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有 5 人觉得这篇评测有价值
总时数 0.8 小时
List of national teams in FC 24:

- Argentina
- Belgium
- Croatia
- Czech Republic
- Denmark
- England
- Finland
- France
- Germany
- Ghana
- Hungary
- Iceland
- Ireland
- Italy
- Mexico
- Morocco
- Netherlands
- New Zealand
- Northern Ireland
- Norway
- Poland
- Portugal
- Qatar
- Romania
- Scotland
- Spain
- Sweden
- Ukraine
- United States
- Wales

That's it. That's the whole bloody list. Can't play as Brazil or as Austria or as a single team from Asia. Is this some kind of joke? Also won't work properly with a Steam Controller. Not even worth the three fifty I paid for it.
发布于 2024 年 7 月 8 日。 最后编辑于 2024 年 7 月 8 日。
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总时数 1.0 小时
These developers are without honor.

The petaq Ha'DIbaH who published this game left it unfinished and incomplete.

They bring dishonor and shame on their house.

Woe onto ye who have birthed this creation and abandoned it like a Targ suckling in the forest: Hab SoSlI' Quch! ghe'torDaq luSpet 'oH DaqlIj'e'!
发布于 2024 年 4 月 2 日。 最后编辑于 2024 年 4 月 3 日。
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总时数 1,479.5 小时 (评测时 283.2 小时)
The Witcher 3 was a nice prologue for this, which is the real game.
发布于 2020 年 11 月 30 日。
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As conceived in 1632 by Portuguese printing press operator Andre Filipe, boxing was a gentlemen’s game in which two men would square off and regale each other with stories monotonous for days on end until one of them fell to the ground from boredom or exhaustion. Over the next few years, the new sport developed a respectable following of a few hundred local socialites.

It was Filipe’s son, Andre Filipe Filipe, who developed what he called “the punching strategy” in 1637 after seeing a schoolboy strike another in anger, causing him to fall down.

When Andre Filipe Filipe challenged the then-champion, British ex-patriate “Sleepless” Bill Bishop to a match, Bishop was the odds-on favourite. You can imagine his surprise when while he was describing what he had had for breakfast that morning, Andre walked up and thumped him in the neck, sending him down “for the count” in the parlance of our time.

While it was universally agreed that the boy had violated the spirit of the game, officials were unable to find any actual rule that punching violated, and were forced to let the victory stand.

This upset caused an uproar in the boxing community large enough to spill over into local newspapers, and stirred the interest of many outsiders to come see what the fuss was about. The newcomers were enthralled to engage in these borderline barbaric displays of human strength and skill, and the rest is history – after a few spoilsport schoolmoms single-minded about safety added the padded gloves, of course.

Today’s boxing enthusiasts fantasise about the newcomer that would rock the ring the way Filipe did.

Classification of the modern ruleset has essentially locked the punching strategy into place; but it’s easy to get caught up in the fantasy. Young scholars with big dreams often enter the ring with their crazy new trick, usually a variant of hypnosis. And though they’ve achieved the occasional victory, none of the gimmicks have been robust enough to make it to the big-time.

The real wonder, though, is that Andre Filipe’s original vision of boxing is still around. Gentlemen’s boxing clubs can be found in cities all over the world; you can visit one most any day of the week and see two erudite gentlemen exchanging pleasantries in the ring.

Most people only come to watch a few hours of a match, and then leave. But every once in a while you’ll find amongst your elders a stout fellow, a die-hard fan, who perhaps witnessed that historic battle between Filipe and Bishop, who for love of the sport must stay to witness the last glorious seconds of wakefulness slip away, only to return to fight again another day.
发布于 2020 年 8 月 3 日。
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总时数 22.2 小时 (评测时 21.3 小时)
Words fail to describe how awemegalotasticomplexographicsome this game is. They should have sent a poet. That last one is an actual quote from the game.
发布于 2019 年 12 月 4 日。
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总时数 0.5 小时
抢先体验版本评测
UPDATE June 2017: My original review was written when the game first hit EA over an year ago, and does not reflect the current state of the game. It is my understanding that the game has now been completed and its price lowered significantly. I hope to update this review in the future, time permitting, but for now please regard my original review as an historical document only.

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Johnny Graves—The Unchosen One is a horror themed 3D top down action shooter currently in Early Access. The Early Access part is quite crucial, as what is on offer so far is pretty bare bones. Content wise there is one playable level that can be completed in some few tense minutes, and there is little reason to come back to it once you're done.

