14
已评测
产品
3560
帐户内
产品

BoomerFinger 最近的评测

< 1  2 >
正在显示第 1 - 10 项,共 14 项条目
尚未有人觉得这篇评测有价值
总时数 110.7 小时 (评测时 108.8 小时)
Absolutely addicting rogue-lite production chain management. The game-play and economy have been tuned to absolute perfection. Its complexities are learnable, but compelling; allowing for a multitude of strategies varying in risk v reward. Risk v reward, by the way, that is entirely configurable by you, allowing you to push your own boundaries at the speed you are comfortable with. It encourages practice and building competency.

An absolute masterclass in good game design.
发布于 2023 年 12 月 19 日。
这篇评测是否有价值? 欢乐 奖励
1 人觉得这篇评测有价值
总时数 19.2 小时 (评测时 2.5 小时)
A supreme remaster marred only by a missing skirmish (vs AI) mode.

UPDATE: I have encountered some annoying bugs and some unresponsiveness with the AI. These problems have made the later missions unnecessarily tedious.
发布于 2023 年 11 月 8 日。 最后编辑于 2023 年 11 月 19 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 78.6 小时 (评测时 47.1 小时)
Bethesda's long awaited new universe is a polarizing marvel. It fails in places very important to some and insignificant to others.

The engine which powers Bethesda games provides many technical limitations, but it is also the source of Bethesda's immense ability to create living persistent worlds. Your enjoyment of Starfield is reliant on which you prioritize.

Unfortunately, those technical limitations, cracks in the experience, which in past titles were so easily airbrushed away, are now as wide and deep as canyons. They are glaring indictments of Bethesda's inability to move engines. Bethesda has so much time and effort invested in their jalopy of an engine it would mean a disastrous loss of productivity to switch at this point.

That being said, the design choices that hurt the most seem informed by technical limitation. I do not understand for the life of me why in-menu fast-travel is so prominent in a game centered around space ships. I understand the need to remove the void of travel to provide a tighter narrative experience, but space sims have had warp drives since the 80s, Starfield has warp (grav) drives. That, IS your fast travel system. Menu travel makes a universe of 100s of planets feel as small as Skyrim.

Bethesda's RPGs have historically had terrible menus so it stands to reason that the their games feel the best when you are out of them for long stretches. Unfortunately, Starfield is their most menu heavy game to date. Half the game is played in menus. I understand that releasing on consoles creates limitations, such as requiring annoying lists of equipment, but why, when playing on a keyboard, are the keys that have similar functions different depending on what I'm doing? Its an unintuitive and frustrating mess.

Starfield excels at many things. The scope of the content is massive. Its easy to b-line it through the main storyline and treat the other quests as "side-quests", but they are anything but. These are fully voice acted narratives that take you around the galaxy and feel like Starfield launched with built in DLC. The writing is rough in areas, but never outwrite bad and the characters are complex and deep.

Ship building is well implemented, not being too restrictive or complex, while still feeling like there is some engineering complexity to conquer. It would have been great if exotic ship part blueprints were found as loot or just more parts in general, but the feature is a highlight, regardless.

Combat is, what you would expect from an RPG shooter. Bullet sponge slogs or insignificant short scuffles. Rarely can they find the sweet spot. The savior here is the weapon design, which are both pleasing and interesting. The AI does an admirable job while in combat, but falls back on decades old design of AI "Amnesia". Stay hidden for long enough, and they will go about their day, like you didn't just murder half of them 30 seconds ago.

In many ways Bethesda RPGs are platforms on which to build your own experience; playing how you want, modding how you please, changing what you don't like, and adding more of that which you do. The promise of community improvements and content goes a long way with some, and means little to others.

Its easy to fault Starfield. The Bethesda formula and trademark Bethesda jank are getting stale. The limitation of the technology are on full display. The content is deep in odd places and shallow where it often counts the most. Starfield is the best Bethesda RPG since Morrowind, but games are in a different place. Bethesda's inability to grow in the right direction, means Starfield falls short of reaching the stars.
发布于 2023 年 9 月 12 日。
这篇评测是否有价值? 欢乐 奖励
1 人觉得这篇评测有价值
总时数 1.7 小时
Deja Vu does what all good puzzle games do: Introduce you gently to new concepts and then test your understanding of said concepts in subsequent puzzles. The overall story weaved through the game is an interesting one and kept me guessing and progressing.

