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总时数 34.3 小时
I enjoyed Forestrike, it is a deceptively hard but addicting roguelike with pretty unique gameplay. The puzzle aspect of how to deal with encounters based on your resources and your enemies' was very interesting, and can get very complicated to figure out depending on your build, which can work out against you or in your favor, depending on whether or not you're good at improvising/anticipating.

The more you learn about each enemy and each mechanic, the more easily you can imagine how the fight will play out in your own mind, rather than in the foresight. It's a little meta, and that was one of my favourite things about playing this game!

My only major complaint is that eventually, runs started to feel a little monotonous. You'll have to earn and choose between 2 different sets of the same 3 starter cards, which meant the first zone felt to me like a chore to get through in order to reach the fun part of making a build. Due to the zones being the same every run (albeit with different paths), it didn't exactly help to make it feel fresh.

I found it a bit confusing that some cards either required activation conditions so specific that they might as well be useless or a lot of great cards were rendered significantly worse or completely useless by upgrading them.

A minor complaint is that the game only saves progress between encounters or after a run, which means nothing you do in the hub (like talking to NPCs) is saved until you *start* a run. I also wish I could use those fancy stances at the end of an encounter instead of it being immediately interrupted, but again, very minor.

Kudos to the team for making this game, it was worth the money and I had a blast playing it.
发布于 12 月 11 日。 最后编辑于 12 月 11 日。
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总时数 6.7 小时
GRID 2019 is not a bad game, it runs pretty well, the driving feels great, the visuals are stunning... but it feels like a shell of its former self. It's been streamlined and stripped of everything that made it stand out in my eyes, until there was nothing left but selecting a race and completing it to unlock the next race.

Racedriver GRID (2008) had so much personality. The big 3D menus, the narrator, your garage that gradually expands with your own crew, the music that played on the last lap and changed in your garage as you progressed through the game, the sponsor mechanic which added extra challenges for a bit more money AND showed up on your car as a decal, the ability to choose a nickname that the announcers could read out, the different announcers for each region, drifting competitions, rival teams, buying a car second hand, your radio calling out the names of people who crashed or other relevant info...

All of that is gone now. There's the same 2 commentators on every track, and they say the same few lines over and over. There's one song that plays when you win a race. No more sponsors, no more garage, just a menu with a list of races. It feels soulless in comparison. just racing the same handful of tracks with different cars. Like there's only the bare minimum to make the game playable.

What also sucks is that games in this series are constantly de-listed from stores due to "license expiry". The only way to buy older games is through second hand (on consoles) or shady key resellers. I doubt this game will be the exception.
发布于 9 月 7 日。 最后编辑于 9 月 7 日。
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总时数 81.4 小时
A fantastic sequel that improves on the previous game in multiple ways. The story alone makes it worth playing. Another one of the few games I managed to 100%. I love it, and because of that, I have a lot of complaints, because I wish it was just a bit better.

The biggest problem I had is the constant crashing. it seems a very common issue, as there is a 50 page long thread on Steam forums about it with no clear fix. The fix that worked for me was having FPS locked at 72.

The default bindings don't include vibration, and if you want adaptive triggers to work, you need to turn Steam input off, which eats up battery life so hard that even plugged into a phone charger, it'll turn off anyway. Speaking of which, default vibration settings are insanely strong. Thankfully there's a setting to change it.

In God of War Ragnarok, you are in a constant fight with 3 things; The camera, which actively fights you as you try to target important hazards to destroy them and keep enemies within view, the lock-on system, which is constantly turning on and off as you grab stunned enemies, due to both sharing a binding, and your companions, who actively and constantly berate you for failing to perfectly react to every single situation, and whom will tell you everything you're supposed to do as you're doing it.

I do like the added depth to combat, the changes to the armor system and enchantments, equipment appearance customization, etc. I was often pleasantly surprised with changes they made.

What I do not like is that the game breaks its own rules on a constant basis. What I mean is that it goes to great lengths to try and remind you of its own mechanics, only to throw those conventions away at a whim. they made an attempt to clarify that some attacks are undodgeable by showing a blue circle, which is an improvement over the old game, but you will find there are plenty of attacks that are undodgeable, without it being specified, except on rare occasions in a beastiary entry, but only if you kill 10 of that enemy or whatever.

