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总时数 5,834.5 小时 (评测时 1,716.0 小时)
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While not perfect vrchat is great. You can hang with friends in the club, watch movies and play games.

The current influx of the negative reviews is the result of vrchat adding EAC, or anti cheat to the game. Many of the people that used clients (mods) to exploit the game are upset and thrown fits

To all those people who been crying the last few days, the vrchat community wants you to know
WE LOVE YOU
WE MISS YOU
AND WE WANT YOU TO COME BACK TO US
发布于 2022 年 7 月 30 日。
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总时数 5.8 小时 (评测时 2.8 小时)
A great idea but bugs and poor design hurt the over all package.

One Example
Second mission you fight your way up the coast while trying to outrace enemy reinforcements coming from the south. When you finally get to the north you capture two ports so that you can get reinforcements
The ships caring the troops arrive and the game tells you to move them into the harbor building so that they can be unloaded. Problem is that ships will not enter the building thus making it impossible to unload the, much needed, troops. This really sucks since it happens at the end of a long fight north
发布于 2020 年 6 月 12 日。
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有 5 人觉得这篇评测有价值
总时数 54.6 小时 (评测时 14.9 小时)
I like this much better than part 1. Part one was good and each race had its own playstyle but it felt to me like they were all doing the same thing. Beat your enemy, join with others of your group and kill Chaos. Fun but no matter which race I played it felt like I was doing the same thing jsut forced to do it a different way

Part 2 on the other hand gives each race its own story per say. While each one is dealing with the vortex the story behind it is different. This makes one want to play and complete the game. I never played the campaign in part one of the greenskins, just never got the hang of them, a feeling I had about the skavin in part 2. Except with part 2 I can see playing the Skavin to see there story arch

A very good game and I would also recommend part 1. DO not late the people crying about DLC fool you. While there is a number of paid DLCs for part 1 CA gave alot of free DLC as well
发布于 2017 年 10 月 1 日。
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有 6 人觉得这篇评测有价值
总时数 0.5 小时
This game is so badly done steam should not only remove it from sales but ban the developers from ever using steam.

Graphics: look like they were made by a preschool class. The terrain, lighting and visual effects use a dark tone which not only hurts the feel of the game but makes it difficult to select units.

Sound: You would think the developers would spend the time they saved on graphics, maps and unit design to make some great sounds; but this was not the case. The music is one basic song that loops over and over, the weapons sound like a cheap modern weapons fx pack the developers bought somewhere

Gameplay: The gameplay has promsie but the rush job the developers did on the piece kill it. Movement works by
a. Select the unit and you cna move or choose a fe other options (regroup, attack_
If you choose to move you have a choose on how far you move based on what you goal is
1. Move as far as you can
2. move 50-75% of max distance but get to attack an enemy unit at the end of movement
3. Move short distance and get an assualt attack agaisnt a unit
Problem is the dark ungly grphics make selecting the targeting unit so difficult its not worth messing with. Even if you maange to select an enemy unit you do no real damage. I attacked a group of enemy infantry, first wiht tanks then 2 more tiems with infantry and only did maybe 5 casualties anong all teh attacks. The next round that same enemy infantry attacked my tanks with machien guns (well that is what the sound effect was) and destroyed 2 tanks

Unit selection: There are two factions each has maybe 5 total units to choose from. Not sure who thought that was a high eneough number but that person should be fired

This game is really that bad, not sure how it made greenlight. Stay away from this game. The only bright side is that the development team learned some lessions when making this, which means either they will make a better game or stop making games all together
发布于 2016 年 2 月 6 日。
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总时数 10.2 小时 (评测时 7.0 小时)
STAY AWAY IT IS A SCAM

Maxamo recently had a sale for most of may on FUSE. During the sale they promised free rigs and a new 1.4 patch that would be free.
Guess what they do right when the sale ends. They say "Adobe bought us and thus we have no idea what the future holds"

The free rigs
One developer on the forums say they will be there
Another developer says they will be there during the transition period which is the end of the year 9after that who knows)
Yet another developer says they will be there during the transition period but it may be a month or even a year

