2021 年 5 月 18 日。 最后编辑于 2021 年 5 月 18 日。
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总时数 381.8 小时 (评测时 278.9 小时)
What can I say about DRG that hasn't been said before?

This game is truly a masterpiece in taking the old (in this case, L4D2), giving it a new fresh coat of paint, tweaking features and systems according to years of game development history to improve the game as a whole, and coming out with a product ten times that of the original.

I say that with Left for Dead 2 being a fantastic game.

This game truly is one you won't regret picking up, on Sale or not. Deep Rock Galactic is an absolute masterpiece of a Co-Op Shooter, one that I have played for literal years now. It's missions are randomly generated... while that would normally mean they get stale, in this instance the variety of objectives and generation types, along with mini-objectives appearing makes them very fun to play.

For example; In a typical mining mission, your only objective is to mine a Blue Mineral in the walls called "Morkite". But that's not the only thing you'll find in the cave as you go deeper and deeper. You'll find Nitra -- which can be used to call in Resupply Pods in case you start running out of ammo or Health --, Gold which gets you more Credits at the end of a mission (which can be spent on everything from Beers at the Bar to Cosmetics to Weapon Upgrades), at least two extra mineral types based on the Biome you're in (of which each biome has a unique set of two of the 6), Red Sugar which can heal you, Cargo Crates that can be repaired for Skins and Cosmetics, The helmets of fallen dwarves which can be scanned to lead you to their corpse -- littered with more minerals --, ERR://23¤Y%/, Hops you can turn into special Beers back on the rig, and some kind of secondary objective that gives a bonus for completing (like collecting Alien Fossils or Killing an invasive species).

And that's not touching the bugs, which vary from small irritating pests that can be swatted away to flying, acid-spitting drones, to giant bulking beasts that set of massive explosions when killed, coating everything around them in gold. You can customize your weapons to what you like to play as, catering your experience however you'd like.

There's even Mini-bosses that are rare and actually difficult encounters to face if you're not prepared for them.

None of this is something you need to do, though. You only need to mine Morkite. Everything else is optional... but pushing yourself to complete it will be something you're rewarded for doing.

The mission's difficulty also scales with you. If you're having issues with certain missions, you can always knock down the difficulty, at the cost of receiving fewer rewards.

That simple ideology -- pushing yourself to go further, complete everything, do every objective, and push how many bugs you can handle -- creates a genuine feeling of satisfaction when you come back from a Mission just barely scrapping by, getting into the drop pod at the last second.

Just get this game. It's worth it.
发布于 2021 年 5 月 10 日。
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总时数 270.1 小时 (评测时 123.0 小时)
After putting over 100 hours into the game, I decided to watch the trailer for the first time. I gotta say it doesn't do the game justice, but I don't know what I would do I wasn't going for a literal "What is Rimworld" trailer. So it works.

So, what is Rimworld?

Rimworld is a Simulation Game - much inspired by titles like Dwarf Fortress or Cataclysm. Compared to other Simulation Game, it's very easy to get into, and hard to master.

But let's go even simpler; What do you *do* in Rimworld?
Well, you survive. Or try to, at least.

In Rimworld, you don't have a "character" that you directly control. Instead, you are this overseeing body governing "pawns". These Pawns have Stats - which are altered by their backstories and traits - and Needs. Needs dictate what pawns "need" to do. These are pretty simple, for the most part - Pawns need to Eat, Sleep, and be entertained (tracked by a "Recreation" stat).

Pawns also have a "Mood" need that changes based on events they have done, their physical health, or activities happening around them. These give them "Moodlets" that alter their mood for a while, before it goes back down. For instance, giving a pawn lots of things to do for entertainment will raise their mood. While letting them starve or get into pain will lower it.

So your "goal" is to maintain a happy and productive colony while the game's "Storyteller" throws events at you. These Events can be good things - like a Trader coming to visit - or bad things, like raiders, disease, or a blight on your crops.

As mentioned, each Pawn also has Stats, dictating how good or bad they are at things. A Pawn that is good at Socializing will get better rates with traders. Good at Mining will mine things faster. Cooking will make pawns be able to create fancier dishes, better artists can create more beautiful sculptures... etc.

