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h4mx0r 最近的评测

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总时数 40.6 小时 (评测时 8.3 小时)
The core of it is a fun spooky multiplayer coop game. Run around, run away, sneak around, sneak away. Jam traps, throw bottles. Good stuff.

Personally I sort of wish there was a little more hand holding for new players- often times I didn't really know what I was supposed to be looking for/doing and I just followed other players around or distracted enemies for them.

Matchmaking is kinda ass but it's serviceable. Wish you could see how many people are in a queue so you know if you should switch MM settings or not.

Biggest thing though is that this game is kinda f'd up. Like, most objectives involve torturing, maiming or straight murdering a dude in the worst way possible. It's part of the game's story/theme where it's all part of some kind of psychotherapy to reshape your character, but like, it's a bit much. For example, the tortures range from hands-off "push a button" to "saw this dude's legs off with your own hands"

I think it's fine to feel a bit unease when viewing/causing this stuff- sort of reminds yourself that you are ultimately a human and your empathy is still working lol. But it is a bit much for some folks. Maybe don't let normies watch you play this game. The rest of the game is pretty fun though.
发布于 10 月 9 日。
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总时数 5.9 小时 (评测时 3.9 小时)
The concept is good, reminds me of a mobile game called Lifeline. The scripted moments are interesting, but the main character Stella's AI chat spends a lot of time yapping about irrelevant things. She spends most of her unguided dialogue asking questions about you, your feelings and your thoughts. It's kind of immersion breaking given the supposed urgency of her situation.

It feels like there's not as many decision trees you might need to make for "helping" her. Most of her calls are just her taking a break and wanting to chat with you for the sake of chatting. Sometimes it feels like she won't shut up until you tell her to move on (Just saying things like "I gotta go" will typically push the event forward)

There are some moments where it feels like something exciting might be about to happen and those moments are pretty good.

Is the game harvesting your data? Maybe, but like you aren't obligated to tell it anything real. You can make stuff up or be vague in your answers, or you can always turn it around and ask her something else. I'm not terribly concerned.

Once in a while there is a gem in the interactions that gives me a glimpse of hope for the future- the idea that you can have fully interactive dialogue with an NPC that's in-universe for full immersion, but this game as it is does still feel like the chat bot is grasping for straws trying to figure out what qualifies as making small talk.

TBH with the amount of small talk Stella likes to make, the devs should have just made some slice of life sim instead of this sci-fi adventure. I think it's an interesting first step and I'm curious what else is possible in the future.
发布于 9 月 9 日。
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总时数 0.1 小时
I remember playing this game when I was a wee lad. It was pretty awesome then and had some unique things about it like akimbo shotguns and this cool fusion pistol that you could get pretty early on. The enemies were of pretty cool design, and I thought BoBs were very funny.

It's still pretty neat now, but man I cannot imagine how I figured out how to play this game without a guide. Different times man, different times. Still fun to revisit and tinker with though.
发布于 5 月 7 日。
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总时数 46.3 小时
Uh... it's okay, but it's not nearly as fun as the previous title, Fights in Tight Spaces. The party system does give you increased lethality but the balancing they've done for the game can setup more no-win scenarios than you ever saw in the previous game. It feels like the game wants you to lose party members and replenish them later, but losing party members is very crippling. To make that happen, some enemies are setup to be extremely dangerous with tough-to-avoid counter/auto attacks that sometimes ignore your defenses. It's not very fun in that respect...

However, I think this is more of a balancing issue. Cards need to be better (basic and upgraded variants) if enemies are gonna stay this strong, or enemies need to be more lenient on how you can approach them. I just don't really feel like mixing my party up because it just adds complex restrictions to my deck in a way that it doesn't need to if I just make a party of the same three classes.

I still think it's fun enough for initial playthroughs, and I'm hopeful that they'll make changes to better the game. If you've never played either game, go get Fights in Tight Spaces instead for now, but if you have and just want something new, this works for a while.
发布于 4 月 21 日。
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总时数 2.6 小时 (评测时 2.1 小时)
Played in a 4 stack, it's actually pretty fun considering how early in development this game is. Has a long way to go for polish and balance and stuff, but it's a very promising demo.

Siege-Lite. Gadgets and stuff are very simplified to accommodate the game's style. Barricades are tough but more breach-able than in siege (you can sledgehammer them for example) but it still works for this game because of the simplified way it plays.

There's still a lot of work to be done in every aspect, but once again, it was pretty fun with friends. Will be keeping an eye on this as it progresses towards release.
发布于 2 月 26 日。
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总时数 134.2 小时 (评测时 44.1 小时)
Pretty much an improvement on the first game in every way, and the first game was already very solid. One big difference moving into the second game is that there's three different forces you can freely select that change the way you can plan and execute.

Rangers are the most experienced combatants, they're most reliable in just putting down targets at any range, and every role has access to explosives and other loud tools. Most famous for ability to breach walls.

Militia SWAT are the least experienced combatants, but you can overwhelm the enemy with numbers. They also have more defined roles so you have to pick and choose who to deploy where.

CIA are your stealth option. While anyone can equip silencers and hold their fire, CIA has access to undercover operatives that can sneak into position before popping targets in the back. However, their numbers are limited and they travel very light.

This is unlike the first game where your entire force was one squad with the same abilities spread out over all your units. Any map or campaign can be played as any force to fit your style or need. Each force has it's own skill tree (that you can eventually max out, but will take some time) The skill trees don't really unlock new abilities that you didn't have the start, but they basically increase the lethality and speed at which the force operates. (Think training them on weapon transitions and landing shots on covered targets)

The game has near endless replayability due to Steam Workshop and a random Mission Generator, but there are plenty of premade missions and like a handful of short "campaigns" too. There's also a map maker so you can design your own scenarios!
发布于 2 月 23 日。
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总时数 0.0 小时
Titanfall 4eva!!
发布于 2 月 11 日。
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总时数 7.2 小时 (评测时 6.6 小时)
Executes a lot of cool things really well. Not too long, maybe about 3-4 hours. You probably already know what to expect from this game, and it does it's job quite well.
发布于 1 月 26 日。
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总时数 11.7 小时 (评测时 11.1 小时)
抢先体验版本评测
a quick brown fox jumped over the lazy dog
发布于 2024 年 12 月 2 日。 最后编辑于 2024 年 12 月 18 日。
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总时数 8.6 小时 (评测时 6.3 小时)
抢先体验版本评测
Lethal Company formula in Unreal Engine. It's definitely not the work of some triple-A team, but all of it holds together well enough to work properly. I suppose one could argue that Sketchy's has more features built-in than Lethal Company, but it also comes with a proportional level of jank and roughness around the edges. It might be off-putting initially but if you stick with it, it can really suck you in once you're in the groove of things.

It's certainly fun to play with friends and shows great promise.
发布于 2024 年 11 月 4 日。
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