The 1.4 update to fix issues
One dev says it was removed from the sotre page to save space
Another developer says they have no idea what will happen

So you may wonder what the developers have to say about all this
They say "Well our steam staff did not know"
They say they care about the customer and ask for us to understand the miss communications yet in the same breath tell the customers "We know we lied to you but we are keeping your money"

Companies like MAXAMO are whats wrong with big business. It is getting to the point that publishers feel they have the right to screw the customer over as long as the developer makes money. This practice has to stop and the only way that will happen is if everyone stands up against it

DO NOT SUPPORT MIXAMO. Do not download thier software. If you do you are telling them it is ok to lie and cheat the customers.
发布于 2015 年 6 月 4 日。
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有 11 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
总时数 2.7 小时 (评测时 1.5 小时)
DO NOT BUY THIS COMPANIES PRODUCTS

it is clear 1C company cleary does not understand how to program or design a video.

The theatre of war games look assume and when it is right they a dam good, but due to lack of skill on the developers part a great game becomes a pile of crap.

User interface.

For some strangE reason the developers decided not to tell the player what to do. I am not talking about holding the players hands jsut simply saying what the mission is. You start the battle and given this order, you complete said order adn continue fighting until the game decides it had enough

The missions are so scripted that the only way to end some are by having a unit int he right spot. Funny part is the developers never tell you what unit or what spot. Guess they decided to through in some fun mini game

There may be no AI in the game.
AI controlled allies will not fight sometimes simply park in the back and wait till you are killed
Pathfinding is not there, units move in a stright line until the hit something then turn slightly and repeat til they get to thier position

This game sucks, there is simply no better why to say it

This could have been a great game, maybe battlefront will pass it own to people who know what they are doing
发布于 2014 年 7 月 24 日。 最后编辑于 2014 年 7 月 26 日。
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总时数 20.0 小时 (评测时 17.4 小时)
This game is bad, really really bad one of the worst strategy games I have every played. Let us talk about the selling points of the product
1. The AI
The ghost in Pac man probably are more complex than the AI in this game.
a. There is no path finding. For example units will not follow roads, even in cases where you start them on roads, but will head in a straight line to their destination unit they hit something and must turn. There is a stage where you fight on the road between high cliffs. When the AI travels it does not follow the road but hits a straight line until it gets stuck on a hill side that is to steep so it turns a bit and repeats the procedure. So if the road has a curve to it the unit does not follow the curve but makes a zig zag motion til it reaches its destination
b. AI allies are about worthless. There are stages where you fight and your re-enforcements are AI allies. Problem is the AI allies do not want to fight. Now most of the time they will fire on an enemy if they see him, but do nto expect them to go looking.
This really gets to be a a pain in missions where the ally AI is needed to win, in such cases its a 60/40 chance you are losing the mission
c. units disappear. You will have a unit walking then all of a sudden its gone. Not shot at or in combat just gone, it's like the rapture
d. Units movement. You spend a lot of your time trying to get units to move. Now most of the time they will move when ordered, but there are many times they act liek your not even around. I am not talking a unit that is scared or injured but just under normal cases they simply do not want to move.
2. Line of Sight
I would love to meet the person who designed this system. It appears combat in WW2 involved both sides playing pick a boo. You will have two units within 10 feet of stopped looking at each other, only to have the enemy disappear, then reappear in the same spot. I have seen whole tanks be surrounded by enemy units (infantry and tanks) disappear then re appear. This gets to be a pain in missions where you need to prevent the enemy from breaking through. it sucks to be firing at that last tank only to have it engage its cloaking device
Stage design
For some reason the developers decided not make the player guess on how to complete missions. Sure you are giving an overview on what you need to do but never told how to do it. I know you are thinking, why do you want the game to walk you through it? That's not what I mean, what I mean is the developers put hidden triggers that only they know in order to complete a mission. For example
You are to hold the line and defeat the enemy attack. Ok so you fight for a few minute and even get a "Mission accomplished" alert. Ok good, so some time goes by and your are still playing. Well this is where the fun begins, see the game said you had to defeat teh attack, what it didn't say is that in order to complete the mission you need to have an infantry unit in some random building.
Now if you are lucky it is just simple case of moving stuff around till you activate the trigger. If you are not so lucky the enemy keeps rescanning until you run out of men.

