Saicomantis
Iasonas
Athens, Attiki, Greece
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最喜爱的游戏
66
已游戏的小时数
56
已达成的成就数
100 点经验值
成就进度   56 / 69
评测展柜
已运行 63 小时
"Dishonored meets Outer Wilds" 8/10

Great concept combining gathering information by exploration to solve puzzles, along with fun combat and systemic game design, which could become perfect with some minor tweaks in the gameplay.

Story
+ Original setting with rich lore
+ Interesting characters with strong personalities
- Few cutscenes and face-to-face interactions makes it hard to form an emotional connection to them or get to know them better
- The ending leaves the player with many unanswered questions about core story elements.

Graphics
+ Gorgeous art style
+ Great fidelity
- Could be optimized better

Gameplay
+ Fun combat overall that combines gunplay and superpowers, like the other Arkane games (Dishonored and Prey)
+ Many puzzles to solve, including the main quest on how to kill the 8 Visionaries in a single loop, along with minor ones
+ Julianna's invasion are a nice twist and difficulty spike when they are performed by other players
- Lack of enemy variety and absolutely ridiculous AI.
(Maybe the devs thought that making enemies behave like half-deaf dim-witted children with cataract would be a balancing factor when other players invade your world. At least it checks out lore-wise, since they are probably wasted due to the endless partying. Combine that with an extremely overpowered silenced weapon that can one-shot everything that breathes from kilometers away, and you have yourself a hack-n-slash fest with no actual consequences for taking bold risks.)
- Cameras ("motion sensors") and enemy turrets are extremely easy to avoid or hack, rendering them as a minor nuisance. Hacking devices is reduced to holding down a button for 5 seconds while leaning behind a wall 10 meters away. It would be a lot more fun if it involved some kind of minigame (Bioshock 1 style) with increasing difficulty the farther away the player is from said device.
- Sometimes the game is too hand-holdy, to the point of giving away puzzle solutions without the player actually having the time to figure them out for themselves. I suggest turning off waypoints / quest markers. In other cases, the timing of quest notifications is just off.
eg. Especially in one case, I got an achievement for completing a quest, by randomly selecting an option while interacting with an object, the result of which would appear in a future day period. So me and my character had no idea why that option was the correct one (either it should not be an available option until I had gathered the neccessary information, or the achievement/completion notification should appear after the result caused by my selection)
最新动态
总时数 1.7 小时
最后运行日期:3 月 26 日
总时数 106 小时
最后运行日期:3 月 26 日
总时数 31 小时
最后运行日期:1 月 8 日
留言
Aselgeia 2016 年 12 月 24 日 下午 1:37 
hi
76561198103394207 2013 年 8 月 27 日 上午 9:36 
sfageio