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总时数 25.5 小时
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It's...okay. This has been a challenging review to write because it is so apparent that the developers behind this game legitimately care and enjoy what they're doing, and I don't want to be needlessly harsh. The first 5, 10 hours were a lot of fun, the progression was solid, the enemies were interesting, playing build tetris was great, this game has so much style and character it oozes from the menus! I love it! It basically felt like I was on a nostalgia trip through a long lost childhood favorite. Then the grind became atrocious. Then I started feeling the weird momentum clamps on the movement. Then I started dying to those *stupid* missile barrages. And like any good nostalgia trip, I realized why I quit playing.

This game exists in a weird superstate. It wants you to go fast but it has harsh momentum clamps that stop you. It wants you to do wild and wacky things with your guns but it never gives you the drops to enable those wacky things. It has an incredibly unique and interesting enemy design that's let down by bloated hp pools and a lack of respect for physics colliders. A decade ago, this title would've been inspirational and genre defining but it seems to miss the mark in significant ways that feels like the developers haven't learned any lessons (good or bad) from titles with similar mechanics (i.e. looter shooters, platformers, roguelikes, movement titles, etc).

As a bulleted list this is what is keeping me from recommending this game:
- The Grind (drop RNG).
This is atrocious. The "cool" stuff is fairly heavily "playtime gated" and the content isn't diverse enough to be a distraction from the fact that I haven't seen a non-duplicate exotic drop in the last 10 hours of gameplay. From skimming patch notes and discussions, it seems like this is fully intentional as efficient methods of farming have been nerf or patched out. If there is no method to focus / build / obtain *specific* drops and upgrades and everything has to be obtained through straight RNG (with no duplicate or knockout protection), then we need to be drowning in dice to roll.

- Currency Caps.
I personally hate currency caps, while they're currently high compared to the amounts we spend, I always find currency caps to make me feel like the game is disrespecting my time as a player. I have a limited amount of time to game so why should I spend that time playing a game that won't let me earn currency anymore?

- Momentum Conservation (the lack thereof)
I played a lot of Warframe. I don't think that this game is Warframe, but Warframe did get the *feel* of it's movement very right. Moving around in that game feels very good. This game, by contrast, feels very bad. The speed caps / momentum clamps / etc feel wrong, like I'm faceplanting repeatedly into invisible jello walls. Certainly with the right mod setup, it is quite possible to bypass the limits, but it stills feels super awkward to get launched into the air at march 9 only to nosedive into the ground.

- Enemy AI Behavior
It's too simplistic. Everything just chases you. Nothing takes cover, nothing hides. Some enemies will grab objectives but they don't do anything different once they have them (no transformation, no secret boss loot pinata).

- The Grind (character levels)
Feels like runescape where level 8 is halfway to level 10. It makes playing other characters feel like punishment. This compounds with the shared perk unlocks (good luck getting them all unlocked if the xp curve continues increasing). If all xp was shared across each character (and their unlocks were independent instead of shared), it would create a positive feedback loop where progressing one character would incentivize playing other characters to experiment with their unlocks and experimenting would also progress the unlocks of the other characters. Instead of the current system where I'm weighing every character unlock against every other possible character unlock (wrangler is never getting unlocks because I'm just using his unlocks on the characters I want to play).

- The Grind (weapon levels)
I'm going to skip the broken record part of this. I would make the weapon level progression include a *basic* copy of every weapon mod then the grind is about finding weapon mods with better random stats while getting to try out different builds.

tl;dr The Grind kills this game, for a looter shooter there's not enough drops. For a buildcrafting game, you have to pay a grind tax for xp and for the "right" drops (hamstrung by the lack of drops).
发布于 11 月 19 日。 最后编辑于 12 月 15 日。
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总时数 1,566.7 小时
They've brought back sunsetting. I'm done.
发布于 7 月 14 日。
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总时数 29.8 小时
This is not a good XCOM-like. The map pool is extremely bland and repetitive. I'm not sure how you have a campaign map of dozens of planets that share...6? 8? maps, it's bad. The mechanics are grindy and disharmonious, it feels like the tail end of a nerf happy dev more concerned about "balance" than they were about the player experience, and that's left everything in a terrible place. It's not just the stats that are wrong, the base mechanical interacts core to the XCOM-like experience are also wrong (i.e. you activate pods at vision range and your vision range is equivalent to an entire turn's worth of movement. By contrast, your effective threat range is approximately 1/3rd of your movement).

