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.clank 最近的评测

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1 人觉得这篇评测有价值
总时数 7.0 小时 (评测时 6.9 小时)
抢先体验版本评测
Main criticism is that it's a little anemic in terms of content right now. There's only a handful of levels, of which maybe 2 have interesting new ideas, as well as only like 2 and a half ways to drain water (and the vacuum is kind of tedious). Maybe some levels where there's not obvious drains that you can go into so you have to move water further, or having to dive in scuba gear. That's probably 80% of what you should consider when buying, and the primary thing the dev should look at (along with maybe some UI stuff) before tackling other things. Hopefully they're working on it.

Otherwise, I'm really into it for a couple reasons. First is that I like the use of fluid simulation. I think it's cool. Reminds me of this Acerola video from a couple years ago, which makes me wonder if the dev wasn't inspired by it or something. And I do mean just the simulation: the water graphics are not bad, but I think they're just some stock Unreal systems.

The other is I like the little indie cleaning/renovating/building genre, and this game presents a new, interesting addition beyond "just cleaning": the challenge of redirecting the water (that can't just be picked up) to get it out of the area. It presents an actual challenge rather than just busywork, but without changing its status of "cozy relaxation game."

Also, apparently I'm the 1,000th review, let's goooooo
评测者的 PC 配置:
Windows 10
AMD Ryzen 9 7950X3D 16-Core Processor - RAM:63 GB
AMD Radeon RX 7900 XTX - VRAM:24 GB
发布于 4 月 2 日。 最后编辑于 4 月 2 日。
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有 5 人觉得这篇评测有价值
总时数 43.3 小时 (评测时 42.9 小时)
(You can ignore my recommendation - it's like that because there's not enough nuance in a simple "Yes" or "No" to convey the information, so I just take the current 83% positive of All Reviews and choose based on whether I think it should be higher or lower than that)

To summarize: this game is a literal 1-to-1 remake of the original game (at least as much as I can remember of it), and you should get it when it's maybe $30-40.

If you're new to the series or just this game, this will provide the exact experience of MGS3 with the basic accommodations for modern PCs, and is an excellent entry into the series as well as a fantastic game by itself. You could emulate the original version, but I can see why some people wouldn't want to go through the trouble.

If you're not, then like I said, literal 1-to-1 remake. Compare, for example, Resident Evil 2 (2019) which is a different experience in every aspect other than the setting. Or Resident Evil 4 (2023), which plays similarly, but everything is done from the ground up from character design to setpieces to certain plot elements. Both are different enough that I would never want the originals to be unavailable. Comparatively, this game, if it didn't exist, wouldn't be the biggest loss ever.

The decision to remake it 1-to-1 is probably the right choice; they would never have gotten Kojima back to work on it after what they did to him, and looking at all the nuances and little details, I can see it being very easy for anyone else to screw up and misinterpret details that matter, especially for a corpo-style remake like Konami is doing. There were things they could have improved, but nothing that's clear cut.

Final things to note: from what I've heard, there is a bit of Unreal Engine-slop to the design of the game, so there could be performance issues if you're not running a fairly strong PC like me. I will say it did not seem to go over 12GB of VRAM, even though it's really dumb that we have to talk about graphics cards with less than 16GB in the year 2026. You should also try out some of the filters to deal with the bland default tonemapping.
评测者的 PC 配置:
Windows 10
AMD Ryzen 9 7950X3D 16-Core Processor - RAM:63 GB
AMD Radeon RX 7900 XTX - VRAM:24 GB
发布于 3 月 2 日。
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总时数 71.6 小时 (评测时 47.9 小时)
There are certain games, shows, books, movies, whatever that appeal to a more niche audiences. Things that speak to certain mindsets and appeal to certain sensibilities. These are pieces that, if you are the kind of person they are made for, you can find some of the best experiences you'll ever have, to the point that they can change what kind of a person you are and how you think. The kinds of games that you think about for months after having played them, and remain part of your identify for at least years.

Juxtapose that with the most popular things you can think of (e.g. franchises), which I believe can only be that popular because they appeal to many more types of people rather than one or two; I also believe that they can only be so good because they're stretched so thing, where the best of them can only approach a 7 or 8 out of 10.

