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有 3 人觉得这篇评测有价值
总时数 1.1 小时
This game will be very enjoyable when it releases and is going to be a day one purchase. My only nitpicking is just a matter of preference really, but this might still inform other players what to expect:

  • Story-centric dungeon crawl with a binary outcome (fail your story objective or succeed your story objective), i.e. not a dungeon sandbox.
  • As per above, players should only expect there to be one solution to progressing the "story" and getting deeper into the dungeon.
  • As a result of being story-centric, it looks like there will not be a gameplay loop of having to return to town to split treasure, gain xp/level up, rest and resupply.
  • A major divergence from tabletop is that there appears to be almost no focus on treasure; this game is very 5e in that respect. That is to say, a majority of xp will come from fighting monsters and completing story objectives rather than safely recovering treasure from the dungeon. i.e. 1gp = 1xp.
  • Inability to make characters or fully determine the party composition (looks to be at most 2 of each class available).
  • Uses an ascending d20 AC system (blasphemy).
  • There does not appear to be much in the way of resource management like in the traditional tabletop game (i.e. food and torch supplies, encumbrance from treasure, etc.)
  • No wandering monsters.
  • No dungeon restock.
  • To put it in old-school terms, the experience so far is closer to N2: The Forest Oracle than B2: The Keep on the Borderlands in terms of player agency.
发布于 10 月 24 日。
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有 14 人觉得这篇评测有价值
总时数 65.6 小时 (评测时 51.7 小时)
Every MMO provides an illusion of depth and immersion, of possibilities and dreams. This one keeps the illusion going longer than most before you hit the technical limitaitons.

The game has truly wondrous landscapes to explore and build on. It has active communities that make you feel like part of a town or village of real people. It has adventure, crafting, and gathering; and at least a modicum of reason to explore the unknown and dangerous. Combat is engaging, it has a novel mechanic where equipment provides the character with abilities that define their gameplay. PvP is probably the most limited of any open sandbox mmo; and seems to only be a risk when trying to obtain the highest endgame crafting materials.

I've greatly enjoyed my time with the game so far, but I'm not a fanboy. The game does have it's flaws and shortcomings. If these would affect your full enjoyment of the game here are some of those I've observed:
  • Buildings are the only way to affect the world with any lasting impact, but they require a small monthly subscription to maintain. My point being trees quickly pop back into existence after being chopped down, mining resources, etc. You cannot change the landscape, only what is built upon it.
  • Grass, rocks, trees, flora, etc. will penetrate your floor even if you build over it. I.e. building a house where a tree would stand means that you will forever have a tree clipping through your house.
  • There is very little simulation or realism in the world. Spooked animals will return to their original spot (anchored), materials will always be found in the same spots, there is no weather or seasons, biomes are static, and crafting is relatively simplified and only made more complex as a factor of higher level difficulty.
  • There doesn't appear to be much variance in how the terrain is shaped/designed, I could be wrong but at least in my region (1 of 5 maps) every part of the world has the same level of verticality in it's design; every part of the landscape has exaggerated elevation changes, towering mountains and deep valleys very reminiscent of Norway. You will find no stretches of sand dune deserts, no flat prairie plains; everything is is a hill or a towering mountain, with very few flat areas.
  • For a game whose core design was based off of the Eve Online model of highsec, lowsec, nullsec, there is surprisingly very little of that within the game. What mechanics have survived its journey through development and early access fall more in line with something like Elder Scrolls Online.
发布于 10 月 23 日。 最后编辑于 10 月 23 日。
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总时数 14.0 小时 (评测时 3.2 小时)
Do you like games that exceed your expectations or what you thought was possible? Then you'll like Startron.
发布于 9 月 22 日。
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总时数 4.5 小时 (评测时 2.8 小时)
The experience is overall enjoyable. There are multiple dungeons, organized by quest. Gameplay is about exploring and managing your health as a resource to risk going deeper or turning back, and incrementally improving your character equipment and stats. I like that treasure is central to advancement in this game, and that each quest area has it's own unique art assets and color theme. The art style itself is pretty good even though it reuses art from previous games. It's cool how each room has it's own furniture layout to match implicit purposes of the room (burial, religious, sleeping, etc.). Combat is swift and fast paced; which can be a good thing if you want to emphasize the other aspects of dungeon crawling.