This is not a good Warhammer 40k power fantasy. Basic enemies survive most attacks from the player's units *on the normal difficulty*. If we were a squad of guardsmen, this would make sense. We're playing as the Grey Knights...

Overall, its not worth buying (even on sale) as long as the balance remains in this state (and from the feel of things, I doubt this game will ever receive the love and care it needs to shine).
发布于 7 月 14 日。
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总时数 90.8 小时
tl;dr Skip it. It's unoptimized, the story is generic (and worse than the typical monster hunter storyline) and functions as an 8 to 20 hour delay on actually getting to the real gameplay, and it has less content than the previous two titles (World, Rise). Go get one of those if you absolutely must play Monster Hunter.

I really enjoy Monster Hunter and overall, I enjoyed my time in Wilds. Except for the performance. And the slow, agonizing, generic, boring story. And the performance. And the rampant DLC spam. And the performance.

If the game ran better, I'd be on the fence about recommending it. The iterations that were made on the weapons and combat I found to be mostly good ones (RIP Lance) but the story tax to get to the "real" game is extremely obnoxious (one of my friends lost his save file due to a corruption bug and refuses to go through the story again). Strangely, I don't play Monster Hunter for a generic C-tier fantasy story that doesn't even focus on my character as the main character (this is a personal opinion, but I loathe game stories where my character is a replaceable supporting character). Normally, I would not hold a mediocre or bad story against a Monster Hunter game, it's previously been entirely skippable. I am here to fight and hunt monsters (ya know, like a Monster Hunter) but CAPCOM forces you to witness almost the entire thing (including mandatory lore walks through the environments where the NPCs painful comment on how everything is beautiful and precious instead of letting the player just run around organically do so for themselves). Depending on your playstyle and speed, the mandatory story portion of the game will take anywhere from 8 to 20 hours. This is compounded by the handler character refusing to authorize any "unencountered" monster from the story, removing almost all rewards from hunting "non-approved monsters" even if you trip across them while exploring an enviroment. Again, this wouldn't be a big deal, except the handler reminds you that "YOUR ACTIONS ARE NOT GUILD APPROVED" and "YOU ARE NOT AUTHORIZED TO HUNT THIS MONSTER" every 15 seconds while you fight the "unauthorized" monster.

Waxing on about the handler. She does not have a mute button. She also repeats the same lines of dialogue over. and over. and over. These lines of dialogue are mostly the same 5 loading screen tips about "don't forget, you can carve monster parts!" "oh, we should track the monster!" "you can return to base to get more supplies". The number 1 mod I looked for was a mute button for the handler.

Capcom just wants to make money. The game has had more cosmetic updates than content updates. At time of writing, there are 64 cosmetic DLCs totaling $180 USD. The latest updated added more paid cosmetics and managed to tank the performance further.

There have been several title updates since the game launched. They added 1 monster and did the normal Apex, Super Apex, Super Duper Apex stat padding to the existing roster. Current tinfoil hat theories suggest that most of the title update content was ready to go day 1, but was intentionally cut to pad out the title updates. This wouldn't be a huge deal to me, but the launch roster of monsters was skint, even accounting that normal rosters have repeats of the same monster (i.e. the Great Bird Wyverns). Combined with the prior point, it feels like this is a test run for future Monster Hunter titles to see how little content they can get away with producing before people stop buying the cosmetics.

