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总时数 13.9 小时 (评测时 13.8 小时)
Cinematic and charming... at the cost of character
A spoiler-free review

A recommend, but disappointing in many ways. It felt less like a video game and more like a movie. In fact, if I were introducing a video game to someone who has never played one in their life, this would be a great contender (especially with the exhaustive accessibility options). However, anyone with a lick of game experience will notice how sterile and safe Split Fiction is, especially when compared to It Takes Two. It doesn't help that the narrative felt quite weak as well, though I will say that I loved the last couple hours.

What do I mean when I say that Split Fiction is more movie than game?

Much of the game is "on rails," meaning you do not really have player agency for most of it. I will clarify that I am using "on rails" as a term distinct from "linear," because this has nothing to do with the game being linear. For instance, the game reuses the same platforming sequences and motifs for the entire game, which wouldn't be so bad if they were almost impossible to fail (your feet are literally magnetized to poles when hopping). Also, there is just so much of it for no reason to the point where I felt I had to mention it.

Worse, though, is that many puzzles are not really puzzles at all, and many of the skills you get to play with are extremely one-dimensional. Often, I felt like a kid being handed a fake wand at a theme park swishing at paid actors. It's not that the puzzles are too easy, but that there is often no need to think beyond "Oh, I use my skill, then you use yours, and door opens." The variation is mostly in the aesthetics. There are some levels that were extremely fun, with some very good puzzles, but, unfortunately, we found ourselves really struggling with the tedium of the rest of it.

It was also strange how empty and noninteractive the world of Split Fiction is. You're given quite a generous moveset in double jump and dash, but there is next to no exploration encouraged outside of the intended areas. A lot of the environments are aggressively clip-brushed: you can't jump on top of a lot of things, despite it looking like you can. Very few things are destructible that should be. These are small gripes, I know, but they contribute to the overall feeling that I am watching a movie feat. my character.

It Takes Two vs. Split Fiction

The hub areas and minigames from It Takes Two are distinctly missing in SF. In It Takes Two, those sprawling hub areas gave the impression that you are a visitor in a world that existed before you. I loved exploring the toy soldier castle with the train circling it, and the icy city with a frozen lake that you could skate on. The minigames are tucked in levels and are actually not trivial to find -- I recall missing 2 or 3 after my first playthrough -- thus rewarding light exploration.

SF has practically none of this. It has one notable hub area that I can remember, but I'm not sure why there weren't more. Side stories are impossible to miss and were frankly mostly boring (except for a couple stellar ones, like the skiing one or the side scrolling shooter). I recall finding one singular secret minigame hidden in a vent behind a destructible (the shooting range), and I thought "why isn't there more of this in the game?!" So, despite the gorgeous variation of the worlds you explore, they have no real depth.

Conclusion

Overall, too safe, too sterile, and a disappointing regression from It Takes Two. However, I can't argue against its overall value, and I admit the highs were quite high. I definitely had a great time with my partner with this. Hazelight games remain a staple in the otherwise sparse co-op campaign niche, but I just wish they were willing to be more daring.
发布于 2025 年 12 月 2 日。 最后编辑于 2025 年 12 月 2 日。
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总时数 20.4 小时 (评测时 12.2 小时)
This is genuinely a great and engaging game, speaking as an adult playing with my partner. There's a lot of unique content and thoughtful level design, which is surprising for a game I bought because I simply thought it looked cute. The world and its NPCs are absolutely oozing with whimsy and character; you can really feel the love put into the details and secrets, some of which are well-hidden and probably never seen by many players. In fact, I think this is unironically one of the better games for exploration and secret hunting that I've played. The developers really made something special with this.
发布于 2025 年 9 月 23 日。 最后编辑于 2025 年 9 月 23 日。
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总时数 1.8 小时
BRILLIANT GAME. play it blind
发布于 2024 年 8 月 19 日。
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1
总时数 24.3 小时 (评测时 22.5 小时)
A 9/10 Game... If You Don't Play The Main Campaign

The campaign is impressively awful to the point where it soured an otherwise amazing experience. The movement and combat (against zombies) feels incredible; it's fun to just traverse the map and fight zombies. Unlocking further movement/combat options is satisfying and meaningful. There were some great, memorable side quests. The co-op experience significantly elevates the experience -- my partner would break zombies' legs so that I could stomp their heads in. Night pursuits and combat can be exhilarating, and are a great way to change up the pace of your game session at a moment's notice.

The campaign undermines all of these great things. The parkour and movement feel great? OK, here's a million underwater and underground levels, cranes that you're arbitrarily not allowed to grapple onto, and uninspired boss arenas with no interesting ways to express movement. The combat against zombies feels great? OK, but you're fighting brain-dead humans with AI that a Roblox developer could do better. You have new skills, movesets, and weapons you're excited to try out? Nope, we're stripping you of them for these specific sequences and otherwise limiting your options because... plot?

However, the most egregious nail in the coffin for me was the fact that the final mission is single-player only. Yep. I've played all these hours alongside my partner, approaching every problem cooperatively, developing fun approaches to combat, and it culminates in a single-player level in which you defeat the final boss through the power of quick-time events . I literally just quit the game upon seeing the prompt to begin the final mission.

Notice that I don't even bring up the narrative quality, because it doesn't matter that the story is derivative and contrived, starring shallow characters that I didn't care about at all. It matters that it feels like the game is actively trying to make the game experience as unfun as possible.

But the game is amazing otherwise, so why the negative review?

Despite the fact that I see myself eventually returning to it and deriving more hours of enjoyment from it, I can't recommend this in good faith. I got the game to play with my girlfriend, and I think it's reasonable to expect a co-op game's campaign to be its primary fun experience, rather than to look to side quests and to self-made goals. As it is, Dying Light's campaign is a masterclass in anti-fun.
发布于 2024 年 6 月 7 日。 最后编辑于 2024 年 6 月 7 日。
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总时数 38.3 小时 (评测时 5.5 小时)
buy immediately
发布于 2024 年 2 月 23 日。
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总时数 1,402.3 小时 (评测时 766.0 小时)
greatest game of all time
发布于 2023 年 10 月 10 日。
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总时数 29.7 小时 (评测时 4.8 小时)
抢先体验版本评测
its sea of thieves but without the terrible combat
发布于 2020 年 11 月 6 日。 最后编辑于 2020 年 11 月 6 日。
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2
总时数 1,434.5 小时 (评测时 1,319.9 小时)
nothing like it
发布于 2020 年 6 月 29 日。 最后编辑于 2025 年 4 月 25 日。
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总时数 87.6 小时 (评测时 8.0 小时)
抢先体验版本评测
very good
发布于 2020 年 6 月 25 日。
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