29
已评测
产品
0
帐户内
产品

Tech 最近的评测

< 1  2  3 >
正在显示第 1 - 10 项,共 29 项条目
尚未有人觉得这篇评测有价值
总时数 0.0 小时
Coming from someone that has never really played a Halo game before, I was optimistic about this one because it’s purpose-built for modern hardware and seemed to get a lot of hype when it came out. After having played a few hours of multiplayer and completing the campaign, I found myself really disappointed with this one.

The multiplayer is pretty much only 4v4 modes at this point that just feel empty and kinda boring, so I wouldn't really recommend that to anyone at this point in the game’s life cycle. This review is mainly for the campaign.

Not sure where the inspiration came from, but it feels like they wanted to take something like Far Cry and morph it into a sci-fi experience - and yet it just ends up feeling like a worse Far Cry. Making the game open world doesn’t enhance the experience when most of the map is just copy/pasted world events that don’t really provide you with anything game-changing. There aren’t really any cool customization features like crafting, weapon modding, vehicle modding, or armor crafting. The personal upgrade tree is pretty bare bones and doesn’t feel like you’re actually adapting or progressing which ends up not really changing the experience at all. You could probably 100% the entire game within 15 hours if you really tried.

The new additions like the grapple hook are welcome but overall feel like more of a solution to new problems that the game introduces. There are only 3-4 enemy types that are mostly way too easy to dispatch and require virtually no tactility or strategy to progress. The main villains of the story feel like generic armored trolls and never really stood out as that formidable. Majority of enemies just feel like bullet sponges.

The story is pretty underwhelming with most of the missions feeling like I’m barely making any progress so it just feels like you’re jumping from one area to the next without much agency or progression. Ends up being mostly forgettable without many big set piece moments. Most objectives are *kill two assassins* or *destroy three cannons* with some dialogue in-between to piece it all together.

On top of that, there are very notable graphical bugs such as lighting issues, texture issues, and ground geometry glitches to the point where it ruins the experience because of how common they are. I’ll post my system stats at the bottom to show you that it isn’t my PC that’s the problem. Makes it pretty obvious why they abandoned this engine for UE5.

Overall, I had a very mediocre time with this one and don’t think it’s worth the time or money - even on discount. Had to really push myself to finish this.
发布于 3 月 25 日。
这篇评测是否有价值? 欢乐 奖励
有 4 人觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
总时数 20.0 小时
Bungie fundamentally made the wrong game.

With a development period of around five years and hundreds of developers working on this (on top of a 6 month delay), you’d think this would be the best product Bungie had ever released. Unfortunately, after having played a fair amount, I think Bungie just made the wrong game entirely.

The factions are intriguing, the world is unique, the gunplay is solid, and the overall design has a solid foundation, and yet even with a strong foundation, the execution is really the heart of the problem. The extraction shooter genre was always a niche genre - there have been less than a handful of extraction shooters that have ever become mainstream and none of those games have ever achieved the kind of numbers that most other gaming genres attract. If Marathon was going to stand out and be successful, it had to take the extraction shooter concept and expand on it in ways that made it unique to everything else on the market. After having played 20 hours post launch and 10 hours of the server slam, I can tell you that the overall execution of Marathon doesn’t make it stand out at all.

The UI is a total mess across the board, in many cases not making it clear where you’re being shot from or where your objective is, which also extends to the inventory UI where you end up spending 5-10 minutes deleting/selling stuff from your vault just to make enough room from claiming all of your quest rewards. Everything is limited - your credit cap is limited, your silk cap is limited, your inventory is limited, your vault is limited - all of it limited to the point where you can never really hold on to anything. There are ways to expand these limits, but the upgrades for those limits are so few and far between that you’ll end up reaching those limits again within only a few matches and you’re back where you started.

Most items you pick up in raid are unclear what they do (many of which auto-sell when you exfil), most guns take up way too much space, and gun attachments are very limited on the guns they work with so you end up hoarding attachments that you hardly ever use. All of these combined make it so you’re spending roughly half of your play time just sitting in the menu micro-managing your inventory instead of playing the actual video game.

Rook is useless because the game gives you unlimited free kits and basic quests that take 2 minutes to complete reward you with guns and ammo. At the same time, the game will spawn you close to other players or to a patrol of bots, both of which immediately use up all of your ammo and meds and then you’re left having to scrounge for scraps or run around with your knife for the remainder of the match. The game inherently forces you to use a massive amount of resources just for basic encounters.

The game has no idea how to matchmake you because the player pool is so small, so I’ll consistently get paired against other players that are twice my level or that are half my level. This is also applied to the other players in the map, occasionally running into other trios that have purple shields and purple guns on the starter map when I ran a free kit.

