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𝐂𝐨𝐫𝐚𝐜𝐥𝐞 最近的评测

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尚未有人觉得这篇评测有价值
总时数 11.6 小时 (评测时 7.5 小时)
This isn't quite a replacement for the original games; it's just a good, modern supplement for the Pro Skater itch.

The Pro Skater 4 half of the game is lacking its open-level design and story mode, just being more two minute runs. The new music is kind of cheeks. It's missing a lot of the small details and charm of the original Neversoft releases, including the tongue-in-cheek crassness of the early 2000's. A lot of elements are definitely lifted straight from Pro Skater 1 + 2, which I found to be a more cohesive game, despite my personal love of Pro Skater 3.

All that being said, it's still a Pro Skater game. It's still fun to dink around in the levels and turn your brain off while you chain combos with a show or podcast in the background. It's a little unfortunate what isn't there, but what's there is fun and serviceable, even if not 1:1 to the original games. It's also cool to see the roster keep implementing newer skaters, as well as the old pros from the originals.

It's neat. Get it on sale, don't splurge for the deluxe edition unless you're just dying for the Doom Slayer.
发布于 4 月 16 日。
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总时数 11.5 小时 (评测时 4.5 小时)
抢先体验版本评测
I gave the game a bit more time to breathe and I'm finding myself enjoying it more and more as I go.

The biggest downsides are: a fatal freeze that requires a hard reset on startup if the user doesn't open another application prior to launching the game (this is the only objectively unacceptable issue) and the fact that this is a free-to-play live service that will one day shut down and be unplayable in the future.

Other than that, the game itself does play as a Skate game ought to. There are some wonky physics interactions here and there, but the feel of the classic flick controls are still there (along with newer, streamlined controls as an option.) It does take a while to really get into, as there are a couple of hours dedicated to tutorials around the systems. While this might help with new player onboarding, the length might turn off those who just want to get skating and doing tricks and challenges.

As it's free-to-play, many of the better cosmetic options are locked behind a paywall, but there are rewards to be earned through gameplay as well. There's also a "battlepass" system for additional paid rewards.

On a personal side, there are some aesthetic decisions that don't suit my taste much, as well as some of the dialogue being a bit much. However, for a game that allows me to dink around on a virtual skateboard, I do enjoy it.

I can't help but join in with others in the Skate community who wish this was just another game in the franchise, rather than a live service game. While Session and Skater XL will reasonably live in your library for as long as Steam is cool about the licenses, Skate can disappear at anytime when the devs and EA decide they don't want to host the servers anymore. And that's a shame.
评测者的 PC 配置:
Windows 11
13th Gen Intel(R) Core(TM) i9-13900KF - RAM:32 GB
NVIDIA GeForce RTX 4090 - VRAM:24 GB
发布于 4 月 15 日。 最后编辑于 4 月 19 日。
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总时数 3.7 小时 (评测时 2.1 小时)
The brunt of my thoughts is this:

If you just absolutely can. not. get enough of the extraction shooter genre and you're just in a constant itch to play more and more extraction shooters, this has the best gunplay in the genre with some of the most streamlined features, making for faster access to the action. That's the only person I can recommend this new take on Marathon to.

Otherwise, I just can't justify anyone's time or money on yet another extraction shooter and live service game. I'd describe the makings of Marathon like they had all the finest quality materials and tools they could work with, only to craft another toaster. The gunplay is fantastic - it's the classic Bungie formula. The slow-precision movement of a Halo or Destiny - it works great! The aesthetic is something we haven't seen in gaming in any major way before - it's gorgeous! The way the UI blends believable into the world of the game. The feeling of loneliness in an alien environment. The soundtrack.

All of these things on their own and together make for one of the best shooters of the last several years. But, by stuffing it into a singular, polarizing game mode, all of those ingredients are heavily stunted to a point of hurting my #Gamer heart. Whether the choice was by malicious corporate meddling (it's a PlayStation backed game, who have very vocally chasing the infinite growth/live service train) or if it was a genuine choice by Bungie, it just sucks that a really wonderful game is trapped behind a singular experience that is already facing struggles within its niche.