Because you don't directly control your pawns, you instead have to manage a "schedule" - which tells pawns in what order to do things, and which pawns are allowed to do what tasks.

Now - this all may sound *very very* complicated... but it all works together in such a way that it's very manageable, if you give it a good couple tries.

You will die. Several times. For what it's worth, my first Colony failed as I tried to grow Corn - which takes a long time to grow but has a large yield - with no additional foods to supplement the corn. As I ran out of food I started with, my pawns got angry and upset, before one died of Malnutrition. The others ate his body, before one of them went mad from how horrible their situation was, then attacked the other, shot her in the chest after getting stabbed, before dying of his own wounds in the corn field.

Try to not let your failures discourage you! Creating a Surviving Colony one of the hardest parts of the game, and even seasoned players can struggle with it!

Once you have a surviving colony, you begin trying to thrive. You can set up autoturrets and defence systems to protect your colony without risking your survivors. You can try to send out Caravans to barter rare goods for crafting supplies with nearby settlements, or you can send out a group of heavily-armed soldiers with trained attack animals to wage war on them. Maybe you'll end up creating a small encampment for mining rare minerals to bring back to the main base, or journey to the far reaches of the planet to locate a crashed ship to escape the planet. All of these are possibilities.

Of course, once you are familiar with the base game, this game has an AMAZING modding Community, which add everything from Multiplayer, to new races (wanna be a catgirl? Twilek? Or ascend and become a colony of androids whose conscious is stored on servers?), New Weapons (Everything from Medieval Catapults to stuff that makes Nukes look small), and even enhanced End-game where you can live on a Spaceship!

This is one of those game's I'd even recommend putting in several dozen hours and really trying to get used to before thinking about the DLC, too. The DLC is good, and adds a ton of content onto the base game. It also may not be for every player - in fact, you can even disable the DLC if you buy it and find it isn't for you.

Overall? I would say that Rimworld appeals to a large group of people. From people who want to make little stories about a small farming colony, to those who want a game where you can create Human Leather Coats from thine enemies, and everything inbetween.

There are very few people out there I think wouldn't find at least SOME enjoyment from Rimworld. It's a great game to stick your toes into the Deep Simulation Genre, or a good game that offers more moddability than others like it.

10/10. Give it a try, die, and try again.
发布于 2020 年 12 月 3 日。 最后编辑于 2020 年 12 月 4 日。
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总时数 89.6 小时
This is one of those times I wish Steam had a Sideways Thumb.

Astroneer is... okay? It's fine. It's not bad, per say, but I don't think it's very good, either.
It's just kinda... okay. It exists, it might be fun for some people, but in my opinion, there's just too much... mediocrity.

--The game gives you a minor tutorial on how to do the most basic tasks. It's not too well done, and it wasn't until I actually played with friends that I understood the concepts that the tutorial tried to teach you.-- This was removed.

After that, you're shot down onto a randomly generated - but very same-looking - planet, and not given any direction at all. What you *have* to do is get a researching table up and running, along with basic power. Once this is done, you research a way off the planet to get to other planets with different resources, so you can research better things quicker and build bigger, "better" things.

In premise, that's fine.

In practice, it's kinda boring. You need to get the same essential base set up on every single planet, over - and over - and over again. And spoiler alert: It isn't much more fun the 5th or 6th time you have do it. A jetpack doesn't make building a Soil Centrifuge and watching it grind to a halt for 20 minutes 'coz you have no power in your batteries any less infuriating.

In theory, the teleportation methods you unlock at the core of every planet would make this easier - if you didn't have to get to the core of every single planet (a task that could take you hours on the bigger planets) - meaning you still need to set up that basic little base - and if you could teleport more than just yourself and the measely 8 things you can carry on your back.

