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正在显示第 1 - 10 项,共 23 项条目
有 3 人觉得这篇评测有价值
总时数 13.0 小时
The art is gorgeous, the atmosphere is engaging, and the movement feels excellent, but it feels like Team Cherry wants to stop me from having fun at every turn.

When you try and shmoove through the world you will constantly run into enemies in placements that force you to either stop and kill them (which can take 3-6 hits) or take the hit and fall into spikes. You do this a couple times and you'll lose your beads which is a major problem since beads don't lock strength, they lock quality of life like fast travel and map progression, making the game even more of a chore to play through. I can bank my beads if I manage to find a shop or a shorter run back if I can find a bench, but the game does a poor job at showing you to where these things are. At least for me, I accidentally ran right into the boss room in almost every area which forced my run-back to be the entire area. On top of that, if you do find a bench or a fast travel point, hope you have beads to buy it. If not, have fun grinding for basic quality of life. I have to wonder if anyone playested this game cause grinding for basic QoL is not fun. If beads were permanent and enemies didn't drop them, then the challenge might be to explore to get all the beads to open up these core resources, but this is not the case.

The level design is ♥♥♥♥, but hey the bosses are what you're here for right? Well the game falls flat here too. After getting through Act 1, all but 2 bosses were brain dead easy, which just made me want to rush through an area more to get to an actual challenge. The final boss of the Act though is challenging and upon seeing a challenge, it shows off the worst of what the game has to offer. There are so many aspects of the combat that are unfair difficulty which rears its head when the boss requires precision. The boss even while stunned has a body that does damage to you, there are so few i-frames after hit that you can get combo'd into a one-shot, hitting an enemy's attack which parries it with a clank can still hit you if the attack hits both you and your weapon on the same frame. On the final Act 1 boss in particular, the screen is so zoomed in that the boss can be off the screen which means you can't even see what attack they're doing which is a major problem when every boss (even the easy ones) do 2 damage per hit, have hitboxes on their bodies, and give very little time to telegraph their attacks which you won't be able to discern the hitbox of until you've been hit once already. The best way to beat both the bosses and the platforming is to take it slow and be patient, but it feels as though this level design is at total odds with the platforming and combat mechanics that make it fun to bounce off enemies and bullet jump through levels. Its like 2 totally different people designed the levels and the mechanics without talking to each other once. Hollow Knight required patience but it had a much more limited movement system. It didn't feel at odds with the core gameplay like Silksong feels.

Ultimately, the game is incredibly frustrating because I can see what's good there and I want to enjoy it but the game doesn't seem to want to allow me to. It requires precision without being precise enough to ask that of the player and not knowing when to let up and let the player enjoy their new abilities.

Also, for those saying this is a metroidvania, it hardly is. Its a soulslike. There's hardly any areas locked behind abilities. They're almost all locked behind bosses.
发布于 2025 年 9 月 10 日。
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总时数 65.5 小时
Great game! Don't play it unless you want every piece of data about your life siphoned into Randy Pitchford's grubby hands. Don't play any 2K game for that matter.
发布于 2025 年 6 月 6 日。
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总时数 19.1 小时 (评测时 17.2 小时)
What a fun game! Very 360 era when games were just games. Its a linear action game a lot like the previous game a lot of the team worked on, the oft maligned WiiU exclusive: Devil's Third. Its got the same mix of third person cover shooting and hack-and-slash combat, but much more refined. Its a pretty unique mix that you'd be hard-pressed to find anywhere else. Closest you could get would probably be Space Marine 2 and it just leaves me wishing for more to the point where I'm considering spending a few hundred on a copy of Devil's third... or just do another run of this.

To start, the combat is really good. You don't have a wide variety of moves, but once you realize you can cancel most things with block and anything else with roll, you start to get into this flow state, moving enemy-to-enemy, back-and-forth from cover to cover, intermixing shooting with executes and sword swings with suppressive shots. This is where the game really shines and you're rewarded with such a huge amount of execute animations that you won't see them all by the end. And on hard the game is hard. You need to really learn the mechanics to get through it. My hours are indicative of one play-through on a game that probably takes 5 hours to complete otherwise. (if you want to learn how to play properly, check out the Electric Underground on Youtube, dude's a beast)