Final thought
No doubt someone will come on here and claim I am not telling the truth. Well to them I say go look at the official reviews, most complain about the same issues. It is sad this is a great game when it works and could have been something if only the developers had the skills to deliver
This game is one of the worse thing to come out on computer. It is clear the publisher is trying to fight against software piracy by creating stuff that is so bad , people would not even want to steal it.
发布于 2014 年 7 月 21 日。 最后编辑于 2014 年 7 月 21 日。
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有 55 人觉得这篇评测有价值
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总时数 11.0 小时 (评测时 5.6 小时)
Time of Fury (ToF) is wasteland interactive newest ww2 grand strategy game. Some of you may be familiar with their other tiles, Strategic war Europe, Time of Wrath to name a few. While there are some issue this game seems to fix a lot of the problems with the earlier titles.
Basic
Players can choice from variety of scenarios ranging from the fall of Poland, the invasion of France, a grand campaign and many others. Turns are a week long and each scenario has different lengths. Players can then choose which countries they wish to control, both major and minor countries can be controled and players can control as many as they feel they can handle.
Units
The game has Infantry, Mechanized troops, armor airborne fighter, tactical bombers, strategic bombers and a variety of navel units. Players can conduct research in the varies units and develop stronger better versions (more attack power). When purchasing a unity players select the unit type, the size (corps or army) and the level (1-4 depending on what they already have unlocked. The price and time before deployment will change based on the player selections.
Diplomacy
There are diplomacy options but it is the basic, convince a future ally to join sooner or an enemy to join later; over throw a government or if your nation allows hold elections in your own country.
Navy
Navy action is simple and basic. You build a fleet and send it to a sea zone. You set the fleet to be either regular (attack enemy fleets) or raider (attack enemy conveys). The computer will randomly decide when there are navel engagements which will take place between the last plaer turn and the first player turn.
What has changed since other Wasteland titles
Well first the interface seems much more user friendly
You also have an increased number of options during the game. For example when Belgium do the French arm the retreating survivors (add a unit but loss production points) or do they send them on their way. The Germans also have the option to actively look for volunteers for the army or simply stay with recruitment stations
The bad
There are two minor issues with wasteland games.
1. Multiplayer is PBEM (NOTE there is hotseat play at the same computer). Now this is an old system and some may feel it is outdated. With a campaign being over 400 turns I doubt many people are going to
have the time to sit and play very long in a single seating. So while I do not see it is a problem some people may have issue.
2. Game balance
The developers choose to create a more open world than historical acute one. What I mean by that is that it is possible for Romania to have tanks more advanced than the Russians. There is still no way Romania alone could beat Russia but they may not have the crappy units they had in real life
One other thing with balance, and what I do not understand, is that Russia will not see the economic and military boost after Stalingrad there are no reserve from Siberia coming and it is doubtful the Russian army will ever see the number increase in troops they did in real life.
Final thoughts
ToW is not a bad game, and it is clear Wasteland learned from their mistakes. Sure it has some issues but most are minor and do not take away the enjoyment of the game. Some people will say 'The graphics look old" well these types of games are not about graphics but the play experience.
So if you looking for a decent strategy game with a good bit of depth, but not as deep as hearts of Iron I say give ToW a try.