I try not to review based on what isn't there, but there's so little to be had in its realization, that it's hard not to think, as a fan of Bungie, what it could have been. Largely, I just can't recommend it. For the extraction shooter fans who aren't already invested in other more popular extraction games, there's good reason to give it a shot.
发布于 3 月 17 日。
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总时数 4.7 小时 (评测时 4.2 小时)
Like the previous Killing Floor games, it's a fun romp. Each game kind of brings its own vibe and direction, this one being the fastest paced and having a little more of a modern framework.

I do miss the Solid State Records licensed soundtrack of Killing Floor 2, clearing waves with Demon Hunter, Impending Doom, and Living Sacrifice blasting. This game's soundtrack is a little more what you'd expect out of a AA-developed, generic metal soundtrack. I solved that by just having my own playlist going in the background.

The game is a wave-based horde shooter, similar to something like Call of Duty's Zombies mode, just with more intent and design around it. You could also very loosely compare it to a more confined Vermintide in some ways.

All-in-all, it's a fun game to jump in and out of without a ton of consequence. I could see some use it as a "podcast game", just being simple enough on lower difficulties to listen to something in the background while you play.

Deluxe edition isn't anything crazy. You're safe just getting the base version for ~$10 cheaper, which, on sale, is very much worth it.
发布于 2 月 20 日。
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总时数 5.7 小时 (评测时 3.5 小时)
A genuinely fun team shooter, with it's only real blight being its minimal launch content. But, even that could be more of a subjective smudge on the game. There are plenty of great games that hard focus on one thing they're really good at, and I think this falls on par with those titles.

Essentially, Highguard is a mix of familiar ideas, but ultimately creates something new. I questioned the game's initial marketing saying that it would bring something totally new to the genre, but I do think it's mostly accomplished that and lives up to that lofty phrasing. What I think more critical #Capital-G gamers sense is that the games it draws inspiration from are very present here.

The simplest way of describing the gameplay is Apex Legends mixed with Rainbow Six: Siege. If no other games seem apparent in the design of Highguard, it's those two for certain. The gunplay, movement, and loot mechanics will be very familiar for Apex players - albeit, being very simplified. You loot for higher tier weapons and shields, but don't have to worry about attachments for weapons. Gone are med kits and shield batteries, as both health and shields will recharge automatically.

Wardens are essentially Legends, some even sharing similar abilities as Apex's popular characters: enemy detection based on movement with a countdown, invisibility, calling down artillery, etc. There isn't anything inherently wrong with the familiarity, though I can see where some might find it too derivative.

When each match starts, like Siege, players are tasked with reinforcing walls around their bombsites to help defend against enemy raids. After a few seconds, the players are able to leave their base and find loot. After some time, a Shieldbreaker spawns in the center of the map, pushing players to engage each other. Whoever controls the Shieldbreaker takes it to the enemy base, literally breaking the shield around their base, enabling them to attack the enemy bombsites. The game ends when the bombsites are destroyed (think of the Rush mode from Battlefield), or the enemy base health is depleted after several attacks.

All-in-all, I noticed there was a lot of negativity surrounding the game. I'm not entirely sure I understand it. I've not seen anything in my few hours that would suggest the game is particularly bad in its design; it does take a couple of matches to get the hang of. However, what's there is genuinely well designed. That doesn't account for personal preference, of course.

I'd encourage those who liked Apex, but wished there was more than Battle Royale and a few event modes available to give it a shot. I'd also encourage anyone looking for a fun, new FPS to jump into to give it a go. Will it suit everyone's tastes? No. But, we could stand to let niches thrive in today's gaming world.

Just try it at least
发布于 1 月 27 日。
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总时数 37.0 小时 (评测时 36.1 小时)
Counter-Strike: Source is a tough one to decide whether to realistically recommend to new players who missed out on its heyday or not.

The game is Counter-Strike. Most people who are on Steam these days know the premise of what makes these games what they are. They're sweaty, intense, nasty, stinky, single-life FPS games that lean so heavily toward competitive mindsets, you either love it or hate it.

But, at the same time, this game was far more than that. While that formula was clearly the intent that the developers had in mind as the primary function of the game, the community brought so much more out of it.