World's meta was singular. There was an objectively correct set of skills to have for every weapon (and it was basically the same). World's expansion, Iceborne, did little to alleviate this issue. If you're like me and enjoy buildcrafting and developing interesting and different ways to effectively hunt monsters, this is a MASSIVE strike against World. I mention World here because Wilds is the same. There is (essentially) a singular correct build that is the same across every weapon. I had hopes that Wilds would take inspiration from Rise. Rise has an acceptable level of build variety (most weapons have between 3 and 7 different ways to DPS that are (mostly) distinct). To be fair, Wilds has two meta builds that are the same across most weapons, however each build does not have a distinctive playstyle (you stack crit and damage, one build gets this from a cycling passive that requires attacking the monster, the other does not need to attack the monster. The numbers between the two builds are within 10%). Coupled with a TERRIBLE end game weapon grind for insignificant upgrades (its RNG to get the right parts and RNG to get the right rolls (which are predetirmed based on your save file which means it can be possible to have a "bad" seed and never be able to get the weapon you want), these are weapons that will immediately be replaced with the expansion releases, and the damage difference between monster weapons and the crafted weapons is under 10%) and fights that are just "the monster hits harder", there's not much end game gameplay to enjoy.

Also the camera likes to make large monsters entirely invisible if the monster is between your character and the camera (previous titles outlined the player with a color). This can make some fights absolutely infuriating.

Overall, I think the glory days of Monster Hunter are behind us. If you must play a Monster Hunter, grab World for a slower paced and more tactical experience, or Rise for a high octane, action-y experience.
发布于 6 月 20 日。
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总时数 166.9 小时
UPDATE (8/8/24): Arrowhead doesn't change. I reread this review and while the specific item / gun / armor / etc is different this time, the overall strategy by which Arrowhead addresses balance has not. #NerfByUsage. #NoBuffs. The patch prior to the most recent one showed some care and attention, but Arrowhead has already slid back into old habits.

tl;dr Avoid it. Buy an EDF instead (6 releases this summer!).

Things are not good for this game. The first few hours are fun, but the lack of mission variety, weapon variety, armor variety quickly makes the game really repetitive. Guns are not allowed to be good, anything that gets popular swiftly gets nerfed into the ground. The "balancing" is a joke, done primarily with spreadsheet metrics for the middle difficulties led by the anti-player dev that tanked Hello Neighbor 2 with the goal of "making Helldive impossible for players to complete" (at the time of writing, the devs apparently struggle to clear the middle difficulties).

"Wait!" you say, "there's a *ton* of weapons available for every slot, how can you be bored of those already!?"
Most of the primaries are both bad and functional duplicates (turns out that two assault rifles with functionally identical bad stats perform equally poorly and feel basically the same to use). In the best case, they are balanced in a "PvP-esque" manner where the targets should feel that things "were fair" (reminder, this is a pve game). Most of the primaries are laughably ineffective at shooting enemies (to the point it's often more effective to just melee things to death instead). This is due to a combination of nerfs, enemy "sponginess", a general adherence to the attitude of "to increase mag size, we'd have to increase the magazine model so that it is visually realistic", and an insistence that players should be primarily relying on their stratagems to interact with enemies.

The direction with primaries is very confused on a good day (i.e. the explosive crossbow that was advertised as a "long range grenade launcher" got "balanced" into a "single target shaped charge delivery mechanism intended as an "anti medium enemy" primary. In an environment where you have 5 to 20 medium enemies to fight, the crossbow fires at 60RPM, has a clip size of 6, a lengthy reload and requires two (or more) shots to kill a medium enemy. It's comedic). Similarly, the devs didn't like how much usage the Slugger (a slug shotgun) was getting. Specifically, they said "it's silly that the slugger, a shotgun, is the best DMR in the game." and proceeded to nerf it's close range effectiveness (removing the hitstun / stagger from the weapon). The reason the Slugger is the premier DMR in the game is because the actual DMRs are objectively *terrible* (through a combination of lack of damage and lack of handling).

