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有 3 人觉得这篇评测有价值
总时数 205.1 小时 (评测时 73.1 小时)
Really good MMO (as of October 14th)

It pleases me to announce that a Gacha game, of all games, is pretty solid. And it's a social MMO to boot. There's challenge associated with clearing party dungeon content, and so far it's been manageable and fun. To save the player time, you can skip pretty much all cutscenes, dialogue and interactive puzzles save for teaching moments OOC. Some elements are pro-social, like having to specifically seek out some NPCs or services in person as opposed to tabbing through menus, but fast travel and movement tech is extremely commodified. Gliding, dashing, slowfall, wall running, mounts, TP, etc. You can also swap server shards on the fly and be exactly in the spot you swapped in from. Beautiful for farming, or grouping with your friends. I'm sure the story is decent but it's hard to beat Final Fantasy remembrance of one million lines of bored-to-death dialogue of what was generally the same crisis over and over. You can auto-navigate on a mount (as opposed to autowalk, which generally means in a straight line), and auto-battle with settings to change what moves you can use. You can pretty much leave your computer on overnight or while you're at work and farm mob drops, or have a macro for harvesting, because there's no system in place to log you off as long as your PC isn't put to sleep. Neat! Hopefully botting gets snubbed hard.

Servers are really stable, by the way. It's made it very enjoyable. There are minor ping spikes but they serve little deterrent. One of the funniest moments is realizing a technique to early clear a severely overleveled boss, This involved abusing the (barely prepared for exploration-attuned players) server bandwidth of a future zone to lock the boss into a lag-type domain expansion, stopping you from perceiving more than 1 frame per second and stopping it from making any attacks at all. Brilliant accidental discovery.

Some players will not like the time gating that will likely be associated with the game's launch, but it serves to allow the developers to get the game on the right track and let players hop into the experience at a reasonable rate. Early-adopters tend to bleed MMOs dry in my opinion, with being a no-life degenerate sapping some degree of the competitive value of a new frontier. That being said, there is also little to no XP grind, as level ups are largely doled out through questing. That's neat, but this can be punishing to people who enjoy doing support roles, as this means life skills (harvesting, crafting) can largely be kneecapped by a finite energy system and a lack of meaningful XP rewards save for scrips/weekly turn in quests.

The gacha is negligible. You'd have to spend no less than 200$ to make a meaningful dent into progression because there's simply nothing to buy except higher value material, which is in a weird niche because it (presently) only applies to secondary combat abilities, not your actual gear or build. There is no easy way to buy out a massive advantage over other players, and even if there was, it's strictly PvE. So. Whatever. The cosmetics are pretty generous so far, in fact I find a lot of aspects of the game to be generous for a Gacha, renowned for infinite money printing, such as free resets, preferred pulls, freedom of movement, and in-game currency generation being very liberal. There's very little to hate on here, if anything. We'll have to see what the future entails.

I think it's worth mentioning that this game was dead before it launched in the West. This is a revised and updated version, touched up on from as little as a year ago. I think the developers and their cash cow publisher are doing a fine job. Big fan!
发布于 10 月 14 日。
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总时数 34.4 小时 (评测时 8.9 小时)
IT'S GOOD!!!
发布于 10 月 10 日。
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总时数 34.3 小时
I don't really like cheesing to be the most successful strat
I don't like objectively better statlines punishing proper unit tactics
I don't really like AI difficulty scaling being done with cheats and free resources
I don't really like being the only person suffering from fog of war (sneak attacks basically only work when the AI cant help but be aggressive or waste its turn)
I don't like AI weighted to be adversarial to the player 24/7 (for 300 factions)
I don't like the mechanics of large/mounted units impacting smaller units. Why hasn't this been figured out yet????
I don't like that sieges still suck
I don't like that I can't get my friends into this game because of the 1,000$ paywall for the full experience
I don't like Creative Assembly
I don't like when bugs from WH2 get ported into WH3
I don't like that formation strategy usually boils down to blobbing or kiting
I don't like that autobattle basically does no battle simulation for its outcome(Certain ♥♥♥♥♥♥♥♥♥♥ can win against bizarre odds)
I don't like the new campaign mechanics

I like throwing big armies at each other but after a while this series has unfortunately gotten pretty damn stale, in a gangrenous foot kind of way

发布于 10 月 8 日。 最后编辑于 10 月 8 日。
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总时数 38.7 小时
Game is whatever.
Simple plot with simple minded run and gun pleasures. Plenty of hours of fun with side content and a decently paced main story sequence. Sort of adopts a Far Cry-esque mission system, albeit abbreviated, with free roam pointing you towards killing bosses on your way to the top brass, the newest villain, The Timekeeper. I guess he's cool. It's fast paced, and everyone is well designed, so overall I say it's pretty enjoyable.
I'm tired of seeing Lillith.