It took a lot of mods and community-made game modes from Counter-Strike 1.6 and allowed people to make them even bigger. Custom Jurassic Park maps where one team is running from the other who are all modded to be zombies or dinosaurs, jumping over obstacles to reach the end of the map before everyone is wiped out. There were Jailbreak maps that pushed the "friend slop" genre out the door before it was even a thing. It was just goofy antics with your friends. There were the infamous surf maps, all about sliding down geometry to pull of sick stunts and reach the goal faster than everyone else.

And even if all of that was unappealing somehow, if you wanted to sit down and play Counter-Strike as it was intended, you could still do so with custom skins and maps, sometimes provided by the server you joined on.

This game was it. And, while there's still some of it there, it does have a feeling of something bygone at the same time. You might find a cheeky Russian server running an old mod or map. But, for the most part, it just isn't the hopping place it used to be. Most people moved on to CSGO when that came out, despite being purely Counter-Strike as intended, now with gambling and microtransactions. Which, some people genuinely love, both in healthy and very unhealthy ways.

But, the cringe of CSS will live on in me. Forever festering a nasty, cringe fungus around my heart. Dooming me to enjoying and being cringe until I pass on.

So, I recommend CSS as an exhibit in Steam's long history of important gaming experiences. If you want to actually play Counter-Strike, just play CS2.
发布于 2025 年 12 月 30 日。
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总时数 137.5 小时 (评测时 77.4 小时)
High Speed, A Bit of Drag


My squad pushes out from the HQ, fully adamant on a capture zone objective toward the middle of the map. We pile into the available Jeep and head in that direction, noticing that the enemy is already capturing their nearest objectives. A quarter of the way there, we bug out of the vehicle and travel the rest of the way on foot.

I'm armed with a kitted out sniper rifle and a false confidence in my targeting abilities, but I still split from the rest of squad a short way to get to a vantage point overlooking the objective. Just as they start the capture, an enemy squad opens fire and picks off one of the boys. I immediately scope in and line up the shot, killing a Support player in the wide open. What a dweeb.

We manage to start pushing the enemy squad off the point when a tank approaches and comes in hot, guns blazing. Our Engineer had plopped down an Acoustic Mine that senses the tank and launches a top-down rocket to deal some damage. My boys are getting cooked while I sit and pretend I can do something against a tank. Before the point gets overtaken, a friendly jet zooms past, rupturing all mankind's ear drums, dropping ordinance on the tank. The tank ignites into an explosion and its turret launches into the air. My last boy, quaking in fear under a truck, begins retaking the point.

I can't feel my brain anymore


There are so many high octane moments in Battlefield 6. In fact, this might be the most intense Battlefield has been when it comes to pacing. But, that can be either a good thing, or a real detriment to your enjoyment depending on how much you enjoy chaos with tight, restricted boundaries for strategy.

This blitzkrieg pacing is primarily due to the size of the maps, which literally restrict your play options. Battlefield is known for its military-arcade sandbox, which normally features more open map designs with particular areas of the map that hone in on infantry or vehicular combat. Battlefield 6, however, favors the more "arena" style, 3-lane map design in tighter quarters. There are some slightly larger maps that recall a semblance of that classic sandbox feel, but never to the degree most fans of the series have fond memories of.

Why the negative?


The game isn't horrible all around, but I have a hard time recommending it in its current state. As of right now, after its first major update and season (because this is also the most live service Battlefield to date), you can experience the entirety of the game in 15-20 hours minimum.

The campaign, while most fans know Battlefield isn't entirely known for them, is one of the most abysmal FPS experiences this year just generally feeling unfinished and rushed out the door, along with providing the most subpar pacing and storytelling in the series yet.

With multiplayer, there are very few maps and with their design, they only offer a few ways to play them. Once you find all, what feels like 5, ways to play them, the ugliness of their design often shines through. There are some really cool concepts for maps there, but in execution, they verge on being unfun and like beating your head against the wall trying the same few, tight quarters runs over and over.

My Biggest Issue


The way you unlock essential gear for your classes.

The only way to unlock certain gadgets and weapons for your classes is to grind through sequential challenges. You have to finish one set of challenges before moving to the next, so any progress you coincidentally make prior to moving to the next set is null.

