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☎ Dial C for Codexx ☎ 最近的评测

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总时数 177.8 小时 (评测时 87.3 小时)
Game is fun, although incredibly buggy, and it's clear the developers are prioritizing new content to sell in-game currency over fixing major issues. Given the broken state they left Magicka in, this isn't too surprising. Hope they can focus on polish and less on new content. That said, the core gameplay is wonderfully engaging and will keep you coming back, even when glitches can try your patience.

Community management team at Arrowhead is also absolute cancer. They can't manage their own emotions, let alone a community.

Since Sony walked back the PSN account requirement, I have no problem recommending this game.
发布于 2024 年 5 月 3 日。 最后编辑于 2024 年 5 月 5 日。
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总时数 0.4 小时
Developers are removing content from all versions of the game despite vocal opposition from the community. The original team is no longer at the helm. Spare yourself and don't give them money. There are better fighting games out there.
发布于 2023 年 7 月 4 日。
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总时数 316.2 小时 (评测时 91.7 小时)
动态网自由门 天安門 天安门 法輪功 李洪志 Free Tibet 六四天安門事件 The Tiananmen Square protests of 1989 天安門大屠殺 The Tiananmen Square Massacre 反右派鬥爭 The Anti-Rightist Struggle 大躍進政策 The Great Leap Forward 文化大革命 The Great Proletarian Cultural Revolution 人權 Human Rights 民運 Democratization 自由 Freedom 獨立 Independence 多黨制 Multi-party system 台灣 臺灣 Taiwan Formosa 中華民國 Republic of China 西藏 土伯特 唐古特 Tibet 達賴喇嘛 Dalai Lama 法輪功 Falun Dafa 新疆維吾爾自治區 The Xinjiang Uyghur Autonomous Region 諾貝爾和平獎 Nobel Peace Prize 劉暁波 Liu Xiaobo 民主 言論 思想 反共 反革命 抗議 運動 騷亂 暴亂 騷擾 擾亂 抗暴 平反 維權 示威游行 李洪志 法輪大法 大法弟子 強制斷種 強制堕胎 民族淨化 人體實驗 肅清 胡耀邦 趙紫陽 魏京生 王丹 還政於民 和平演變 激流中國 北京之春 大紀元時報 九評論共産黨 獨裁 專制 壓制 統一 監視 鎮壓 迫害 侵略 掠奪 破壞 拷問 屠殺 活摘器官 誘拐 買賣人口 遊進 走私 毒品 賣淫 春畫 賭博 六合彩 天安門 天安门 法輪功 李洪志 Free Tibet 劉曉波动态网自由门
发布于 2020 年 12 月 30 日。
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总时数 28.9 小时 (评测时 4.2 小时)
This game is really nothing like the first. Many spell combinations have been toned-down. Enemies are mostly just damage sponges, and higher difficulties just make the problem worse (and gives them regenerating health). In the first game, the most effective strategy was almost always to use the enemy's weaknesses against them; failing that, you could just summon chaos and hope that the enemy died more than you did. That doesn't really apply here. Your best strategy is to find something that does excessively high damage in a single strike and to spam it. Anything else will just get you killed. It's a shame, because doing this isn't nearly as fun as throwing everything and the kitchen sink at an enemy until they go down. Worse, the AI is practically braindead and will just chase you like children with a soccer ball. Likewise, this just isn't very fun. Running endlessly from damage sponges is just not a great experience.

Add in that the writing is terrible. The first one was full of references and not amazing but the writing here isn't even trying most of the time. It's just incredibly bland and seems more like it's trying to be bad than it is self-aware that it is bad.

Physics are also a straight downgrade. Projectiles can now land in one of two places: right next to you or outside the arena. There is no aiming for intermediary targets at medium distances. You are basically offered the choice to just shoot a rock or to charge it all the way, because anything in-between is just a waste.

They've added a hotkey system to let you cast Magicks more easily, along with a cooldown system. I guess this makes it easier to use common magicks? Except you can still just cast them the old-fashioned way. This seems like an attempt to raise the skill floor for newcomers. Ultimately, that's all it is: a crutch. But I think it distracts from learning the game.

In that same vein, there is also a familiar which can provide resurrections during solo play and act as a backup in multiplayer. Also makes the game much easier, since you can just resurrect it when it dies. Effectively infinite lives. What bothers me the most is that they clearly felt that the changes to enemy behavior and difficulty were warranted to balance-out these simplifications. I'd argue that the simplifications reduce the game's complexity to the point where it is too dumbed-down, and then the enemy difficult removes any fun to be had because you really can't goof-around anymore. A lot of spells are just off-the-table because they're too ineffective. I appreciate providing a backup for solo play, but this just goes too far.

Ultimately, these changes mean you have only a few spells which are actually useful, a series of useful Magicks that are easier to cast via hotkey unless you want to spam them, and quite a bit of equipment which is also quite useless, although somehow better than the random assortment of outfits from the first game which ranged wildly in balance. Overall, despite the flaws of the first game, I'd recommend you spend your time and money on that one instead. Maybe someday we'll get an actual sequel to Magicka, but this isn't it.
发布于 2020 年 3 月 30 日。
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