4
已评测
产品
0
帐户内
产品

Ding 最近的评测

正在显示第 1 - 4 项,共 4 项条目
尚未有人觉得这篇评测有价值
1
总时数 282.1 小时 (评测时 265.1 小时)
3rd edit: Killzone premium warbond fixes my last issue. Arrowhead pulled through!

In it's current state Helldivers is a great co-op game, balancing can be occasionally frustrating but never enough not to have a blast with friends. Go play it!

2nd Edit: With Recent changes and the functioning of the ODST Warbond, and the reduction (not removal) of FOMO. It seems that Arrowhead has started to get their act together. Though I hope they find a way to properly reintroduce the killzone content for those unwilling to go for the crazy prices.

As before, previous reviews are left for historical purposes.

EDIT: Helldivers recently announced changes to the below issue and are addressing them. This includes making the upcoming part 2 of the crossover killzone content free for everyone, and increasing the time to acquire the existing items from 5 to 10 days.

For now I am leaving my review negative (I would set it to neutral if I could but I can't seem to do that from an edit) for the following reasons:

1: The pricing of the current items remains the same, thus still leaving us with a group of highly expensive items on the super store. So you're still essentially paying the cost (money or time) of 2 warbonds for the content of roughly one (incl the now 'free' items)

2: The extension of the FOMO time is, to me, rather academic in solving the issue. In game super credits are earned at 10-20 per randomised pickup, to earn the required SC in game to purchase everything within that time, without specific grinding, seems far-fetched.

3: The precedent is set, AH said they chose to do this themselves, this wasn't Sony's influence. My good faith in AH to assume they will work customer first has been extremely weakened. I understand the concept of making sure HD2 is sustainable for the company. But dropping this with no warning or conversation about it's pricing was tone-deaf at best.

If this had been a more retroactive fix, I'd have shifted my review back to positive immediately, for now without being able to make it neutral, I have to leave it negative with the caveat of seeing if this is just a knee-jerk reaction to quieten criticism, or a true course correction for the future.

---
Helldivers is a great game being held down by the slowly encroaching greed from somewhere in the chain. Which has culminated in the use of FOMO tactics and utterly wild growth in pricing of items in the superstore (In game store) that, even if you believe them worth it, show a general tendency to try and find the utter limit they can bleed players of their money.

I hope they will reverse course with this decision and I can adjust this back to what it should be ASAP.
发布于 2024 年 12 月 19 日。 最后编辑于 2 月 3 日。
这篇评测是否有价值? 欢乐 奖励
有 4 人觉得这篇评测有价值
总时数 55.0 小时 (评测时 44.4 小时)
TL;DR
Phantom Doctrine is a great first step into an espionage based strategy game. While it may look like XCOM it plays vastly different. Even if the visual style looks fairly similar. So come in with fresh eyes.

Bugs are there, but all fairly minor, despite their frustrating nature, None cripple the game past a reloaded save or a mission restart at the WORST. And with the devs communication I doubt they'll last more than a month or two at most.

Like any first step, it's got a few wobbles, but the dev team is open with the community and is already taking steps to correct them. If you're concerned wait a week or two. But certainly do no miss out on this game in the long term.

Setting and overview
Phantom Doctrine(PD) is a turn-based strategy game based on espionage during the cold war period.

You start by creating a character that will act as your avatar in the game (required for certain missions and a game over should you die) which includes not only his look. But his initial affiliation (CIA,KGB or a third "secret" organisation saved for a new game +) Which both have a different, but shared story. You're then dropped into a tutorial mission or two before getting thrown in.

Gameplay is twofold. The strategic element is dispatching your agents around the map and uncovering ongoing plots from the hostile conspiracy, which leads to the tactical missions. You also solve a "corkboard" style join the dots game where you collect keywords from documents and link them together to uncover information. Which rewards you with things from other documents to new agent candidates and items. All of this while spending your money to improve your agency, and keep the secret identity of your agents and base hidden.

The tactical element is the mainstay however. Turn based tactical puzzles which you can solve via stealth, using disguises and silenced weapons. But can either by accident or via direct decision, switch to a much more traditional combat fight akin to XCOM.

The tools you have available to you are vast and joined into the spy theme. From agents off map providing sniper fire. To brainwashed double agents you have placed in the enemy forces. A tool the enemy agency also has to use against you. Paranoia is constant.

PD vs XCOM: Visually similar, Tactically different.
While Phantom Doctrine looks in screenshots like XCOM, they are very different beasts under the hood. Especially in tactical operations.