Overall, Deja Vu provides an enjoyable hour of steadily introduced concepts. I would have liked to see the concepts have more synergy and more maps that combined the different concepts in more mind bending ways, but Deja Vu is a competent game and I enjoyed my time with it.
发布于 2022 年 2 月 13 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 5.8 小时
Another revamping of an old doom engine game by Nightdive Studios that remains faithful and bug free. Not much on the side of extras, but it succeeds in every way it sets out to do so.
发布于 2020 年 12 月 15 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 94.5 小时 (评测时 64.9 小时)
(Note: My played hours on record do not reflect the hundreds of hours I have put into this game)

There are certain games that define genres that are remembered forever. There are others who start a genre and so quickly passes the torch they are not experienced by those who love the new genre.

DayZ can be defined as the first to market and the last to release. It defines the new age of the "Early Access" title having already fallen out of favor for newer more refined experiences by the time it finally hit version 1.0. This is what we vote with our dollars for. An industry of unfinished games that lose support by the time they mature.

DayZ has now been out of Early Access for a bit now and while it retains the mechanics that launched the multiplayer survival genre (ie ARK, Rust 7 Days to Die) it has lost most of the biting dread that was the brutally unfair game in its earliest mod iterations.

This is to be expected, and the tales written with every play through are still very much intact and laudable. DayZ lives more as a narrative tool than an actual game. The game is almost entirely comprised of the calm before the storm. The hours of preparation for a doomsday that will happen like a lightening strike and send you back to the beginning. This has always been what the game was about. Dread and fear in all its forms. That and the savage nature of man. It remains unique in its foreboding and feeling that its contemporaries never quite do justice.

Its an amazing piece of art, a thrilling experience, and one almost better solo if you are up for it. I've never felt quite so close the experience of living in a zombie dystopia as that felt holed up in a ruined building waiting for a group of people to loot and pass on, and hopefully not finding me in the process. The Z on the end of the name is purposeful. The zombies an afterthought. The real dystopian beasts that will keep you coming back are the human players with so much to lose and so much to gain.
发布于 2019 年 12 月 1 日。
这篇评测是否有价值? 欢乐 奖励
有 2 人觉得这篇评测有价值
总时数 144.1 小时 (评测时 31.6 小时)
The year is 2002. A fringe game developer started development on a small two month effort called Dwarf Fortress. The game was an offshoot of his first release Armok, an RPG title. Dwarf Fortress changed the focus from a single adventurer to a caravan of dwarves attempting to build a colony. Seventeen years later that game is still in development and is one of the most complex and complete simulations ever built by one man. It is an amazing achievement, yet due to its ASCII art console interface and sheer complexity of the game it is accessible only to the enthusiastic few.

There have been many games that have tried to take the magic of Dwarf Fortress, distill it, and make it palatable to a large audience. These games usually fall into two categories. The first type being those that removed too much of the complexity and randomness of Dwarf Fortress's dauntingly complex simulation. This makes for a drab and mechanical experience. The second type are those that never finish development, failing to understand the wonder of 17 years of daily devoted development Dwarf Fortress's creator has poured into his magnum opus.

Rimworld is the exception. Rimworld is the perfect balance. Rimworld is Dwarf Fortress for the masses. Its simulation is just complex enough to be engaging, but not overwhelming. Its interface is well designed. Most importantly it allows for creative and imaginative storytelling that made Dwarf Fortress endlessly entertaining.

It is well worth the price and well worth your time.
发布于 2019 年 11 月 26 日。 最后编辑于 2023 年 11 月 22 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 357.3 小时 (评测时 195.5 小时)
A never-ending blood-splattered carousel of fun I can't get off

I had given Dead By Daylight about 2 full seconds of my attention for the first year of its life. I have never been one much for horror movies or even being startled...

I bought Dead By Daylight (DBD) in a pack with another game, Deathgarden. Little did I know I had found one of my favorite and most enjoyable games of my adult life packaged with a terrible piece of garbage game. Little did I know that that amazing game was DBD and that the game I actually wanted out of the bundle would be immediately uninstalled within the week.

The brilliance of DBD is that its not fair. Is asymmetrical, but but not just in its experience and play-styles. DBD is asymmetrical in its difficulty.

The joy of being a survivor is in the narrow victories, the nail-biting moments, and the cry-out-loud flubs.

The joy of being the killer is in the flawlessly executed strategy, the amazing chance plays, and yes, the power fantasy.

Both share a bit of game-play, they both find their fun in outwitting your opponent(s) and the mind-games at mid to high rank are as mesmerizing as they are sly.

If this wasn't enough to pull you through a multi-hour binge into the wee hours of the morning, the progression and currency systems are for the most part spot on, keeping you pushing harder and harder for your "blood points".


