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发布于:2016 年 3 月 9 日 下午 12:33
更新于:2016 年 4 月 5 日 上午 3:13

抢先体验版本评测
Preface

  The Culling is a pvp-centric, arena-based combat game containing light King Of The Hill elements. Initially, your objective is to simply survive as well as to optimally gather defensive/offensive loot until the secondary objective, which is to slay any human you can find, comes into play and then the blood-bath ensues

While published through Early Access Release, The Culling offers a robust array of features including over 40 perks to customize your playstyle, multiple weapon types containing three tiers in each, an array of traps, and custom airdrops earned through F.U.N.C. to help the players end-game experience. To go more in depth on these features, you're now going to read through a list of highlighted details within The Culling that I'd like to expand on that might help you make the choice to buy the game.

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Highlighted Features

  • Perks
Mentioned above, the Perks in this game are already pretty extensive. As of now you can choose a combination of three perks in your loadout to aid you in your conquest to become the killer of men. Perks range from silencing player movement/crafting to doing 40% more backstab damage when attacking with any blade. You can truly customize your gameplay experience and even switch it up every now and then if you get stale. I currently run the silent axe wielding maniac who regenerates stamina twice as fast.

  • Optimization
This was another feature that initially impressed me in how refined it was considering the Early Access release. At first I was running great, and then decided to max every graphic setting and am still playing beautifully. Also, compared to titles like Rust, The Culling doesn't put half as much of a tax on your hardware while running.

  • Dynamic Map interaction
This is something that consistently proves to be even better than I previously assumed to me. Not only are there map-to-map ranomizations of hazard tanks that can be strategically activated to explode-outward a noxious wall of gas in the near-by perimeter. Alondside this, you can craft Punji Sticks that cause incompacitating vomitting along with a visual debuff that causes distortions on-screen. Also, alluding to my first sentence, I've very recently found out that doing things like placing punji sticks jammed into health stations cause them to short-circuit and go out of use. Very good for the strategic minded individual.

  • Traps
I wanted this section to be its own highlighted topic following the previous one that slightly mentioned one trap mostly because traps in this game can be utailzed to quite literally change the entire tide of the game. You can punji stick/snare a large area so that any human who comes into your combat-domain is automatically at a disadvantage. You can place found targeted explosives, posion blowgun people while snared, etc. It's just all around a smart thing to utalize when playing The Culling.

  • F.U.N.C.
F.U.N.C is an in-game currency earned through most of the actions executable in The Culling. Killing players, being the first player in a structure, walking 100 meters, recycling found loot.. these are just some of the methods for gathering F.U.N.C. You can then expend this gathered F.U.N.C on everything from health at any red station to crafting traps and armor.


               
Suggestions

  • Third person
I really think a game like this benefits from a 3rd person option, and would love seeing something like this implemented in The Culling some time in the future.

  • Gun rebalancing
You can currently get guns by either being supremely lucky & opening a blue crate, or by expending only the largest amounts of funk to attain these devices of instant rage. They've currently made these weapons "balanced" by implementing a feature where if any player hits you while you hold a gun (you cant block with a gun) then it basically has an 80% (hell maybe even higher) chance to just fly out of your hand onto the ground as if you dropped it. So, at long range, guns are still incredibly overpowered, but at short range they aren't. Instead of this I propose simply removing all airdrops that have guns in them, and making them something that you can only attain via three crate monte or Viva Pinata. There's no reason for everybody to have the ability to get guns if the way you balance them makes them only balanced from a certain range.

If we did this, everyone would be forced to the middle who wanted a gun. This would make for more fast paced gameplay as well as more of a reason for people to go to the aforementioned events, as I often find myself the first person getting all the gear.

               
Conclusion

Honestly, so far I've really enjoyed my time playing The Culling. I think that as it stands the price is wonderful for the content, and very reflective of a level-headed dev team honestly which is super respectable. I would definitely recommend this game to any friends, and despite my preface containing discontent for biased comparisons I do think that this stands the test of playability with titles such as H1Z1: King of the Hill/Rust battle royale. Providing that the devs stay on their toes and provide us with some nice updates I think that this could become a favorite title for me very easily.
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2016 年 3 月 18 日 下午 11:50 
cool