The main change is the minimal RNG aspect in PD, most shots WILL hit. Only extreme ranges with weapons like pistols can you compeltely avoid a hit. What you as a player mitigate via your control is the damage.
Damage is split between two values (as an example 25 [9]). The larger number is the full damage and the smaller a number should a shot be "dodged". These two numbers are adjusted by Cover, armor and perks that particular character has. What picks between these two numbers is awareness.

Awareness is a consumable, but turn regenerating, resource all agents and enemies have. The higher your awareness the more chance you have to take the lesser damage. Awareness is also used for a few abilities. Which presents an interesting trade off in attack versus defence. This makes combat very different than in XCOM, prolonged firefights are a bad idea. As damage will always be coming in. Mobility is key to victory, and flanking very much more dangerous. as it makes those guaranteed hits even more damaging, even if you dodge.

Weapon type also affect combat a lot more than XCOM. With each type of shot (Single, burst, full auto) having different secondary effects. Full auto for example REMOVES awareness from a single target completely and reduced regeneration next turn. While burst fire does extra damage against enemies under fire. The cost for a weapon to do these shot types vary by type. A machine gun for example is excellent at fully automated fire. (In fact it's the only fire type it can do) But at the cost of mobility. While an SMG can also full auto with a little more movement, but will quickly need to reload from the cost of ammunition. It's nearly always advisiable to either fire a weapon at an enemy, or overwatch, as you will always do damage and the secondary effects can be exploited by your other agents.

Overwatch is also fundamentally different. Not only does it have two modes, a short range omnidirectional version akin to XCOM, to a cone shaped directional overwatch with significantly longer range. But it also continues for multiple enemies per turn (amount depending on weapon type) which allows sufficient area denial and surpression.

You also have a powerful breaching mechanic. Trading your ability to fire/overwatch for that turn for the ability to move multiple nearby agents into a room, engaging all targets inside they see in an attempt to clear it (It also ignores overwatch and gives a damage bonus). While keeping their movement points to move into defensive positions immediatly afterward.

Overall combat is designed to be much more fast paced than XCOM. Where engagements should either be decisive or brief, as you disengage to either complete your mission or find a better position to engage from. Long drawn out engagements just whittling down your health no matter the quality of your cover.

The issues
The main issue you will hear about currently is the issue with line of sight. Where shots in certain cases can come from seemingly long distance and strange angles. Mixed with the Non-RNG damage system can be frustrating. However The dev team are very openly working on corrections to this. So I look forward to this issue being at the very least mitigated to XCOM levels.

The game does have a few minor bugs here and there. But nothing that has caused a complete game-breaking situation for me. A few minor freezes that required me to go back 2-3 turns. But otherwise it's completely playable.

Conclusion

PD is a very unique beast, nobody has tried doing an espionage tactics game and it's a great start. I'd certainly recommend it because in some aspects, you won't find anything else that does it.

It does have it's bugs, and while some are frustrating, (especially when you're forced into certain combat scenarios where there show themselves quite clearly) there aren't any particularly game breaking issues that can't be resolved with reloading a save or at the very worst restarting a mission.

But the issues it has are minor for a launch from a relatively small developer. This is a diamond in the rough, either stick in in your wishlist and wait a month or two. Or if you're willing to forgive them, step in now. And enjoy the wonderful game hidden beneath some minor imperfections.
发布于 2018 年 8 月 20 日。 最后编辑于 2018 年 8 月 20 日。
这篇评测是否有价值? 欢乐 奖励
有 3 人觉得这篇评测有价值
总时数 5.9 小时
An absolute classic, a dungeon keeper-esque management of your evil lair (with equal comedy style) as you continue on you way to world domination. defending agents agents that try to sneak in with your minions or an assortment of comedic traps (Who can resist a big red button?) and take them away for equally comic interrogation.

While the game isn't sandbox you can easily save at certain points and hold progression of the story. but if you want a good base management game, with a lovely style, you can't go wrong here.

quick note: you may need to hunt around for a patch to bring the game up to modern resolutions.
发布于 2014 年 11 月 3 日。
这篇评测是否有价值? 欢乐 奖励
尚未有人觉得这篇评测有价值
总时数 13.8 小时 (评测时 10.5 小时)
A great game of high octane fun with a great simplistic "pick up and play" attitude.

To attack enemies on your left, you click the left mouse button, to attack enemies on your right, click the right mouse button. That is all you need to know to play this game, but with the intricate fighting moves from the highlight reels of old kung-fu movies, the many unique game modes. and the combo racking gameplay known from brawlers time and time again, this game is some great high octane fun!

For £3.99 (at time of review) you won't easily find a game that gives such great value for money.
发布于 2014 年 8 月 22 日。
这篇评测是否有价值? 欢乐 奖励
正在显示第 1 - 4 项,共 4 项条目