It's frustrating because you're constantly punished for doing what seems like the right actions according to the game, but they're not the right actions because despite being grouped into specific categories, some attacks are unique and act much different than anything else without a proper tell for it. Some attacks are dodgeable but won't count as a dodged attack, so you won't get bonuses for dodging it. Some attacks are unparriable, but are dodgeable and blockable. Some attacks ask you to dodge, but have a secret followup that is undodgeable, unblockable and unparriable, without any cue. Most parriable attacks can be dodged, but some can't be dodged and will punish you HARD for trying, despite being way outside the range of the attack, and it not being a blue circle.

Your companions have no trouble telling you the most obvious and familiar attacks that already have proper visual cues, but they will stay quiet in those situations where it's unclear what the right action is.
One of the new mechanics allows extra healing by activating rage mode as you get hit, but some attacks will not trigger it properly, some attacks will stagger you out of it, and some will grab you out of it. I just wish things were consistent and clear. It drives me insane that they made this entire visual cue system only to ditch it for certain attacks.

One thing about this game is that a lot of its difficulty outside of poorly handled cues on certain attacks comes from the fact that they restrict what you can see using the third person camera, and program the enemies to walk behind you while you're focusing one enemy. They try to help by giving you a radar, but the radar disappears the moment you look up to throw your weapon, and there's no way to tell if something's attacking from afar or right next to you, aside from your companions calling it out occasionally. Trying to keep enemies in frame is an uphill battle. Putting your back against a wall to keep everyone in view makes you susceptible to being wallbanged to death.

A lot of character action games will have a "director" making sure you're not put into situations that are impossible to deal with by having only a few enemies attacking at once, but this game will often put you in situations where for instance, the game URGES you to stop everything you're doing and throw your axe at that guy RIGHT NOW only to instantly make 3 other guys attack you at that moment, punishing you for trying to engage with the mechanics it's screaming about, or they'll put you in a situation where 2 enemies attack you at the same time, you dodge the unblockable attack and get hit through your i-frames by an undodgeable attack
Because of everything I've mentioned, it feels to me like the difficulty feels artificial at times, and serves to frustrate you rather than challenge you.

Despite all this, it's still fun and very much worth playing. It's a very beautiful game, the animations are great, the music is great, the characters are great, the story is engaging, combat is very fun and has a lot of depth, the enemies are all pretty unique. It ran very well on my PC, but I'm a bit on the higher end.
发布于 3 月 19 日。 最后编辑于 3 月 19 日。
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总时数 27.1 小时
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This is an early review, but I'm very excited about this game and how it'll evolve in the future. It reminds of of Risk of Rain a little bit. It's very fun, addicting and challenging. The weapons provide a wide variety of movesets and playstyles to try out, with modifiers and assists that spice things up a lot. exploring the map is fun, the visual style is interesting and cool, the animations are great, the combat is fun!

While I do recommend this game, I do have complaints. Thankfully, some of it is actively being fixed! which is why I'm editing this review quite a bit.

Some parts of combat feel a little stiff, you can easily get stunlocked from 100 to 0 health and have your inputs dropped all the time from being interrupted. Enemies will telegraph their moves but do something else entirely, like turning around 180 degrees either towards you or away from you, or jump away when they were supposed to be attacking. Parrying leaves you vulnerable for so long that I often find myself in situations where I parry an attack, but they somehow miss me (because they turned around 180 degrees away or swipe next to me at nothing), and that leaves me vulnerable long enough that the second attack hits me. This seems mostly an issue in multiplayer, where enemies tend to switch targets randomly mid-attack to the point where their telegraphing is rendered useless.

The lock on doesn't feel great, as aiming, jumping or moving the right stick will require you to lock-on again as opposed to switch targets, and bosses jumping away will do the same, which kind of defeats the purpose of a lock on.

The game is constantly improving on optimization, and I find the game to be running pretty smoothly.

I still recommend giving this a try. I've seen far worse games in early access than this.
发布于 1 月 16 日。 最后编辑于 6 月 19 日。
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总时数 147.3 小时
Fantastic game and great addition to the series.
I have my gripes about the crafting system, and how crafting or upgrading a weapon is too expensive in the lower levels so it doesn't feel worth it, and by the time you have money to upgrade a weapon, it still doesn't feel worth it because they give you better weapons too quick to really hold onto one and upgrade it. Not to mention the amount of materials you get compared to how many characters and classes you have to manage is not nearly enough. By the time I was done grinding to get all the weapons crafted for everyone in my party, I was already way overpowered for endgame and breezed through it, yet I still didn't have enough materials to upgrade any weapon to max level.