I'll draw a weird parallel here with Minecraft. In Minecraft, you go from making a Pickaxe, to making a better pickaxe, to finding ways other than mining to gather resources (like Villager Trading and Witch, Pigman, or Iron Golem Farms), at which point it opens up to a true sandbox-style adventure. Resources stop being your main limiting factor and you are free to build what you want, go where you want, do what you want, having experienced mechanics that try to inspire you to have goals to strive for, and irritants that could be easier. You start off Surviving, and by the end game you thrive. The same could be said of a few other "survival" games. Like Don't Starve, or Rimworld. Making a self-sustaining base in Rimworld that doesn't require your immediate attention at every moment is genuinely the "mid-game"!

Astroneer just... never seems to get that far. There is no point where "Thriving" begins to happen. You survive until you can leave the planet, then you leave the planet to try to survive somewhere else, ad-infinium. Even the end-game "best" gear item - a Portable Oxygen Generator you can carry anywhere - feels limiting, as it needs power to run, which is in short supply since your mining tool will likely use a lot of power by then. It's arguably worse than the basic Tethers you can make from day 1.

Maybe that point of "not just surviving, but thriving" comes when you get to the core of every planet and unlock the gateway. I don't know. But according to the Steam Statistics, Less than 2% of players even get that far. 98 out of 100 people will simply stop playing before they get to the "end game".

And that's not mentioning the questionable marketing - like how there's Premium Currency in this $30 game, or how if you want a dedicated server that allows you to earn achievements - and the cosmetics linked to those achievements - you have to pay some third-party hosting company. If there's modding in the future, I don't doubt that they would pull a Bethesda and make you pay for that, too.

I want to like this game. I really do. But every time I play it, it just drains me. I get bored, tired, and physically exhausted within the day. Astroneer - to me - seems like it's trying to be more than it is, and failing to meet those expectations. It's a one-trick pony that keep promising to be different and never is.

Is it fun? Initially, yes.
Does it have potential? Yes. And I would love to see the devs act on it, instead of having pointless Seasonal Events every three months.

Would I recommend it?

Eh? Not without telling someone to prepare for it to eventually gather dust on the shelf.

-------------------------------

E: Shrinkshooter and Krzeszny both bring up good points, and I'll paraphrase them here so they don't get lost in the comments.

At the beginning of the game, you are urged to keep going solely by the mystery of discovery. What is at the core of the planet? What is on the next planet? And the one after that? What happens when you open the Gateway? These questions give you the motivation to keep pressing on. However, once you get to the end game, that question just doesn't exist anymore. When that happens, you are left with only 5 things to do.

1: Unlock every recipe (which usually can be done in an hour or two on the "high research" planets)

2: Collect all the little collectible things. Plants, Zebra Balls, Materials... This honestly doesn't take too long to do, so for those who want to do it, it's not much.

3: Mess around with Logic Gates (Which definitely will not be fun for a lot of people, as this isn't a logistics-focused game.)

4: Do Seasonal Events (which... are seasonal. They aren't always an option, and they usually don't offer much content.)

5: Start over and do it again, perhaps with someone else.

So, once that urge of discovery wears off... you really have to enjoy a very specific style of gameplay to keep enjoying the game. That playstyle simply will not appeal to everyone. In fact, I'd go so far as to say it will not appeal to most players.
发布于 2020 年 7 月 27 日。 最后编辑于 2025 年 1 月 28 日。
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总时数 32.6 小时 (评测时 32.3 小时)
Remember kids: Everything *wrong* with the game is Bethesda's Fault. Everything *right* is ID's blessing.

Yes, even that Anti-cheat thing that ID admitted was their doing. *Definitely*, 100% Bethesda's doing.
发布于 2020 年 6 月 9 日。
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总时数 93.5 小时
Better than Gameiki!
发布于 2020 年 5 月 20 日。
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总时数 23.5 小时 (评测时 1.8 小时)
I have not gotten very far yet, only barely found basic weapons and enough ammo/health that I feel "safe". But this game has left enough of an impression on me that I do think I should write a solid review for it.

I played during a free weekend.

The Story Thus Far

In Generation Zero, you play as a character (or group of characters if playing with friends) that were cut off from contact with the rest of the world, in an alternate timeline where Sweden (of all countries) became more militaristic after WW2 due to paranoia of "repeating" what led to WW2. This resulted in high tensions, and in 1980, the world was on the brink of another war again. While on a cruise, you leave the world for a few weeks, and upon coming back your boat gets shot at and sunk, leaving you stranded at shore with nothing but the clothes on your back.

