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himself65 最近的评测

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1 人觉得这篇评测有价值
总时数 19.7 小时 (评测时 9.5 小时)
Good game
发布于 2025 年 7 月 26 日。
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有 2 人觉得这篇评测有价值
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总时数 6.2 小时 (评测时 5.0 小时)
第三章看懵了,后劲有点大
发布于 2025 年 6 月 20 日。
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尚未有人觉得这篇评测有价值
总时数 8.0 小时
抢先体验版本评测
前期难度过高,后期难度很低,但是获奖的办法很不明确,而且游戏剧情和节奏都很慢,基本就是在等电影拍好
发布于 2025 年 4 月 11 日。 最后编辑于 2025 年 4 月 13 日。
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尚未有人觉得这篇评测有价值
总时数 47.4 小时 (评测时 27.2 小时)
不错,还是那个育碧
发布于 2025 年 3 月 23 日。
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有 2 人觉得这篇评测很欢乐
总时数 22.4 小时 (评测时 1.9 小时)
The graphics are stunning, and the map looks great. However, the map design itself is a complete mess, cluttered and lacking in distinctiveness. Coupled with the numerous and unreasonable invisible walls, it's hard not to think that this is all just for the sake of the visuals and art—a case of style over substance.

The boss design feels uneven. Some monsters are satisfying to fight against, while others are just plain annoying. Either their hit boxes are weird, or the bosses have irritating moves. In soul-like games, they are tough, but you can find tricks and rhythms to gradually conquer them. However, the bosses in this game seem to rely on luck: the hit boxes are terrible, I dodge but somehow still get hit by the boss. There are various unreasonable jumping slashes and attack patterns that feel like they're locked in. Then there's the stitched-together combat system: the protagonist has a mana bar, extremely long cooldowns for skills, a stamina bar, perfect dodge, charge attacks, non-cancellable heavy attacks, very slow light attacks, and no defense... Fighting bosses feels like it's just for the sake of progressing through the game, most of them aren't enjoyable.

The mana bar and extremely long cooldowns make it frustrating when you misuse a spell; the stamina bar means you have to rest a bit after a combo when fighting bosses; the very slow basic attacks (both light and heavy, plus the charge bar) don't give you the exhilarating, mindless slashing satisfaction found in games like God of War because there's no defense, and you constantly have to watch out for running out of energy and sudden counterattacks from enemies. The whole combat system feels pieced together and lacks a cohesive system. For example, Sekiro has parrying and deflecting, Dark Souls has weapon choices and dodging to exploit boss weaknesses, and God of War or Devil May Cry offer thrilling slaughter. Although Black Myth: Wukong has two transformation systems, choosing the wrong spell or transformation can be highly frustrating, and using a transformation at the wrong time might just get you comboed by an enemy, leaving you to either dodge or take hits, ending up transforming for nothing. Overall, I find this combat system mediocre at best; it tries to have its own thing but ultimately falls short.

Lastly, the storyline. I believe that any player who wants to complete this game will inevitably reach the current Bad Ending, which feels like it's forcibly fed to the players, even if you could argue there are multiple endings and playthroughs. Compared to Sekiro, where even if you choose the Bad Ending, it follows the player's own logic; or like in Cyberpunk 2077, where you're clearly informed before starting a mission that could lead to an irreversible path, allowing players to decide if they want to pursue side quests for a Happy Ending. But in Black Myth, you're bound to get the Bad Ending, which I think is the scriptwriters forcing their "interesting" narrative on players. Please, not everyone wants to play a 20-30 hour game, or even longer, just to see this ending, and then be told, "Play it again with almost the same content, and then you can experience the good ending—yay!" WTF? Moreover, the content of chapters four and five is already set in stone. The game's PV talks about being adapted from Wu Cheng'en's Journey to the West, and the game's title is Wukong, yet most of the time, you're not even playing as Wukong. Not to mention, comparing the PV from a few years ago to now, there's also a slight suspicion of deception.

In conclusion, I don't really recommend this game. I think the money could be better spent on other AAA ARPGs or Soul-likes for a better gaming experience.
发布于 2024 年 8 月 21 日。 最后编辑于 2024 年 8 月 21 日。
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1 人觉得这篇评测有价值
总时数 85.3 小时 (评测时 4.5 小时)
no PSN
发布于 2024 年 5 月 6 日。
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有 3 人觉得这篇评测有价值
总时数 0.3 小时 (评测时 0.2 小时)
♥♥♥♥ GAME
发布于 2023 年 8 月 12 日。
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1 人觉得这篇评测有价值
1
总时数 1,496.3 小时 (评测时 1,101.1 小时)
单排大概征一水平

我给这个赛季差评,设计师的端水能力很差,比如两年前背鹿是普遍操作,在加了费之后没人点,现在所有人吃肉紧缺的情况下,背鹿抢鹿大战竟然又回到了这个赛季;德里大象从狗都不出到现在劲爆大象部落三四倍战损……再到这个赛季最诟病的事情:攻城器大砍,本来的弩车对点+拍子推进,现在弩车和前期拍子变成了浪费资源的单位,后期的拍子科技又让拍子变成了基本无解的单位群……结果就是,这个赛季很多文明和流程很单一且不强,前期不能碾压就成了一个小时的膀胱局。

但是我本身还是很喜欢这个游戏的,相比于星际2少了很多“微操”,多了更多的运营和大局观;比帝国2优化了不少的上世纪RTS操作问题。但是这个赛季让我和周围朋友都逐渐把时间花在了其他游戏上
发布于 2021 年 10 月 29 日。 最后编辑于 2024 年 12 月 28 日。
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总时数 34.4 小时 (评测时 8.6 小时)
**目前游戏有非常多的bug以及赶工痕迹**

从之前的游戏预告片来看,游戏砍了不少东西:铁轨、开场拿小平头无论怎么选都是一个结局……
进去游戏也有一股砍了不少东西的意思,比如商店里买的超梦都不能看、V的公寓并没有什么意义、有五个技能树但是还有一个空白的UI……

RPG上有点意思。远程武器分为,霰弹、手枪、步枪、冲锋枪
还有特殊属性,反弹武器、智能武器、穿透武器
近战目测分为砍的和锤的,还有身体插槽 螳螂刀 二极跳蓄力跳

还有几个武器芯片,唯一有质的飞跃的就是取消垂直后坐力插件(打起敌人来直接一梭子全爆头)

外观系统很尴尬,因为衣服是有护甲和一些攻击加成的,也没有隐藏衣服或者外观衣服这一说。游戏竟然只能开局捏脸,我看了N个主播的游戏初体验,都是觉得进去还能改所以瞎捏了捏。

目前来说我不想给好评,我觉得这款游戏不符合大多数人对它的期待。
发布于 2020 年 12 月 10 日。 最后编辑于 2021 年 12 月 3 日。
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有 2 人觉得这篇评测有价值
总时数 3.1 小时 (评测时 2.4 小时)
关卡少了不少,有些bug,不推荐单独买这个游戏,推荐买合集包
发布于 2020 年 10 月 22 日。
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正在显示第 1 - 10 项,共 16 项条目