Also, why would you give the option to buy really expensive weapons that get crafted into the less powerful endgame weapons when the best endgame weapons are crafted from friendship rewards or random crowned enemies? I felt like I got scammed. I worked so much harder to get all the expensive weapons only to realize that crafting them would be another waste of money and materials.

That said, as someone who doesn't play a lot of turn based RPGs, this was really fun. The combo attacks, back attacks, being able to position yourself for heals or AOEs (even if enemies tend to spread out really quickly), party members assisting in finishers, grapples and knockbacks...it's not something I see very often in these games and I had fun playing with all these systems that work really well in this mashup of genres. It was a blast. Everything else felt just like a regular Like a Dragon game, with all its quirky charms and wacky sidequests, which we all love.

The new map is absolutely massive compared to the other games and was fun to explore. It makes sense they would come up with a slightly faster way to get around for this game. Being able to teleport from the map screen using taxis is a godsend. I played all the mainline games, though only watched a friend play 7, but I was still made aware of all the quality of life improvements to the turn based gameplay as I played and they did seem to learn a lot from LAD.

So yeah, I'd say it's absolutely worth picking up even if turn based is not your cup of tea.
发布于 2024 年 2 月 25 日。
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总时数 570.8 小时 (评测时 412.3 小时)
Rise/Sunbreak is a solid addition to the Monster Hunter series.

Rise/Sunbreak experiments greatly with movesets and lets you customise your kit to include powerful moves and fit your weapon to face any situation. The depth in weapon gameplay was expanded on dramatically. Every weapon feels great to play! While I initially didn't like the addition of silkbind, it quickly warmed up to me. it's a logical evolution to the clutch claw and grapple system from World, and does a much better job of giving you extra options to work with. In addition to silkbind moves, your regular moveset can also be changed up, letting you experiment even more, not to mention the scroll system, which lets you switch between 2 different customizable movesets.

Endemic life was reworked to be useful in hunts instead of just trophies or things you accidentally hit in fights. You now have the ability to grab endemic life and store it for later, most of which are really useful in fights. It gives a good reason to explore and prepare before fights. Unfortunately, that also comes with the addition of spiritbirds, which are scattered across the map and let you extend your life, stamina, attack and defense. These are pretty annoying to get every single fight, feeling like a massive chore.
This also unfortunately means that the amount of endemic life was drastically reduced from World, and you can no longer capture them to display in your home, which was a neat feature.

Traversal is faster than ever with the addition of silkbugs and palamutes. Maps feel good to travel in, and were well designed to be traversed with all the new movement options. This caused some veterans to claim this made the game feel less like Monster Hunter, with hunts feeling too fast paced, but this isn't entirely a bad thing, as you don't always have an hour to spend on a hunt.

The roster of monsters almost rivals that of MH Generations, and fan favourites like Valstrax and other older monsters making a come back. With title update 5 around the corner, the number of monsters in this game is only getting higher.

The online experience in World was initially atrocious, but Rise learned from their mistake and now, lobbies are stable and story quests can be joined without having to wait for the player to encounter a cinematic. Random quests can easily be joined as well. Players are also visible anywhere in the town, rather than only in the gathering hub, which is a nice change. My only gripe is that Elgado and Kamura are a very small village, with little to do or interact with in the environment compared to Seliana. I do miss being able to go to a hot spring and play with my palico, or just fool around with arm wrestling and things like that. it made the world feel more alive and interactive. The game feels more streamlined with small details being left out, with them focusing more on making hunts faster but still fun, with new mechanics sprinkled in. Still, this was made for the Switch so it's still impressive they were able to make this work.

The endgame is also pretty fun, with qurios crafting allowing you to customize your skills, weapons and armor pretty massively. My experience with joining random quests was pretty positive! with very little amount of insults and pretty nice and helpful players all around. The grind is still present, but it's also a nice place to experiment with new weapons or builds. (granted, I wouldn't go straight into a high level investigation with no knowledge of a new weapon, but still.)