This is a harder extraction shooter to be sure - definitely more challenging than arc raiders. I would say arc raiders is more like an 80/20 exfil to death ratio, whereas Marathon is the opposite. I barely ever make it out of a raid alive, which means I’m blowing through items at a rapid pace to the point where spending any time modding my weapons or adding implants just feels pointless when you die so frequently. The game is extremely generous with handing out free kits and handing out dozens of items when you complete a quest, but I end up dying and losing all of those items within only a couple of matches… which leads to my biggest problem with this game.

I never feel like I’m accomplishing anything. I’ll complete a quest, gain a bunch of loot, and then proceed to lose everything I just acquired within the next few raids because the exfil rate is so low. I never feel like I’m progressing in the story because all of the factions feel disconnected from each other. I never feel like I’m advancing my character because the player upgrades are so few and far between. Everything about this game makes it so I feel stuck in the same place. You could just chalk it up to “lol get better” but at the end of the day, this game has already lost 30% of its players from just two weeks ago, which means nearly a third of the entire player base for this game has likely come to the same conclusion.

This game doesn’t feel rewarding, it feels clunky in many respects (especially with UI), the difficulty balancing is way off the mark, and I overall find myself not looking forward to playing this. I don’t come home from a long day at work wanting to play this game - something which I didn’t feel with other games like arc raiders or hunt showdown. I really wanted to like this game - in fact I persuaded several of my friends to play the server slam with me. But none of them were hooked, and now I’m slowly realizing that I’m not hooked either because, while this game has a great foundation, there’s too many flaws in execution to call this a success.

Again, the player base is already 30% less than what it was a week ago and still dropping. I suspect it may level out around 50,000 daily players, but with how lackluster the content roadmap is (especially for season 2), it may fall even lower than that, and then you’ll end up in a Tarkov situation where you spend more time in queue than you do in the actual match.

I feel nothing when I play this game.
发布于 3 月 18 日。
这篇评测是否有价值? 欢乐 奖励
尚未有人觉得这篇评测有价值
总时数 9.5 小时 (评测时 4.5 小时)
my buddy spawn camped me with a drum stick and started wheezing like a stuck pig
发布于 2 月 24 日。
这篇评测是否有价值? 欢乐 奖励
尚未有人觉得这篇评测有价值
总时数 8.0 小时
this skeleton guy thought I was having too much fun and threw me off a 800m tall mountain
发布于 2025 年 11 月 26 日。
这篇评测是否有价值? 欢乐 奖励
有 3 人觉得这篇评测有价值
有 8 人觉得这篇评测很欢乐
5
7
总时数 80.0 小时 (评测时 65.0 小时)
For reference, I have 50 hours in Killing Floor 2 and remember playing the original back when I was in middle school. Obviously with 65 hours logged in Killing Floor 3, I think the game is good enough to recommend on its own merits. You'll see a lot of people complaining about many of the gameplay changes, bugs/net code issues, and overall lack of updates that so far have made this launch fall pretty flat. All of those complaints are real: some of the gameplay changes make the game feel less like the others, the game still suffers from net code issues and overall unresponsiveness even 50 days after launch, and the update roadmap is too far out for how little content they've promised is being added.

Even with that, there is a lot that this game does right. The progression for each character feels unique and many of the later upgrades are genuinely beneficial to clutching wins, many of the guns are a welcome addition and add a lot of variety with their weapon mods and customization, the monetization/battle pass system is very considerate with your time and doesn't force you to grind for 50+ hours just to finish one pass (unlike call of duty/marvel rivals), and it's very clear that they spent a lot of time building out the foundation of this game to expand on it for years to come with dynamic character systems.

Yes, the game may lack the scale of weapons, modes, and maps that the previous games already have, but the foundation for this game is far stronger than the previous entries and I can see myself revisiting this game far more than I ever did with the previous titles because of it. I do think another six months in development could've made this launch far more successful, but with what we have now, I can see the vision and the framework for what is to come and am optimistic for it.
发布于 2025 年 9 月 15 日。
这篇评测是否有价值? 欢乐 奖励
有 2 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
1
总时数 244.5 小时 (评测时 238.1 小时)
抢先体验版本评测
This game is unfortunately on life support at this point and is not worth spending time in anymore.