At first glance, this looks like a game in the style of classic ARPGs, but there are currently no progression mechanics that are commonly associated with RPGs here - that means there are no experience points to be gained nor leveling of any kind. Combat, however, is not mindless left clicking, but somewhat tactical, albeit simplistic in nature. The character has one conventional attack (an aimed shot from his revolver) and one special attack resembling something of a magic bullet that bounces from one enemy to the other, taking down multiple foes in succession. Aiming is done with the mouse and is completely manual, and your revolver must be reloaded every six shots. In contrast with a more traditional ARPG style of combat, you cannot shoot and move at the same time which can cause some tension. It is easy to get swamped by enemies if you are not careful, as the latter tend to spawn in groups and move in on you fast. In practice you will be running away from mobs of zombies a lot while reloading and waiting for your special attack meter to recharge so that you can take them down before they reach you. In a way, the combat is closer to Resident Evil than Diablo due to this rather basic shoot-and-run-dynamic, and because you control the character's movement directly with WASD keys. Failing a more diverse skill system, some other means of crowd control or maybe a melee option would have been welcome here. Add to this that there is no incentive to kill foes at all apart from ensuring your survival and progressing through the level. As mentioned above, enemies do not give XP when killed nor drop loot, so your best course of action is to just sneak your way around them, situation permitting. (Your guy can also jump if need be). Ammunition is unlimited, however, so the game feels far from survival horror despite the squishiness of your character.

Speaking of which, your character's health bar is tiered and will regenerate by itself up to the last tier it fell down to after receiving damage. Melee attacks by zombies will whittle you down quickly, but fireballs and the few chemical zombies you encounter can have an even more adverse effect on your well-being. The fire is courtesy of giant tree dwelling spiders that will attack you off screen and remain aggravatingly out of sight until you draw in close. Chances are you will die when you encounter these spiders for the first time, meaning you will have to restart the level from the beginning. For an admittedly short level this isn't the end of the world, but I found dying and having to go back to square one pretty annoying. Maybe a checkpoint system would have alleviated this.

The environment in general and the level design, while serviceable, weren't really noteworthy and it seemed I was missing some environmental effects even on max settings (e.g., swaying grass seen in the trailer - I ran the game on an AMD R9 290). The cemetery had a lot of open graves for example, with some of them emitting a yellow glow, but there was no reason to investigate further or explore, as there were no secrets to be found or anything else of interest there. There are some nice details and touches in the scenery, but as a whole I found the level a little bland. A bright point is the writing, however, which was witty and spirited, although the extent of it was a few lines of introductory exposition and some banter between the protagonist Johnny and a second character. I hope we will get to see much more of the writing and story as development progresses.

I received this game for free in a giveaway, but I feel that for the price that is being asked here, there could and should have been a lot more in regards to content, even in full consideration of its Early Access status. It is for this reason that I cannot in good conscience recommend this game in its current state. There are demos out there for other games that easily offer much more content and replay value than this. That said, the premise of the characters is intriguing and the writing (what little of it was on show, at least) is of a high standard, so I remain cautiously optimistic. If the developers put in the hours it is possible that this game will shine, but judging from what is on display so far it will take some considerable work to get there.
发布于 2016 年 6 月 18 日。 最后编辑于 2017 年 6 月 4 日。
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总时数 7.3 小时
When you first fire up Superbrothers: Sword & Sworcery EP, you are greeted by a mysterious cigar smoking figure with the following introduction:

"We are profoundly grateful that you have chosen to participate in this experimental treatment for acute soul-sickness."

That's as good an indication as any that this isn't your average run of the mill entertainment. While the core gameplay matches that of a classic 2D point and click adventure, the distinct elements that feed the whole are original and uniquely charming and the sum of their parts makes for an experience that is quite unlike anything else.

You will be presented with the option to tweet the messages that pop up throughout your quest, and as hinted at earlier, I guess this is meant to function as an experiment in social networking and provide real-time feedback and meta-commentary while you play. It's a novel way of integrating real-world social networks and to my knowledge hasn't been attempted before in this medium in such fashion. This is a game that isn't afraid to be self-conscious and sometimes poke fun at itself and at what it is trying to achieve. The ironic tone of the dialogue makes this clear from the onset, and although I enjoyed the wry wit and humour on display, there were times when I couldn't help but think what might have been if the developers hadn't felt the need to abruptly break the fourth wall so often and had taken this wonderful thing they had created at face value and just ran with it. Because there is real magic to be found here.

While playing Sword & Sworcery, I'm reminded once again that aiming for fidelity in computer generated graphics can be something of a double-edged, well, sword. While there's something to be said for games that push polygons to their limits and dazzle and awe with their polished "cinematic realism", what the developers of S&S EP have achieved with simple 2D sprites and pixelated lo-fi is nothing short of... magical. Superbrothers: Sword & Sworcery EP is, without a doubt, one of the most beautifully designed and evocatively atmospheric games I have ever witnessed. The beauty and artistry of the visual landscape never cease to fascinate.

It can't be stated often enough that a huge part of what gives the game its one-of-a-kind otherworldly feel is the stellar work of musical genius Jim Guthrie. The hauntingly atmospheric music and brilliantly minimalist sound design make this wonderful mystical world come to life. Sometimes, while wandering around, I would just stop and not do anything at all and just look and listen and just try to soak it all in.

But of course there's more to this whole strange and fantastic adventure, there's a mystery to be solved, secrets to be uncovered, moon phases to be observed, hidden things to be clicked on, places to be discovered, monsters to be fought, and a story to be told and experienced and remembered and cherished. I can't but recommend Superbrothers: Sword & Sworcery EP in the strongest terms. It's a wonderful thing to behold.
发布于 2013 年 2 月 28 日。 最后编辑于 2017 年 11 月 24 日。
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