In summary, Rise/Sunbreak attempts to freshen up the franchise by adding more depth to weapons, a faster gameplay loop and a massive amount of customisation. The amount of monsters to fight rivals older games and it feels great to play online. I've had a lot of fun with this game and would recommend it.
发布于 2023 年 4 月 18 日。
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总时数 108.6 小时 (评测时 82.3 小时)
One of the best roguelikes I've played. While I can imagine a lot of people comparing it to Binding of Isaac, the characters, story and gameplay are different enough that it shines brightly with its own personality. The mechanics make every playthrough unique and fun, but also addicting. The way progress is made makes you want to come back for more. A run will rarely feel wasted, as there are so many unlockables and beating bosses grants you currency to unlock more things in the breach.
发布于 2022 年 5 月 28 日。
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总时数 417.8 小时 (评测时 337.4 小时)
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H3 has been a regularly and consistently evolving platform for quite a few years. The work Anton put in really shows, with free content or quality of life changes being added every month. It might feel more akin to a sandbox at times, but there are a few different game modes provided. Personally I think take and hold is worth getting the game on its own. I'm a huge fan of roguelikes, and T&H is the closest to that I can think of to something like Enter the Gungeon in VR.

the game's tons of fun. The amount of detail put into making firearms behave how they should makes it pretty immersive and a learning experience. on top of the immense amount of weapons available, you also have different ammo types and tons of attachments to boot! Managing all these things in your inventory and adapting to what the game gives you, or using the stations to adjust things in your favor, it feels great!

I don't have that many complaints, It can be a bit annoying and finnicky to grab or put things in your inventory. Your controller has to be in the exact spot in order to grab things, and if you're using the tactical vest mk2, you can't really put things in your pouch easily when you're moving, you have to come to a full stop to mess with your inventory, as things seem to trail behind a bit.
I initially criticized the regenerative nodes for having some flaws, but the nodes have since then been completely reworked, and while they were a bit hard to get used to at first, they are much more interesting now. (I still think the Orthogonal node is way too unpredictable and needs work in order to not instantly flip in certain situations).

Despite that, it's definitely worth getting. It's got personality and some pretty funny lines, on top of having the most accurate and fun gun play in VR. I can't wait to see what else this game will have in the future.
发布于 2021 年 10 月 18 日。 最后编辑于 1 月 28 日。
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总时数 30.1 小时
If you enjoyed the first game, this goes above and beyond. They did a fantastic job using the more recent features of game engines and making the most of it to enhance the experience. It is an incredible work of art; the music, the art direction, the flow, the story, it all blew me away. Every new mind you explore is exciting. I found myself ugly laughing to some of the jokes in this game.

The only gripe I have with it is the combat, it feels a bit stiff and inconsistent. They want you using specific powers to defeat specific enemies, which is great, but it gets hard to manage when a lot of them conflict each other in what you have to do. For instance, they tell you this enemy is weak to fire, so you incinerate them, but the fire easily spreads to you and hurts you as the enemy leaves a puddle, because incinerate is a close range ability. A lot of them punish you for using melee with very little telegraphing when it seems like the logical thing to use on them. I found myself struggling to switch between all the different powers in a fight, since you're only limited to 4 slots, and it gets tiring to reset your powers to your preferred slots after every fight. but that's just my experience.

That said, it didn't bother me so much that I wouldn't recommend this game, as everything else really made up for it. It is incredible and I can only hope there will be more games like this in the future.
发布于 2021 年 9 月 8 日。
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总时数 18.2 小时 (评测时 13.2 小时)
This is exactly what I was hoping to see since I got my HMD. Mobility is often restricted in VR games, but not in this. You can run, jump, climb, vault and explore to your heart's content. For this reason, people who get motion sickness might get uncomfortable, but it is definitely liberating if you don't have a problem with it.

The gunplay is pretty fun, though limited to a few different weapons. the inventory system feels pretty cool, even if at times a little picky about the position you have to put your weapons in. Reloading is snappy and responsive. you can get really good at it and I feel it adds a little spice to the gameplay. I wish the ammo box wasn't so close to the pistol holster, because I've very often reached for my gun only to point an ammo box at enemies.

This game allows you to interact with pretty much everything, in a half-life-esque physics system. Your arms sometimes feel like noodles when you try to punch or grab things, but I find it hard to think of another way to convey weight with physics.

one nitpick I have is that the game doesn't let you climb over ledges easily, you have to be in this very specific position where you're not grabbing the ledge but just laying your hands on it, then hold the jump button and crouch with your arms as extended as you can, it can be really tricky to get yourself in that spot and many times it just made me fall off.

Loading times are definitely a slog, sometimes making you wait minutes between maps. honestly though? I felt like I needed that break most of the time, as it can be a bit of a workout.

Story wise, I don't have much to say. I was often distracted with other things whenever info was thrown at me, but that's mostly my ADD.

All in all, it's definitely worth the 30$. The developers have worked hard making this game look and feel good, and it shows.
发布于 2019 年 12 月 15 日。
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