发布于 2014 年 7 月 20 日。
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总时数 19.6 小时 (评测时 10.9 小时)
Axis Game factory (AGF) is an unique piece of software. Let me start by telling you right off, that this IS NOT A GAME MAKING SOLUTION. With that said the software can be used in one of two ways.
1. Using the included assets or those from the DLC (Zombie and Side Scroller) one can make mini games (more along the lines of levels) and share them with people that have AGF as well. This is a neat feature and is fun to mess around but you are limiting yourself with this option. Of course this would be great for those interested in making games and do not want to go through the hassle of coding. For example I have a buddy who loves the Walking dead show. He has no wish to be a game programmer but using the zombie DLC him and his son can create fun little stages.
2. AGF can be used as a landscaping tool (terrain modeler) where you can create your landscapes and export them to Unity as a starting framework for your game. Using this method you can even build the file as an executable in unity and send it to anyone, even to those who do not own AGF or Unity. Importing can be done between AGF and either Unity pro or the Unity free edition. NOTE AGF uses some higher level textures that are only available in Unity Pro; your levels will still load in Unity Free but some features may be downgraded. For example Unity Pro has better water shades and textures than Unity free. So if you build a map in AGF that uses the water (pro) it will be downgraded to the standard water textures if imported into Unity Free.
Should you buy premium or stick with pro
The big issue between AGF pro and premium is exporting out of unity into AGF. With AGF premium you get an asset kit that allows you to export asset packs out of unity into AGF. Unity free does not support the creation of Asset packages. So if you are using Unity free you will not need this but if you have pro you may find this useful. SIDE NOTE the development team is tring to find a way to get this to work in Unity Free
Should I buy the DLCs
As I already said the DLC add some fun little playthings. I could see someone who wants to mess with game development but either do not want to learn or have not had the time to learn coding. One thing that you may want to know is that some (few) of the assets are locked so they cannot be imported into unity. The only real one that comes to mind is the zombies; AGF does not own the redistributing rights to those so they cannot allow people to use them in their own game. This is not a really big deal, since they can be used for play testing and level design in AGF. Anyone who is thinking about selling their own zombie game would probably want to have original creations anyway
Final thoughts
AGF is a nice little tool, something people at all levels can mess around with. With more DLC on the way I doubt it will get old anytime soon. The big issue is how much you should buy just starting out? This is really one of where the buyer is at:
Just wanting to mess around: I say buy the pro (standard) version of AGF, and maybe a DLC or two and see what you think
Someone looking for a terrain editor: In this case it depends on the version of Unity you are using. As mentioned already if you are using Unity Free you really do not need the Unity to AGF exporter found in the premium edition.
发布于 2014 年 7 月 11 日。 最后编辑于 2014 年 7 月 11 日。
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总时数 6.6 小时 (评测时 3.4 小时)
World War 2 Time of Wrath (ToW) is a grand strategy game set in World War 2 Europe. I believe this is Wastelands studios first WW2 game, which was latter followed by Time of Fury and Strategic war in Europe (SWE). With the latter just being released about a week ago on steam that is what many users (and this review) will be comparing the game to

Game Setup
Players have two choices in the type of game they play. Full campaigns and operational scenarios. The full campaigns take place on a map that is 265 x 180 hexes in size and have an end date of December 1948. The included campaigns are
Grand Campaign Sep 1 1939 (450 turns)
Fall Gelb May 10 1940 (420 turns)
Barbarossa Jun 22 1941 (360 turns)
Gotterdammerung Apr 1944 (226 turns)
There are two operational scenarios that include
Fall Weiss 10 turns on a map size of 62 x 46
Overlord June 6 1945 25 turns with a map size of 51 x 24
There is also a 30 turn tutorial that starts Sep 1 1939. It is not instructional training per say but every little action the player takes is explained to them. In other words it does not tell you to hit this button or select this unit, but when you do such things you see what they do. I suggest you skip it and go straight to the 76 page manual which can be found in the games install folder

The game also support PBEM, and hot seat for people interested in playing with friends
Once the campaign is selected players can choose what country/countries they control. In addition to selecting countries players can set the difficulty of each country (Human and AI) in the form of altering the production points it receives.
Game play

Players are greeted with a map with playing pieces representing the units. players can alter the look of both with a wide range of choices; old school paper maps, square unit counters with NATO symbols. There is little doubt players can find something they like.
The map is one area where ToW is different that Strategic War Europe (SWE). In SWE the low countries are combined into one little area of 9 hexes; and the France; German/Italian borders are also 9 hexes combined. . In ToW the French border is over 30 hexes and each of the low countries (Luxemburg Belgium and Netherlands) are present.