The reason this is a problem is that the challenges are heinous. These are things like "Get 300 headshots over 200m" when only one or two maps actually have reasonable sight lines of 200m, for example. This was presumably done to keep players chasing something for months, but the fact of the matter is that isn't how players engage with this kind of content.

Spawn beacons, a gadget that drops a spawn point for your squad, used to be a fairly standby gadget in previous Battlefield titles. But here, it's locked behind challenges that require you to play the game against the formula of the core game. So, you get teams less focused on playing the game and working toward objectives, and more individuals seeking challenge completions.

This objectively hurts the core experience and nature of the sandbox gameplay the franchise is famous for

That said, EA/Battlefield Studios noted that they'd "look into" changing these challenges, but as it stands, it really hurts the experience.

IN CONCLUSION

No. Wait for a sale. Genuinely. Between FOMO focused battle passes, odd design choices, an unfun and uninspired singleplayer, and the history of Battlefield games not really hitting their strides until 6 months to a year in: it's a tough recommendation right now. Skip it for now. Use that $70 on a surefire experience, even outside of gaming if it comes to that. (shudder)
发布于 2025 年 10 月 21 日。 最后编辑于 2025 年 11 月 1 日。
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总时数 4.5 小时 (评测时 4.1 小时)
Tetris never really meant much to me. I usually avoided it over the years, because I'd tried it once before when I was younger and had a rough go with it, left with the impression that it was a "smart person game" and I just didn't have the brain for it. On top of that, I'd come from Sega Genesis being a big deal in our house and Columns being the sort of puzzler I was used to.

Decades later, as I've began my metamorphosis into a grumbly old man with a special interest in the history of video games, I finally tried my hand at Tetris again after learning about its history and impact on gaming and culture around the world. And I think I finally get it. After all these years of fearfully avoiding it.

As it turns out, Tetris isn't necessarily a "smart person's game." It's organizing, it's patience, it's a little bit of reflex, and it's inversely perfect for shutting your brain off to some degree. This rendition is a beautiful, audio and visual showcase that surrounds the typical Tetris game. Every movement and rotation of the tetromino contributes to the music, almost creating a rhythm game feel to the presentation.

If you just need something to relax to a little, there are modes that allow you to stack and make lines without fault or game overs. It's a great introduction or reintroduction to Tetris, in my opinion, as there are less stakes and a grander presentation than the standard games.

I definitely recommend it, maybe even especially to those who are typically afraid of Tetris and similar falling block puzzle games. And for something more documentary, you can also find Tetris Forever, which is more of an interactive showcase of the history of Tetris.
发布于 2025 年 10 月 10 日。
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总时数 0.5 小时
Played on the free weekend. Seemed kinda stinky. Not very polished. It also uninstalled itself before the weekend was over, which i found poetic.
发布于 2025 年 8 月 2 日。
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有 2 人觉得这篇评测有价值
总时数 7.8 小时 (评测时 4.1 小时)
I'm assuming the negative reviews are primarily from issues during the game's launch window. I've not had any significant technical issues so far, save for a moment where the Nvidia overlay wouldn't open in-game once.

This is the most accessible driving and track sim out there right now, both in terms of core gameplay and its options for modifying the difficulty of gameplay. It gives a lot of leniency, if you're not looking for a hardcore simulation experience.

I still think Gran Turismo 7 is a better overall package and a more premium feeling driving sim, but for PC players, this is about as close to that experience you'll get — and it's still a great experience. It's a little minimal, consisting entirely of a few racing series to complete in Career Mode and a free racing mode to use any of your cars in. The free racing mode also has the expected equivalent to a time attack mode and a test drive mode for cruising a little to learn tracks and cars.

If you're unfamiliar with the series, it's different than Forza Horizon, which is even more arcade focused and emphasizes off-road and makeshift road races in an open world, rather than simulating a track and driving experience. Both games have a place depending on what you're looking for.

Overall, it's great and feels great. The biggest downside being how the game is split up for purchase and the archaic idea of a "car pass" to get access to new updates to the car roster.

If you're more interested in a pure racing sim, focused on the minute details of racing itself, this might not scratch the same itch as Assetto Corsa or even iRacing, but if you just have a general interest in cars, driving, and track racing, this is arguably the best pick on Steam right now.
发布于 2025 年 6 月 9 日。
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