Some primary weapons get "Medium Armor Penetration" as an attribute, the idea being that these weapons are better versus enemies with medium armor. However, these weapons are almost always "balanced" with terrible damage, the end result being that it doesn't matter that it penetrates medium armor, it'll still take multiple clips to kill things. Enemy armor is broken into 10 levels, "medium armor" is defined as levels 4 through 7. Weapon have an armor penetration stat from 1 thru 10, determining what level of armor they ignore (7 penetration means you deal 50% damage to 7 armor and full damage to anything below 7). Would you like to know what specific armor penetration value "medium armor penetration" represents? So would I. It would be "too complex for the players" to see all of the weapon stats.

There's more about weapons but this review is already a wall of text.

"Wait!" you say, "there's at least 10 distinct mission objectives across numerous biomes combined with randomly generated maps, how could that ever get stale!?"
There are a bunch of mission objectives that boil down to two main mission types:
- Jog all over the map to push a few buttons
- Stay in one place and murder enemies
It gets stale pretty quickly, especially when you spend more than half the mission timer literally just jogging back and forth across the map (the "stand and murder" missions can be really slow with their wave spawn pacing leading to comparatively long "lull" periods where there's nothing to shoot or do).

"Wait!" you say, "there's already 50something armor sets in the game, surely that's more variety than you can shake a stick at!?" There's marginal differences between the classes of armor (light, medium, heavy), the biggest is that heavy armor makes you slow while only providing 1ish additional "hit" (you go from dying in 3 hits to dying in 4 hits), there's only 4 or 5 armor perks, so assuming that each perk exists in each armor class, that's only 15 functionally distinct armors (this is ignoring the fact that enemies can both critically hit and headshot players, one-shotting you in any armor). And no, there is no transmog system as the devs think "armor should function like it looks". Helmets are purely cosmetic.

As a final note, we as players are apparently supposed to rely on our stratagems to interact / deal with high number of heavy enemies on the higher difficulties (as a reminder, the devs presume that difficulties 5 and 6 are the correct ones for "balance"). Stratagems that interact meaningfully with heavy enemies typically have cooldowns measured in minutes and the game will often spawn 4 to 12 heavy enemies simultaneously. This is similar to the previous game, in the higher difficulties your gun was primarily a decoration as you played "Stratagem Hero" to clear enemies BUT the previous game stratagems had cooldowns measured in *seconds*. With the current state of the game, it is not fun, nor challenging, nor particularly rewarding to clear higher difficulties (each "balance" patch further reduces the list of viable guns / strategies / etc for higher difficulties) and the lower difficulties are a joke.
发布于 2024 年 5 月 10 日。 最后编辑于 2024 年 8 月 8 日。
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总时数 242.3 小时 (评测时 145.6 小时)
tl;dr 5/10. The core is there, they need to draw the rest of the owl now.

Update (12/15/22): Steam keeps asking "hey, you've played some more, wanna update your review?" My review remains the same. I enjoy playing games with my friends and one of them wants to play (it's not a deal breaker, like I said, the core gameplay is solid, I just will not grind it solo until they draw the rest of the owl).

The base core gameplay is there and super solid. The rest of the game is a pretty large step backwards from where Vermintide 2 is currently (the devs should've been sat down and forced to play an early build of V2 and the modern build of V2, then set loose on making Darktide). Classes share weapons now which can lead to all the classes feeling quite "same-y".

Itemization is massively painful (huge influx of "rNg Is FuN"), weapons have 5 properties, the strength each of which is randomly rolled along with up to two traits and two blessings (also randomly rolled, also with random strength). If you want to play with a specific weapon, you have to hope that weapon both shows up in the shop *and* has good rolls. Blessings also have levels for some reason (this is aside from the fact that a solid 1/3 to 1/2 of them are laughably useless i.e. slide for 2% reload speed).

There's little variation between class builds, there are usually two bad choices and one good choice every 5 levels (compared to Vermintide 2, where each class has at least 2 if not 3 or more equally viable builds). The most distinct "build" that exists is the "Grenadier" build for Veteran (there's a decent "interacts with grenades" talent in almost every feat choice). The Zealot (a class that wants to run around at low hp for damage bonuses) was largely broken by a very late change to how Toughness works. (Late Change to Toughness --> This was a decision that melee damage you take does chip damage to your HP bar through your Toughness bar (Toughness is your shield bar)). For a class that revolved around being at very low hp values constantly, you basically don't get 2/3rds of your choices functioning (because you're literally one (1) mistake off of death and you get hit, a lot).