This game is one of those things for me. As tangential (or I can imagine some people saying "detached") as the actual gameplay is to its themes and writing, if both are your thing like they are mine (or even if only one is your thing and the other is just okay for you), you can expect to have as great an experience with this game as I did.

Should I play the first game first?
Yes. While I enjoyed this game more than that, they both have the same vibe, and the story in that sets up the context for this game. If you're a Doctor Who fan, think about how "Face the Raven" sets up "Heaven Sent," albeit Talos Principle 1 is that to a lesser extent.
发布于 2 月 14 日。
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有 1 人觉得这篇评测很欢乐
总时数 29.2 小时
To be continued in Chapter 5

2026

YOUR TAKING TOO LONG

jk ily toby fox
发布于 2025 年 6 月 14 日。
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有 2 人觉得这篇评测有价值
总时数 10.9 小时 (评测时 0.4 小时)
Deckard tomorrow.
发布于 2025 年 5 月 9 日。
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尚未有人觉得这篇评测有价值
总时数 62.1 小时 (评测时 52.6 小时)
やめろ!やめてくれ!俺はい・ち・ず・侍
どうすればいい?答えはどっちだ?おさえきれない
俺が、俺が出した答えは!
发布于 2025 年 4 月 16 日。 最后编辑于 2025 年 4 月 16 日。
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总时数 42.9 小时 (评测时 11.8 小时)
EA has still not fixed the bug where it randomly identifies the driver version as 0.0.0 on my GPU, and the only way to start the game again when this happens is to reinstall all drivers (which also happens to reset a bunch of Steam settings).
发布于 2025 年 3 月 28 日。
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1 人觉得这篇评测有价值
总时数 90.7 小时 (评测时 89.9 小时)
Can't stop! My midnight ramen
膨レ上ガル 俺ハHungry

Poker minigame cheat item gave me a Full House Aces full of Jacks when I should have gotten a Royal Flush instead, 0/10.
发布于 2025 年 2 月 27 日。 最后编辑于 2025 年 4 月 16 日。
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1 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
总时数 162.9 小时
いたのに ばかだろう
ばかだね ばかだよ ばかやろう
最後の最後まで 泣かせてばかりの ばかやろう
あなたを愛しているも 言えないままなんて ばかだろう
发布于 2024 年 10 月 26 日。
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总时数 148.3 小时 (评测时 60.1 小时)
I had serious reservations about this remake from all my initial impressions of it. The fact that it was an RE4 remake with RE4-style combat seemed a little pointless (as opposed to RE2 2019 and RE3 2020); the demo was unimpressive and seemed to mainly carry over RE8's crap designs (woo scary forest intro!); things I heard about it, like your knife having an Adobe™ Subscription™ Fee™ didn't help; and screenshots and videos did little to assuage the idea that it was another thing hacked out by giant game publisher with trend-chasing, like "cinematic gameplay" and "serious tone," which I believed was totally the wrong mood for Resident Evil 4 whose strengths were in its camp B-movie vibe (e.g. while "dream Saddler" looking like an Easter Island head is kinda funny, Ramon Salazar in trailers just looked gross rather than "funny midget Napoleon"). I bought the game to play it with a VR mod (which as it turns out doesn't have VR controls yet, as Praydog didn't want to step on the PSVR2 version's toes, hilarious as that is with how Sony is now treating VR), and having finished it flatscreen along with Separate Ways now, I've been turned around, and consider it to be a superior remake a la Yakuza Kiwami 1 and 2, and a worthy successor.

This, I think, is because it seems that this was THE one game that all the developers were really passionate about. There is so much content when you take what they've done on top of the already big original game, and what they change around makes sense or expands on it, like how the Red9 is found on a shipwreck in the lake. There's more to explore and the world is less linear, which allows them to spread out the parts that do have to be linear so it doesn't feel like Uncharted or Tomb Raider; they expand on things like the Blue Medallions/Punisher handgun sidequest, giving you more downtime to help even out the pacing, even if a few of them feel like artificial sidequests; and setpieces that they removed (and didn't stick into Separate Ways) were replaced with more and better ones. I like the combat and movement mechanics which are RE2 2019based but appropriately less clunky, and I like the knife parry which fits the action hero thing with Leon (even though I wish Pro mode was unlocked from the start, as just holding down spacebar is too easy).