Other than combat, the music is great, environments are nice and varied, visuals are crisp and dynamic, level design works well to provide a variety of combat encounters. The story is simple and short but they really grow an emotional pull through Stone's backstory. All of the main cast is really enjoyable in a cheesy B movie sort of way that makes me want to see more of them in a sequel that'll never happen. The voice direction is awkward in that in-joke sort of way where it knows it is. If you like the vibe of games like Deadly Premonition that are almost intentionally bad in a way that makes it fun, you'll like this. They emphasize this through a ton of tone breaks such as anime-style cut-scenes and multiple weird one off rhythm games with single songs each. The character designs are also really cool and memorable. I think a lot of the "hate" this game got was from people who didn't get the combat or the vibe the game was going for. I was on the fence for a while before giving this game a shot and it exceeded my expectations, so I'd recommend it for anyone also on the fence, especially if you like to engage with combat systems. 2023 was stacked with releases I loved but this is the one I keep thinking about well after beating it due to the originality of the gameplay and my love for the characters.
发布于 2025 年 1 月 12 日。
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总时数 0.7 小时
Fun little racing game with a fun ska OST and a nice visual style. I love the premise since I've definitely imagined what it would be like to race down a parking garage. This track design does make for a very tight track which can be difficult to learn. This is especially apparent in multiplayer when people are playing tracks for the first time. Multiplayer doesn't have collision so its more like racing ghosts, which is good since the narrowness of the tracks would make passing nearly impossible otherwise. Parking Garage Rally Circuit is best played in a time trial mode where you're trying to beat your best time. The drifting is very Mario Kart (not quite DS as others have said since it doesn't have rocking to build drift), but with the twist that if you drift before your boost runs out you can stack the boost. As far as I can tell this goes indefinitely and its fun to try and chain boosts through the whole track by snaking or cutting tight turns. This also helps to make laps feel different (on top of the actual changes in layout as laps progress) as you have to adjust your approach depending on your speed due to the tightness of the tracks. The physics in the game are also very bouncy and controlling this bounce or utilizing it is a key part of optimizing a lap, though it can be annoying to have to reset after a small bump sends your car flying in a way you didn't expect.

I'm not really a rally racer. I bought this primarily for multiplayer, which, if you are thinking of doing so, I'd recommend against. It is very hard for new players to learn the maps and the physics can be very frustrating when you're bumping into things. These physics could make for a more silly experience but without player-to-player interaction besides being able to push the environment, it doesn't have that feeling. This is compounded by how obtuse the track design can be at some point. Often you'll have to stop and try and figure out where the next checkpoint is instead of it being intuitive. On repeat races as the game intends, this isn't a problem, and the AI ghosts can show you the intended route if you need it, though I do wish there were some harder ones. Despite not being the biggest fan of the subgenre of racing this is going for, I had a fun time with Parking Garage Rally Circuit and found myself trying to full-boost through each track. I hope the dev takes these bones and leans into the Mario Kart influence because I think this has the makings of a really fun kart racer.
发布于 2024 年 12 月 4 日。 最后编辑于 2024 年 12 月 4 日。
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总时数 23.3 小时 (评测时 19.1 小时)
Game plays much slower than the beta and is still EXTREMELY floaty. Jump arcs are non-existent. Characters go up, stop, then go down and this feels as bad to play as it sounds. On top of that, you do not enter a landing animation when you hit the ground if you're doing an aerial, you just finish the aerial which adds to the floatiness. Together with the stiff movement, there's not much of a footsies game. There is no walk nor an initial dash which becomes even more of a problem when trying to distinguish between doing a jab, dash attack, or fsmash. This is compounded by the 30 frame delay buffer. And I don't care if they said they're going to add a slider, why is it even an option in the first place? Who thought it was okay to launch a fighting game with half a second of delay? Is it to hide issues with the netcode? Cause that's the one thing that feels improved.

Currency system is confusing and feels like a mobile game. You can't try out characters in training mode any more to test them. Singleplayer content is uninteresting. They gutted the perk system from the beta which (while needlessly grindy) was interesting. There is a huge variance in terms of visual quality. Characters like Shaggy look great whilst Jake looks unfinished, especially when using his Up-B. Its also insanely buggy. I've had more bugs in 5 hours of play than I did in 15 hours in the beta. Hell, I had more bugs than when I played Cyberpunk, and that's way more frustrating in a PvP game where sometimes you lose just because a Superman has you stuck to his body because his grab bugged out.

I didn't love this game in beta, but it feels even worse now. I really wanted to hold out hope cause doubles is my favorite format but this just ain't it. Just spend a few dollars and play Rivals or Slap City instead. Those games are deeper, more polished, and more fun. Its free so if you just want to get some catharsis from beating up Steven Universe characters, give it a try.
发布于 2024 年 6 月 11 日。
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总时数 45.4 小时 (评测时 37.4 小时)
No surprise, Sony caved and rolled back the PSN linking decision. Still doesn't change the fact that Sony would still implement it if they could and surely will try again. Still doesn't change the fact that Arrowhead knew this would happen at some point and hid it so their game could hit higher initial sales and playerbase numbers (self-admitted by their CEO). Still doesn't change the highly invasive anticheat that still plagues the game despite backlash on launch. They don't actually care about the playerbase, its the loss of money that they care about. I'm sick of financially supporting these companies that will abuse their playerbase in any possible way they can. The game was decent but there's plenty of other coop games to play and support that have better business practices and that goes for Sony as much as Arrowhead, so I'm issuing a refund.