Over 100 people have been laid off at the company over the past six months, 70 of them laid off just yesterday, including a lead gameplay designer in charge of new god production, a senior UI artist in charge of god icons and item icons, the monetization lead who was in charge of battlepasses/events and skin production, and several other designers and programmers as well as the entire Esports team, meaning Smite 2 will not have a competitive scene at all. Six months ago they laid off essentially all of the marketing/advertising team and at this point the company is now down to 75 employees total. Hirez as a company has launched over ten games and all of them have either been taken offline or sunsetted except for this one. The only way this game survives is if a larger company buys them out, which with the way live service games have been going in the market, seems incredibly unlikely.

I've put over 1200 hours in Smite 1 and 2 combined and it's incredibly unfortunate and quite depressing knowing that this game is now in its final stages of life after they laid off the vast majority of the team and are now operating on essentially a skeleton crew. The game will likely be dead by end of year if not early next year at the latest and I do not recommend investing your time and money into a game that will not be here in 12 months. I'd love to be proven wrong but it's pretty obvious that they're hemorrhaging money if they're laying off people essential to the development of the game.
发布于 2025 年 2 月 8 日。
这篇评测是否有价值? 欢乐 奖励
有 22 人觉得这篇评测有价值
1
总时数 0.0 小时
For 12 months of development time and a $30 price tag, you would expect this to be a solid expansion akin to the Dragonborn DLC for Skyrim or Far Harbor for Fallout 4. I'm here to say: it's not even close, but there are some takeaways from this.

Starfield was in development for upwards of 7 years, full-scale production for at least 5 of those years, and it released in a completed state but a very flawed one. I was hoping that Shattered Space would take the criticism that was given to the base game and do something similar to the expansions from their previous games, which they have to some level. The new planet of Varuun'kia is a solid launching point for this story: the atmosphere is moody and photogenic, the landscape is more alien-like than most other planets, and the main city of Dazra is a full-sized settlement with unique architecture which has just been wrecked from an unexplained accident which you must uncover. The initial quest gives you plenty of intrigue and excitement as to what's to come, but I'm here to say that the payoff never really comes and much of the mystery is never really explained.

One of my main criticisms of Starfield was that the traditional Bethesda experience of entering a new town and roaming around finding unique secrets and stories had been lost with the 1000 planet design decision, now forcing the overall design to pivot to creating a singular city and then virtually nothing else around it. Shattered Space addresses this by creating a full-sized city to get accustomed to and quite a lot of other hand-crafted areas of interest surrounding the city. Overall I uncovered over 50-60 areas that all seemed to be hand-crafted, with many of them being tied to side quests and delving more into the lore of the planet and the conflicts that have been occurring. Of all of the things that this DLC does poorly, the exploration element and overall world-building this time around was actually done quite well and I applaud Bethesda for delivering back on their traditional game experiences in this matter. Exploring the map was my favorite part of this expansion.

Unfortunately, that is where my praise ends for this expansion. There are many new mysteries introduced in this story that are never explained or taken full advantage of, the main story ends on a whimper, the new weapon additions are almost entirely reskinned versions of existing weapons besides two or so actual new weapons, there's only two or so new spacesuits, there are ZERO new companions with only NPCs that join you for a quest purpose and then leave, Andreja has very little customized dialogue for this expansion even though this is her own culture and her own home, there are no new gameplay elements that this introduces akin to being able to ride dragons in the Dragonborn DLC or creating raider settlements with the Nukaworld DLC, there are no new ship parts or spaceships introduced, and most of the NPCs vital to this story seem utterly disconnected from what is actually going on. Worst of all, there are no new skills introduced or late-game elements or quests introduced to keep you engaged with this world.

For a $30 asking price, this doesn't even come close to the amount of content offered in previous Bethesda expansions even though it had a far longer development time attached to it. For reference, Far Harbor for Fallout 4 released about six months after release, and Dawnguard for Skyrim released about eight months after release, both of those expansions delivering on far more content than what is offered here in Shattered Space.

I appreciate that Bethesda wants to support Starfield for years to come with free updates and larger expansions, but honestly, with the content they've already spent a year making and then releasing a pretty lackluster overpriced expansion, I think Bethesda just needs to move on and put everything into TES6.
发布于 2024 年 10 月 3 日。
这篇评测是否有价值? 欢乐 奖励
有 477 人觉得这篇评测有价值
11
8
7
4
3
2
2
44
总时数 40.0 小时 (评测时 30.0 小时)
Frostpunk 2 is not trying to be Frostpunk 1; this is not Frostpunk 1.5. This is Frostpunk 2; a proper sequel.