The weak parts of the game are that character classes don't feel different/distinct from each other. A dwarf is going to fight exactly like a warlock would; character advancements every five levels let you choose a new skill from a random selection, but every class has access to the same skills. Different effects like "stun/paralysis", "confusion", or "poison" are difficult to recognize the impact of due to speed of combat; in general conditions and effects feel completely irrelevant, and there are no spells. Interaction with the dungeon is also very limited; I haven't found any secret doors, interactive objects other than chests and the occasional magic symbol in the boss room, nor have I had any interaction within the dungeon other than straight forward fighting (i.e. no parley, dialogues, factions, etc.).

Some specific improvements I could recommend for the next iteration:
* Occasional room descriptions in a text pop up upon entry (helps players navigate the dungeon, builds dungeon "presence" within the player's mind, and provides novelty.)
* More interactive non-combat elements to supplement the shift in emphasis away from nuanced combat.
* Tactile elements of combat (i.e. push "a" to initiate each attack rather than just autoattacks)[see zAvatar game on Cyber1 PLUTO Mainframe for an example]
* More distinct character classes, abilities, and capabilities.
* Bring back spells (can be done in autobattler format by having magic-users randomly (or intelligently) select spells to use, adding casting time, and random factor to whether it is successfully cast or resisted).
* Multiple resources to manage other than just health in a dungeon expedition.

In conclusion, the game is a much needed revisit to the Mordor/Demise series. It is worth the money and the framework holds even greater promise for future releases. Keep it up. You may want to revisit some even earlier titles like Avatar, Oubliette, and Moria; or even the original inspirational source 1974 D&D to identify very novel elements and mechanics that were left behind at the time due to technical limitations of computer systems and enshittification of later editions of the rules by profit motives.
发布于 5 月 31 日。
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有 1 人觉得这篇评测很欢乐
总时数 145.1 小时 (评测时 14.6 小时)
The game feels like an evolution of the developer's approach to the Mudrunner franchise. Expeditions was focused more on off-roading exploration far from any civilized infrastructure. This game is focused more on building/rebuilding civilized infrastructure, and building paths/roads across terrain obstacles/hazards to help get your specialized vehicles to their destination.

The focus of the game significantly departs from prior titles; there is no vehicle damage, no fuel usage, no wear and tear, and no vehicle part customization. The only fail state is getting stuck and having to recall to base. Most of the vehicles you drive will not have winches, and every vehicle serves a specific role. The main gameplay loop is pretty addicting; you will be incrementally building out transportation infrastructure, setting up logistics via npc convoys, then building/repairing industrial/electricity/pipeline infrastructure.

The game is visually the best looking in the franchise, framerate performance is top notch, and coop functionality looks fun and functional (plenty of activities can be broken up into separate tasks between people in a meaningful way). The game is fun, and I've enjoyed my time with it so far. It stands out as unique, novel, and well made.
发布于 5 月 28 日。
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总时数 34.5 小时
Not all secrets and puzzles lead to the end of the game, but they do reward you with worldbuilding and occasionally a leg up. Enjoyed my time at Tegel Manor, and you will too.
发布于 5 月 2 日。
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有 5 人觉得这篇评测有价值
总时数 3.3 小时 (评测时 1.1 小时)
I played the heck out of the demo. This is a game of extraordinary vision. I'm looking forward to exploring the rest of meat world.
发布于 4 月 25 日。
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1 人觉得这篇评测有价值
总时数 30.0 小时 (评测时 17.3 小时)
What kind of game is this? It's a vibe, a world, a story, and characters built around a collect-a-thon and a timed choose-the-order-you-play-cards-game. It really shouldn't work, but like Paradise Killer, it just does. And it does it well. It's worth at least 20 hours of your time. Give it a shot. You will remember this one.
发布于 4 月 17 日。
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总时数 0.3 小时
I played it for a relatively short time. It feels pretty innovative and fun, but I'm going to need much more time with the full product. I've progressively gained more and more enjoyment out of every iteration that Saber Interactive has put out of Spintires. The past three games have felt increasingly innovative. Expeditions was a departure but I still really like it. This feels like a return to the rebuilding mission structure found in Snowrunner, but with detailed mechanics for reconstruction. Based on the quality I think it's safe to say I'll be buying this game in the future even if it's not everyone's bag.
发布于 2 月 28 日。
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总时数 0.5 小时
If you are a fan of games like Rez, I would say this game is for you. You will see sights and sounds like no other.
发布于 2024 年 12 月 7 日。
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正在显示第 1 - 10 项,共 67 项条目