That much is told right away. The rest of the story has you trying to piece together what happened, exploring the past of this alternate timeline, and why there are suddenly hordes of hostile robots patrolling Sweden, with seemingly no life left. Most missions (so far) have been "Go here, look for the thing we want you to find". It's simple. It's basic. But it doesn't *need* to be complex. The gameplay comes from the interactions you have *going* to these locations, and how you approach the speedbumps along the road.

Sir, You are Being Hunted.

There is an old game on Steam called "Sir, you are being hunted". It's a charming little FPS game, where the main premise is that you are being hunted by a group of british, humanoid robots with dogs for sport, because humans are interesting game. The game, sadly, was abandoned a few years ago. Which is upsetting - that game was a blast to play with friends, and those kinds of scenarios are really interesting.

What I wasn't expecting was for Generation Zero to be everything I wanted Sir you are being Hunted to be.

This kind of gameplay - which is almost similar to the Battle Royale genre, but against AI that varies in strength - creates it's own gameplay loops. Do you avoid heavily patrolled roads, in favor of the forests where there are fewer enemies, but more cover for them to hide in? Do you try to lure that group of big robots away from the military vehicles they're guarding? Could you risk a firefight against them if you fail?

It's a gameplay loop that encourages you to think critically, and the AI in this game is smart enough that it's fun to challenge.

Forced Stealth forces Caution. Caution leads to Tension. Tension leads to Memorable Moments.

Early on, I found a Hunting Rifle in a shed, with a lone dog patrolling around it and a nearby shed. My friend, needing a rifle, snuck over to me, but found out that nearby were some walkers and drones - big robots we couldn't fight, and drones that could spot us and hear us from far away. He was able to get in only because I managed to get the dog to follow me away from the house before it lost my trail. Had I simply killed the dog, I would have alerted the walkers, which would have killed us both.

Later on, we stormed a small bunker, full of what we called "Ticks". These are small, fast enemies that don't see you from very far away, but when they do they will skitter towards you and jump at you. Once dead, they explode. Having saved shotgun ammo, we stormed in, quiet at first. When I saw the first tick I hit it with a shotgun blast, and my friend jumped in his seat, misfiring himself, which alerted the rest of the ticks in the bunkers. What followed was a panicked rush, the two of us storming forward so we wouldn't be overwhelmed, blasting ticks as we went. What started as a panicked misfire quickly turned into joyful laughter as we both realized that we didn't need to take this stealthily, and could storm through with our shotguns gleefully.

These moments are not alone. I could name another moment or two like this, and I only played for under two hours before starting this review!

I will continue to write this review as I continue to play. As it is, I have yet to explore the game's crafting mechanics, or beat the first small area. But if this game continues providing experiences like those, it's certainly worth $20. $10 for your copy, and $10 for a friend's.
发布于 2020 年 4 月 29 日。 最后编辑于 2020 年 4 月 29 日。
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总时数 34.5 小时
I have 100%'d LEGO LOTR

However, you cannot buy this game anymore on Steam for Legal Reasons. Which is very sad. As far as LEGO Adaptations go, LOTR works VERY well with LEGO's sense of humor, style, and gameplay.

The puzzles are not inherently hard - at no point was I stuck on what to do - but there certainly are a lot of them. The entirety of Middle Earth is absolutely chock-full of Mythril Bricks to collect.

Overall, I would certainly recommend it if you like LEGO Games. The Overworld is fun to play around in, and makes for some nice downtime between the levels. It took me 34 hours to 100% this game, but about the last 14 or so were spent on 100%ing the title.

As a LEGO Game, it's aged well. It looks good, the humor is there, there aren't any Unofficial Voice Lines (they only use audio from the films, and mostly only during cutscenes), and as a LOTR games it's an excellent way to play through the main films, and run around Middle Earth as your favorite characters.

Now, if only the LEGO Hobbit wasn't 2/3rds of a trilogy. Tut tut, TT.
发布于 2020 年 2 月 26 日。 最后编辑于 2020 年 5 月 29 日。
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