You'll see a lot of reviews on here complaining that this diverted too much from what made Frostpunk great and you'll see a lot of people saying that the changes made here go in the wrong direction. I disagree. This game is still VERY Frostpunk: the game throws you into the frostland and you must keep the generator running and supplies coming all while the people of your city bicker and complain about the direction you take the city. The political side of Frostpunk 2 is vastly expanded on; passing laws and pleasing factions are far more important this time around. It is a core fundamental aspect of this sequel to delve into the political landscape of your city and carefully pick and choose which laws are passed and which factions to support. The final chapter of the campaign was so intense I literally can't remember a time where a game like this got me to that level of engagement and immersion.

You'll learn A LOT about how to progress more successfully with each new city you make, whether it be trying the campaign on harder difficulties or picking different maps in the Utopia mode. I've now gone through three runs each with varying levels of success: the first one being marginally successful just enough to get by, the second one being vastly successful ensuring that my city stands long after I die, and the third crumbling from existence because of my inability to rule it properly. This game's insistence on forcing you to learn is extremely engaging and it really is the key reason why I can see myself putting dozens of more hours into this.

Exploring the frostland and building resource outposts, surviving the blizzards, and ensuring every faction has their voice heard all make for a gameplay system that constantly keeps you engaged and really never gives you a dull moment. Each new run on a new map presents new challenges and new opportunities.

While many will be disappointed that this isn't the same as Frostpunk 1, I think the evolution made in this entry still makes it extremely engaging and I have high hopes for the future of this franchise.

Recommend 100%.
发布于 2024 年 9 月 25 日。
这篇评测是否有价值? 欢乐 奖励
1 人觉得这篇评测有价值
总时数 23.0 小时
Let me say this is a soft recommend; a game that I can recommend as a good and quality experience, but a very flawed one that made various design decisions that ultimately hinder the overall gaming experience to the point where I feel obligated to write out an actual review for this one.

Remnant 2 from a technical perspective is a triumph: the art direction, the sound design, the soundtrack, the boss design, and the overall aesthetic are top of the line. The enormous range of build diversity and expansive class systems all make Remnant 2 a quality experience that gives players a multitude of choices on how to play through the game. I found myself really diving in to the various weapon customization options and overall character build fluidity quite a bit and would've liked to have done another run as another archetype, but we'll get into that in the negatives. Overall, the technical direction of the game is some of the best in the industry and you will walk away from this game certainly feeling like they put the proper time and effort into making this world as immersive as possible and the gameplay options as diverse as possible.

Now, with that said, there are many core design decisions that were made that really took me out of the experience far earlier than it should have. Because of how the game is structured, it is impossible to experience all of the content the game has to offer when it comes to map areas, bosses, and unique NPCs on a single playthrough; the game intentionally randomizes your experience for each player so some people will encounter certain areas and certain bosses and other players will experience others. They tried to work around this by offering you the chance to create an "adventure save" which is a parallel save file to your current character that basically rerolls your area to see if you get the other bosses and other areas. While I appreciate that they created a workaround, it ultimately means that the game is forcing you to work around itself by creating alternate save files in order to achieve loot that was impossible to obtain on your standard run. It's one thing to start a new playthough with a new archetype, but it's another when the game is forcing you to reroll your save in order to kill bosses that they didn't give you the first time.

Another big gripe with the design is the overall map layout for each world; while I am a fan of the art direction and lore of each world, the overall layout is a bit... messy. There are two worlds that are very linear where you can't really miss anything, there's one world that's semi-linear where it's still easy to navigate while also being relatively large, and there's two worlds that are so open to the point where I actually got lost several times in understanding where to go and where I have already been. The first world I got was so confusing to navigate that I found myself getting bored very quickly and had to push myself to keep playing in order to get to the better parts of the game. And because of the fact that other people will come across different areas than you because of that feature I mentioned above, if you look up a playthrough or chat with a friend about your playthough, you will most certainly find that they have had a different experience and had gone through completely different levels than you, making it confusing when you have questions about where to go or where to find certain items or certain bosses. My first world boss that I killed apparently was a unique one because only 40% of players have killed it, showing you just how randomized each playthrough is. While some may see this as a positive, I see it as a confusing hurdle to overcome when you are hoping to find a new class or get a new weapon and you discover that the game literally never generated it because of chance and now you have to do a separate adventure run to get it.

Also, the final boss is nearly impossible to do solo. Even with a friend, it took us about 40 minutes to beat it. Very jarring when every single other boss in the game is 100% beatable in solo play without much issue and then the game hits you with a boss that is virtually impossible to do solo. Final bosses should be hard, but when the difficulty between other bosses radically jumps to near impossible levels on the final one, it creates another roadblock where you now have to work around the game's own mechanics to actually get past it.

