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发布于:2024 年 12 月 14 日 下午 6:19
更新于:2024 年 12 月 14 日 下午 6:23

抢先体验版本评测
If I like the game - I try to give it all passion I have, trying to complete every possible thing I could think of being part of it's gameplay.
And ATLYSS is that game, that I've tried to give all I had. However, for now is a very (?) small game that just includes some grind process, which I'm not fan of. I've never been a big fan of MMO RPGs and the way it's being played resembles these games at a bit lower scale. That is bearable, I guess, but it was very painful to go back and play a different playstyle character (as I was solo). I've made my way to achievments - that's it.
Difference in your-stat maxxing is under the question, because I did not understand properly how most of them work. Skill set of your character is another concern, cause it's either very cheesable or utterly unplayable mess. Like, I get how most of them of and should be played, but a heap of them thrive over the others (I'm not talking about ones you get while starting). For dungeons and monster houses it feels like: use your skills - run and survive until skills get out of CD - get back in - repeat.
Another weird mechanic - Parry and Block. So, if enemy is about to hit you and you press Block - first few frames would give you parry stance, which will not drain stamina if it is successful (if you miss timing it would be used for blocking and once you ran out of stamina - cannot block + parry, has even more details but tl;dr), but if you hit too early - that would be block. Parry puts an enemy into a stunned state, which allows you to demolish them easily. The problem with that - you cannot parry all at once. You need to reapply parry each time another enemy is about to hit you. So if you are against 4 enemies you need to plan for parry everyone and space for attacks. While it is cool on paper, that actually brings a problem that you can get parry-locked, that is almost impossible, due to camera positioning and enemy targeting issues, difficulties with animation reading. Like, one enemy has very obvious animation and Purple model mesh right upon attack, while others could just change their eyes sprite for a second and have different effect with yellow glow around them. Other enemy turn white before attacking. It is hard to keep track on all of that and while yes - that IS skill issue, that is also a strongly disorienting when trying to explore and understand game. Same mechanic - different appearnces - same approach. It's like not changing anything outside of visuals, because it works the same, which confuses. Okay breath out.

About multiplayer:
Once I tried to rush dungeon in a multiplier game's difficulty dropped drastically. You are no longer being choked by Health Pools, lack of damage, healing or being focused by all enemies. I know it wasn't designed for solo, but damn it so much harder solo.

If I originally played in multiplayer party - I think I would've spent more time in game overall (including steam hours) and less in dungeon running back and forth and getting frustrated that my build idea wouldn't work in harsh rules.

However, I still liked the experience, I just hope future updates will make it even better for all kinds of players.
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