For what its worth, here's an actual review of the game: Gorgeous graphics that really capture the atmosphere with varied environments (even if they don't functionally change as much as I would like). Comedic writing and world-building that's enjoyable to engage with. Great sound design that puts you in the heart of a chaotic battlefield with musical swells to match. A fun combat loop, especially with friends when you're going for full map completion or playing on a hard difficulty. The constant balance changes have made some missions seem very unfair. The content was a little lacking on launch and remains that way with evidence that content was cut to roll it out slowly over the year, which admittedly is not a bad strategy, but suffers from the Splatoon problem of feeling unfinished. The game is a lot grindier than Helldivers 1 and lacks a lot of the content that that game currently has which makes it feel like they're stretching it out. Now of course, HD1 had years of post-release content, but I believe a sequel should build on that, not start over, especially when a lot of what's missing are just guns which are easy to implement and seemingly already finished being made. Strategems also feel samey and would benefit from more types. HD1 had healing beams, razer wire, more mechs, and vehichles, just to name a few ways this could be improved. Its a game that's fun until you run out of content where you feel like you're just going through the motions which is, admittedly, still decently fun, but I know it could be more and in light of recent events just reeks of the way Arrowhead manipulates their customers albeit in a much more minor way. I'm sure in a year or 2 the game will be incredibly good though and as it stands, its still really solid. I thought the first game was really good, though the top-down perspective was not to my preference. I was really looking forward to HD2 and despite my gripes, I think Arrowhead did a great job implementing the new perspective shift into Helldivers and even though I can no longer support the game or the developers, I will always remember the good times I had playing it with the boys.

Original Review:
I have a PSN account so this change doesn't even effect me. Still such a ♥♥♥♥♥♥ thing to do. Not just for the people who can't use PSN but also for anyone who just doesn't want Sony owning and selling their information. This game never would have gotten so big if that were there on launch and Sony just pulling the rug out from under us cause they realized the game was over-performing in popularity and they could sap more money out of us from it is disgusting.

That said, game is very fun. I have some problems with it but this, on top of the already egregious kernel level anti-cheat is egregious.
发布于 2024 年 5 月 4 日。 最后编辑于 2024 年 5 月 6 日。
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总时数 2.2 小时
There's some really fun ideas here to make something unique in the momentum-based 3D platformer space. When you get moving it feels really good and really skillful. Not a fan of the fixed camera but I understand that with the control scheme it could be considered a necessary evil. That said, the game is far too buggy. Normally that's something I can overlook but most of the bugs impact the flow of your movement which is the core of the game. The game is very unforgiving when it comes to what it asks of the player in terms of keeping their momentum which is great until the game bugs out and sticks you in a wall or fails to grapple you to where the reticle is, or doesn't do a yo-yo drop when you hit the button. It kills your flow and when the game doesn't give you a good way to get it back because its so skill intensive, you feel screwed over. Give it a few patches and it'll probably be a top-tier linear momentum platformer but right now it feels sloppy. This is especially surprising since they decided to shadow drop it. There was no set release date so if it was in this state I can't imagine why they decided to release it.

Major complaint out of the way, I'm really not a big fan of the visuals. Its a little too in your face for my tastes and every level feels very similar to the last. Penny herself also looks like 1 generation back in visuals compared to the rest of the environment with weird model pinching and way too harsh reflections. I also have no idea what's going on in the world despite there being tons of npcs to listen to. Speaking of, I really wish I didn't have to stop and listen to these NPCs on my first time around to figure out what their quest is. Maybe they intend your first run to be an exploration doing quests and lap 2 is the speed run, but it really kills the flow, especially when the game intends you to do these quests to progress. Finally the boss fights are just not really fun.

Ultimately, I have a lot to complain about but the core of that movement system is good enough to carry the whole game if they can just clean up the bugs. It really hurts to review this game negatively when I was looking forward to it since its announcement and it feels so up my alley. We don't get a lot of these kind of games, and I'd like this to be a positive industry example like Spark 3 or Crumble rather than a game so frustrating it makes you want to stop playing.
发布于 2024 年 4 月 6 日。
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有 51 人觉得这篇评测有价值
4
5
总时数 1.0 小时 (评测时 0.6 小时)
When I was a kid, I remember walking into a Gamestop and seeing this GBA game with a girl with a drill on the cover. That game looked cool and I wanted it but I had never heard of it before. I passed on it, probably in favor of a Megaman Battle Network or something, but for years I always thought of that game and what it could have been. Now eventually I found out that game was Drill Dozer but by that point my imagination of what the game was had superseded the reality. Now, two decades later, I finally have that game.

The flow of the movement of tunneling through the earth has the same feel as the excellent swimming in DKC:TF except you can't hit the breaks. Its satisfying to pull off long chains of burrowing and leaping out and the developers make great use of the mechanic. The sound design and art are great, and while I would have liked a bit more story context at the beginning, I can't fault a game for putting its gameplay first when that aspect is so strong. That said, I was always gonna love this game, its the game I always dreamed existed. I'm honestly kind of kicking myself that I didn't try to make it myself sooner, but it would be hard to do better than Pepper Grinder's execution.
发布于 2024 年 4 月 2 日。
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总时数 0.0 小时
No customization sucks but it lets me RP as Cammie from Gen:Lock
发布于 2024 年 2 月 6 日。
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总时数 1.1 小时 (评测时 0.7 小时)
Looking for Match Simulator 2023

Imagine making an online only game with online that doesn't work. Just stick to Payday 2.
发布于 2023 年 9 月 22 日。
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