The story is really bland and taps into the current popculture trend of utilizing the concept of the multiverse and how you can dimension-jump to different worlds that are all somehow related to your quest (but not really?), with each world feeling vastly different from each other but are all connected because of this one element (didn't really feel that thought-out). The characters were very boring and I found myself much more interested in the side stories that actually have a great amount of lore and depth; far more than the main campaign. Felt obligated to include that here because the main story just... ends. Very anticlimactic ending.

Had a really mixed bag with this game, but the technical achievements and overall build diversity is really strong and honestly sets a great example for the industry and what this genre of game can accomplish. Really hope they take this feedback going forward because there were many sections of this game that had me locked in and engaged, but also quite a lot where I was beyond bored and just thinking of other things.
发布于 2024 年 9 月 17 日。 最后编辑于 2024 年 9 月 17 日。
这篇评测是否有价值? 欢乐 奖励
有 19 人觉得这篇评测有价值
有 9 人觉得这篇评测很欢乐
6
8
总时数 6.0 小时
抢先体验版本评测
Let me preface this by saying that I can see the vision and the direction that this game is trying to aim for, but at this point and time on the early access scale (along with some issues that are core to its foundation), I can't recommend this at this time.

I put six hours into this game, building a small base, completing three dungeons and various encampments, climbing one spire, and defeating one boss. The direction is certainly there: the insistence on exploration to discover new narrative beats and lore, centering progression around completing dungeons and finding better weapons and upgrade material, and giving the player total and complete freedom over where they go and what they do. Unfortunately, from a fundamental gameplay perspective, a lot of the core gameplay really feels placeholder and not nearly as dynamic or evolutionary as it should for a game of this scale.

The map is absolutely enormous to the point where it feels a bit overwhelming, which is certainly great for a game like this that is centered around exploration and discovery, but the barriers that it places up to hinder your progress from reaching these new areas feels mundane to overcome and burdensome to reach. I never felt like completing a dungeon was a massive accomplishment, more like a chore just to grind upgrade materials. The map is gigantic, but also feels empty at the same time; towns are devoid of life and are filled with maybe a couple chests and a small dungeon here and there and most of the enshrouded areas are just simply dirt roads that eventually lead to a dungeon that's filled with the same copy/pasted enemies that each have only 1-2 different attacks (which leads me to my biggest gripe with the game).

The combat in this I found to be very tedious and lazy for a game of this scale. You are designed to spend dozens of hours (potentially hundreds) in this world, and yet the combat feels very placeholder. Each enemy has 1-2 different attacks with very bad AI and most of the time you get hit isn't because you got bested but simply because the AI is inconsistent and the input delay for your character is glacially slow to respond. I desperately tried to overcome this by using all sorts of different weapons and methods of attack, and none of them seemed to solve those fundamental problems. The game expects you to grind and upgrade your skill tree in order to get better, and yet the skill tree doesn't change the fact that the actual combat design from a foundational level is not nearly as cohesive or responsive as it needs to be to keep people engaged for as long as the game is asking you to be.

The one boss I came across was completely accidental as I was exploring a dungeon that I wasn't even directed to by the main quest. When I made it down to his area, his pathing was very linear, and I was able to predict and map out his entire attack pattern after I kid you not maybe ten seconds. If you spam the magic wand at this boss for four hits at a time and then move slightly to the left or right, you'll kill this boss in about 45 seconds without ever getting hit, mind you this is a real boss that has an achievement tied to it, so it's not like this was some random enemy. The combat design is fundamentally flawed across the entire game, and it took me out of the experience so often that I found myself avoiding many combat scenarios not because I wasn't prepared for them, but because I had already become bored of it.

The main quest starts out relatively fast, allowing the player to complete the first few "main quests" back to back without ever being roadblocked, and then the story comes to a grinding halt and forces you to start grinding for materials to improve your base by building shelters for NPCs that you find in dungeons and building their workstations that may or may not even be useful to your playstyle. There's a similar mechanic in Terraria, but Terraria never forces you to do this unless you actually want those NPCs; here, the game makes part of the main quest doing these mundane tasks to upgrade your NPC's ability to craft things. A lot of games these days do this type of thing where they initially hook you with the main story by allowing you to do several quests back to back, and then after a few hours it comes to a grinding halt and forces you to spend hours running around exploring and grinding materials.

I can ultimately see the direction for this game and do have hope that SOME of these things will improve, but there are many things from a foundational perspective that I can't see ever changing which really leads to a subpar gameplay experience.
发布于 2024 年 9 月 15 日。 最后编辑于 2024 年 9 月 15 日。
这篇评测是否有价值? 欢乐 奖励
< 1  2  3 >
正在显示第 1 - 10 项,共 29 项条目