Overall, classes can feel like they don't really have a strong identity because of how many classes share weapons (more on this later). You can play a Pskyer with a lasgun, a Veteran with a lasgun, and a Zealot with a lasgun but more or less they all "feel" the same with that lasgun.

There isn't a shared inventory between character. Each character has their own inventory, resources, etc even if they can use the same weapons. What this means is that if you get a really good lasgun, you have to get that lucky for every other character you want to play.

Edit: Hopefully my guess here is wrong, Fatshark just dropped a newspost that mentioned "Progression Siloing" in reference to characters and currency and it's quite possible that given the 5 character slots for 4 classes on launch that each new class that gets released will require a player to grind up them up from level 1 (instead of the Vermintide 2 method where you levelled all classes for a given character simultaneously and could freely swap between them). If this is the case, the above rating should be a 3/10 (hard pass, don't buy, game doesn't respect the player's time).
发布于 2022 年 12 月 3 日。 最后编辑于 2022 年 12 月 15 日。
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总时数 77.6 小时 (评测时 19.4 小时)
Red Solstice 2 is a fantastic and successful iteration upon Red Solstice. It is spiritually and mechanically the same game, with the rough parts sanded/smoothed/insert appropriate metaphor here. If you liked the first one, stop reading here and just buy it and play it.

Red Solstice 2 is still something of a "slow start" game. There's a distinct learning curve and options at the beginning are fairly limited. A lot of the negative reviews have less than 2 hours of playtime in a game that takes at least 4 to really get rolling. RS2 doesn't really spend any time holding your hand and keeping you safe from the bad things (ammo mismanagement, explosively happy teammates, bad choices, bad loadout design, etc). The flipside of this coin is that, as a player, you have a huge amount of freedom to dictate how you interact with the game.

Where RS2 shines is in the freedom for the player to dictate how they interact with the game through their loadout choices. There are several roles that need to be filled on a squad to see success, and the devs let players decide how to fill those roles (Medic is probably the only real pigeon holed class). In an attempt to avoid overloading the player with choice and information, the initial choices presented to the player are fairly limited.

An important thing to understand about Red Solstice 2 is that it is a multiplayer game that can be played single player (but is infinitely better and more fun by dragging more people into it), but because there's a "campaign mode" people are expecting that to be basically stand alone (it can be, but its missing the magic of what makes RS2 good).

Waxing on, the campaign brings a delightful amount of variation to the content experienced in the skirmish multiplayer. The missions are shorter (one of the big issues from RS1 is that games are typically 40-90 minutes long) and more varied. One mission involved pushing across an infested dam in a tight, intense experience.

As a final point, the devs are extremely active and responsive to the community. Most of the day one reviews (with playtimes under 2 hours) were complaining about bugs that were fixed within 24 hours of launch. They chat with the community, offer personal tech support, discuss design and ideas, it's everything you could ask from a dev team.

Overall, RS2 is just a better game than RS1. I struggle to pick a specific area where the first one outshines its successor, maybe just the price tag?
发布于 2021 年 6 月 19 日。
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总时数 28.3 小时 (评测时 21.5 小时)
It's a good take on the Tower Defense x Factorio genera, plus it's still being developed and improved. Honestly, it's criminal that it's 6 bucks (easily 10 to 15, if not more).
发布于 2019 年 11 月 28 日。
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总时数 4.0 小时 (评测时 3.3 小时)
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Dead game is dead.
发布于 2018 年 5 月 6 日。
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总时数 3.3 小时
Short underwater adventure game, not difficult or complex but will occupy a few hours of your time. Feels almost like a proper mini-game inside of another game. It's cheap, hard to be upset with a purchase like this.
发布于 2018 年 3 月 26 日。
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