Content

The content in DBD is not lacking either. Years of DLC has pushed both the survivor and killer sides with endless combinations of perks, items, and offerings. Customizing and strategizing with your load-out helps fill up the downtime between matches and is a game all in itself.


Player-base

At time of writing the community is alive and well, with wait times measurable in seconds and not minutes. In such a ruthless game there is bound to be toxicity, but this mainly is found in the lower ranks.

Id say the one thing that needs the most rework is its disconnection/surrender system which penalizes all involved when a survivor disconnects a few minutes into the game. Again this is mainly a problem for lower to mid ranks where new/lower rank survivors tend to believe the games unfair asymmetry makes them deserving of leniency and a fitting reason for a "killer code of conduct" to not be "toxic". I only play survivor, and while frustrating at times it is definitely the more rewarding side for me and if you are one of these survivors that winges about such things, I say with love, "git gud scrub. You don't deserve any mercy."


Conclusion

In fact the higher the ranks, the more "fair" things become, even siding heavily with the survivors in the wee top tiers. This is part of the fun. Watching the power dynamic shift as you gain skill is one of the most rewarding parts of the game.

Now I am no pro, and my juking skills need tons of work, but transforming from a scared little survivor to a confident, mechanically minded, terrorizer of killers is very satisfying and has kept me coming back even after binging on the game for months.

All in all, its a simple game. We are adults playing a bloody version of hide and seek and in that simplicity its depth becomes apparent. The scrounging nature of man who will find an advantage no matter how small becomes apparent. The uniqueness of a real time battle of wits becomes apparent.

I won't be leaving anytime soon. See you at Coldwind farms. I'll be the one you can never quite catch.
发布于 2019 年 11 月 2 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
有 2 人觉得这篇评测很欢乐
总时数 44.7 小时 (评测时 6.0 小时)
Lots of hype around this game. I kickstarted it way back when. I watched it through development and release and never bothered to play it. I haven't put a lot of time into it, but ive tried about 5 times. It just not hold my interest. The itemization is boring and god help you if you want to use guns only. You wont be able to use any armor and your inventory fills up with garbage you don't want or need (two handed weapons, one handed weapons, the same exact gloves you already have x3). Other than the occasional extra ability on a weapon I spent time to read I found myself filling my inventory and dumping it at the merchant hour after hour with nothing I could use and definitely nothing interesting. It all feels uninspired and was expecting more based on the games review score

Between the duel class selection, the skill trees, the devotion tree, and the skill points progression feels all over the place and underwhelming. They class selection looks vast and sounds amazing on paper, but in practice there are a bunch of abilities that are just reskinned slightly altered copies of the abilities of another class. For example almost each class has a passive "deal more damage" ability available at level 1. This double up on abilities makes yours second class choice at level 10 feel pointless and more like a burden than a reward, I ignored my 2nd class for the most part and poured more points into my main class mainly because I didn't need another AoE ability with a different name. Where the itemization suffers from banality the classes and progression system stinks of lack of focus and a lack of understanding the benefits of "unique few" over "similar many".

In addition the balance wonky and uneven. I found that either I was not challenged by the enemies or suddenly overwhelmed. This was most apparent in the elite mobs that devolved into a prolonged five minute kiting session until an unlucky double hit kills me instantly (I only play hardcore). This might have worked with normal mode, and the ability to bash your head against the wall until you proceed, but for hardcore I found myself so bored getting to the boss I wasn't paying attention enough when the difficulty suddenly ratcheted up to 11 and the difficulty wasn't from resource management, it was literally just dodging abilities that could almost one shot you.

There are a few things this game gets right. The story is good, and the setting is fun, although the enemies are cookie-cutter with no real personality or no real explanation as to their place in the world, but I guess that doesn't matter so much in an ARPG. See baddie, click till dead. The classes sound inspired, and I wish they were as fun to play as they sound. The quest density is thick and about as varied as you can get in an ARPG (fetch quests).

In conclusion, Grim Dawn is an experience full of empty promises, amazing on paper, but benign in execution. It feels as if somewhere down the development they made decisions and it was loo late to turn back. As if their was so much to do and so little time. In this aspect it stinks of a Kickstarter game trying to appease its funders and failing to cull the fluff or focus its direction.
发布于 2019 年 11 月 2 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 4.1 小时 (评测时 1.2 小时)
抢先体验版本评测
♥♥♥♥ game, a cash grab. play dead by daylight or friday the 13th, this is a waste of time. Logged into a surv role, had a prob with allergies and they just wreckedme in the 2 sec i was sneazing
发布于 2019 年 8 月 26 日。
这篇评测是否有价值? 欢乐 奖励
< 1  2 >
正在显示第 1 - 10 项,共 14 项条目