Game turns represent 1 week.

Land units include infantry, motorized, Armor and Airborne. They can be bought as either divisions or corps (Airborne come only as divisions). Each country also has a pool of commanders that can be assigned to units (both air and land). Commanders turn the unit they are assigned to into an HQ and gives it an efficiency bonus. Units that do not have commanders but are within three hexes of an HQ also get a bonus.

Air units come in divisions, army and strategic bombers. Divisions and armies can be used for air supremacy, ground/fleet attacks and air recon. Strategic bombers attack cities and are automatically used to send supplies to troops cut off

Navy units are not bought by the ship but by group; for example a carrier battle group. Navel action is a little different from ground and air units
a. Fleets are moved from harbor to see zones (there are no hexes at sea)
b. Fleets can be assigned as regular or raider. Raiders fleets enter a sea zone and split up looking for enemy convey. Regular fleets enter a zone and stay together looking for enemy fleets
c. Fleets can also be assigned to engage; if this option is selected they will attack enemy fleets.
d. During the end turn the computer will randomly see if enemy fleets in the sea zones find each other. If so a short 5 round battle takes place.
e. Sea units can shore bombard the coast

Fast movement: Players can buy strategic, sea and amphibious transport points. Strategic points allow units to move over longer distances in a single turn (NOTE unlike SWE units do not need to start on a railroad hex). Sea points are used to transport a unit from one friendly harbor to another and amphibious points allows units to transport by sea and land on an enemy beach

Research: works the same way as it does in SWE. Players can research, artillery (infantry), tanks, aircraft , subs, warships and nuclear bombs. Nuclear bombs are only one level (you either have them or you don't) and once you do you gain a bomb every few turns which can be dropped by one of your strategic bombers.
All the others come in five levels (some countries start at higher levels than others) and each level needs 100 points to reach. Players spend production points to increase research effort in the area of their choice. Any area can have up to three investments (represented by light bulbs), the first one cost 200, but the price for future ones goes down as the research gets closer to the 100 mark. For example if you buy all three investments upfront it will cost you 600 (3 * 200); but if you buy the initial 200 and wait a few turns the next investment might only cost 170. I seen it go as low as 30 when it was 87 out of the 100 needed. Of course once 100 is reached that level is unlocked and all the light bulbs go out and the player must start investing again
Nukes work slightly differently, there is only one level that needs 800 point and the initial investment is 1000 production points.
As new levels unlock better units can be bought at an increased price. For example if you have 4 levels of infantry unlocked you can buy them at any of those four levels.

Politics
Each country has a diplomacy score (rating) which represents its political influence. Players can use their countries diplomats to do such things as: convince a future allies to join the war faster; delay a future enemy from declaring war and even try to overthrow a future enemies government.

Final thoughts
Time of Wrath is a solid fun strategic game that allows people to control one or more European powers during world war 2. Some may be asking; with Strategic War in Europe just released last week did they really need to release Time of Wrath now? I am not going to lie to you and say they are radically different and if you have one you need the other. At their core both games are very similar, but target to different markets.

Strategic war in Europe is a quick simple to play game that can be completed in a few play seasons. The addition of steam achievements also gives the game a more casual feel

Time of Wrath with its bigger maps, smaller unit sizes gives the player a few more tactical options. The increased size of enemy counties means players must be more careful where they commit troops; since it will take much more time to move from one front to the other. There are no steam achievements, and the developers did not include the real unit photos in the info panel (Like SWE).

So while owners of SWE can hold off picking this one up, I would recommend people who do not own SWE to head straight to this. Sure it is missing some bells and whistles (achievements, unit photos) but those of us who enjoy this type of game do not play for those kind of things.
发布于 2014 年 6 月 8 日。 最后编辑于 2014 年 6 月 10 日。
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