This is also mostly a "me" thing, but I am into computer graphics (i.e. the computer science behind it), and I really have enjoyed not just the customizability that they give you, but how they've organized the graphics options in the RE Engine.

A lot of the small details really go a long way into improving the immersion. A great example is how, when enemies are closer to you, Leon now pulls his gun back closer to his chest to keep it away from them, while tilting it diagonally to still be able to aim properly, befitting of his secret agent training; there's a name for this but I'm not American so I don't recall. Ashley also has a more defined character arc which comes across in actions; she's slower moving, needs help with ledges, and hesitant to do things you tell her like hide in lockers at first, but as the story progresses she becomes more confident in it. Finally, there's also efforts that show how much the devs cared; Ramon now has an egg allergy, and will lose huge chunks of health if you throw eggs at him, which is a bit of an Easter egg but is appropriately goofy and befitting of the tone of the game.

The writing is much improved, even though it arguably doesn't need to be and nobody expects this series to have good writing anyway. I like Luis much more, who gets a serious character arc upgrade and fun co-op partner gameplay sections; I appreciate the backstory they added and/or changed for all the major antagonists; and I like that Ashley has more agency, which is funny because one of the things that turned me off initially is how she looks like Hilary Clinton in promotional material (for some reason), and that she's less yelly/camp and comes across more as a frightened college girl, which is more realistic but less fun. Leon also is a bit too tryhard serious at first, but does start putting in new one-liners as the story progresses, and a realistic behavior that I like is how he shoots first now when he gets the chance rather than standing there like an anime character looking nonplussed.

There are certainly problems that I have, many of which are a result of how much they added. There are the Resident Evil-isms from that one higher-up at Capcom who won't give up, such as the "floor collapses under you" thing that has just become annoying at this point, or the "big invincible enemy in a trenchcoat who walks slowly towards you that you have to run from" setpiece which now just breaks immersion by reminding you that yes, this is a video game. There's also some other common video-game immersion-breaking stuff like how you could literally open some locked-from-the-other-side gates by literally just sticking your hand through the grills, or not being able to go through some paths because they put a few pieces of garbage in your way that you could easily walk around, or Ada's grappling hook being completely reliant on contextual button prompts rather than anything organic. And they include some game design trends that I wish would go away: Leon makes fatty grunts a lot (like literally just from lifting up his gun) to show you that he's exerting himself, rather than the player exerting themself through the gameplay being challenging; and the characters will nag you while you're exploring because they think you're not sure what to do next, even though it's thankfully more like 30 seconds rather than 10 (could be longer though). I won't bag on the crafting system though, as that I feel has more of a use in the Resident Evil remakes, where it gives you some flexibility in what ammo you want to use.

There's also a few minor things they could have fixed but inexplicably didn't: most significantly, enemies have a range of aggro and if you stand outside of it they will inexplicably walk away even as you continue to put bullets into them. Possibly an engine limitation? Which would have been a serious design oversight when they made RE7. The merchant barks at you too much for how often you click in and out of his menus, so either they could have given him more lines, or added code so that he doesn't chide you every single time for not buying anything every time you enter and exit to check your inventory or crafting material. The tripmines are too easy to handle, where the stealthiness of the bear traps would be more appropriate, but then the bear traps now do no damage. It's better that the music doesn't immediately die when all enemies are defeated, but they could have had it instead be toned down slowly; this way they could also lull you into a false sense of security if there actually still are enemies around you can't see. And I don't know why they still let you save at chapter's end and then include a typewriter at the start of it every time.

If it seems I'm being nitpicky, I suppose it's because attention to detail is what builds immersion for me, and that's the most important factor in a game in my eyes. You can therefore take it to heart when I talk about all the attention to detail that the devs paid, which really shows how much they cared about this game in particular. I like it so much that I wish I paid full price for this (8 or 9 out of 10) instead of RE2 2019 (6 out of 10).

I'm not sure whether they're planning to do RE5; I suspect not, as that's where it went downhill. If they do, I feel that there wouldn't be nearly this much passion put into it, because that's the one that people don't care about. Ironically, though, the problem with that game is it's a boring, watered-down, lazy RE sequel that focused on the dumb RE story, and would require the most effort put into rethinking the entire game and/or story from the ground up.
发布于 2024 年 7 月 9 日。
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