The game trades unique stylized areas in exchange for painted landscapes with dungeons. These areas are generally well put together, but the game loses a lot of eye drawing charm and visual storytelling, and often are far too open or far too cramped. Gearbox chases a lot of "Next Big Thing" tropes in their game design here and I don't find any one particular choice being all that great. Taped together, it only just works. I think anyone could play this and have fun.

I don't suffer any performance issues at medium/high, sometimes a GPU crash after many, many consecutive hours. It's a 3090Ti so the only real appeal to this card nowadays is high VRAM. Typically I think games suffer greatly from relying on AI graphics technology to make their shabby games putter along, or the player's inability to match complementary hardware into a functioning gaming computer. I think it's a 50/50 split on what the real problem with this specific title is. If your browser doesn't lag, you can probably run it.

If I could turn back time, I'd have waited a year for a slashing discount. Hopefully the DLC draws me back in.
发布于 9 月 25 日。
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总时数 63.8 小时 (评测时 34.1 小时)
TL;DR, poor entry into the series that blatantly lacks the love and care of the originals. Combined with a bad launch, the game feels hollow and boring. Still, as a mindless horde shooter, it gets the job done.

There are good aspects of this game but they're mostly bogged down by weird player retention mechanics and overall just poor design. As a beloved series, it kind of baffles me why the pivot to some of these systems happened.

An attachment system is included, but balance is kind of an arbitrary concept mashed up with random elements, stat buffs and negatives, and an extremely grating need to farm for materials with some having distinctly inefficient drop rates. The worst ones happen to be the ones that appear most commonly on building and upgrading attachments. This anti-consumer method probably works on mobile games, but it's pathetic to see here. The cherry on top-- randomized equipment affixes for every attachment with no idea what you can roll for in the pool. Clarity across the board is simply poor, actually.

The element system more or less builds upon the old damage types, but rather than by weapon type it's turned into swappable elements or bullet types. This isn't a problem on its own, but, unfortunately the level of clarity on what does what is a bit below the bar. Topics like damage calculation, role specialization, dosh gain, even things as simple as what to even do with your guns are obfuscated intentionally since the playerbase offered many ideas on how to make onboarding easier. You are liable to spend dozens of hours understanding the simplest aspects of the game.

Time consumption is a big no-no for this game, and it doesn't really respect the amount you invest into it. Skilling is slow, and difficulties were amalgamated into three - Normal, Hard, Hell on Earth - which creates a stiff barrier to entry of more experience and material gain with no way to ease yourself into the process with a slower difficulty curve. This is, obviously, a symptom of laziness.

Combined with poor server quality causing constant desync and network-based CTDs as the game tries to catch itself up to where it should be and topples over itself, the development team elected to swap from a server browser to a lobby based random matchmaking system. To continue pulling the rug out from under the player, wave types were also condensed to a single format-- 6 waves, and no Endless mode on launch. This creates its own issue, where matchmaking often throws you into a game already in progress. No, I don't think being rewarded with my prefab gear on Wave 2 makes up for it. Supposedly, the update pipeline will "eventually" pop out modding and, depending on the scale, if we get maps we may yet see the browser return. That's only a supposition though, as we may not see map modding at all.

Speaking of maps, they're bad. It may have been a fluke in the past, but prior maps made it so that there was no need for Zeds to spawn from out of thin air, as there was always a way for them to naturally generate from entry points into the map. This game discards that and spawns them out of thin air around corners or out of player vision if it's convenient. That being said, you don't miss much, because there's basically no animation work done for zeds to spawn with, but maybe that's an issue exacerbated by the wet server tech they run. Most are terminally dark, and there wasn't even a quality of life choice to keep flashlights on by default.

Finally, and my biggest problem, is that the love of the game just up and disappeared. Chasing some obscure aesthetic, we lost out on fun customizables, cosmetics, collectibles in maps (replaced by the Gacha resource system), the beloved Patriarch, a shortened tracklist (with NO band variety), are punished with classes bound to zoomer 'characters with character' that is worsened by them being visually designed around what class they're glued to, weak weapon SFX and animations (often some goofy futuristic heat vent or chunky reload), no emotes, no in-game text chat, a chopped up ping system that removes greetings, taunts, yes & no... What the hell happened to make this game so limp wristed?

If you read this far, you probably noticed I only listed negatives. I'm not actually a very big fan of rewarding devs with positive reviews when they fix things, as I think if you're given plenty of time and opportunities to not screw up that you should permanently be admonished for tarnishing good memories as a warning to other players about the kind of tricks and tactics their staff for the project can cook up to worsen your experience. That being said, there's so much that needs to be tuned up on this that I really almost have no positives to list about this game besides that it's Killing Floor and even then I'm sad that it has the number 3 at the end of it. I'll play it, I'll give it more money, but man this is always so sad to see when it happens.
发布于 7 月 30 日。
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总时数 16.2 小时 (评测时 14.5 小时)
I like it. Some may not, but I do.

This builds on a concept launched by DLC for COH2, which puts you in command of battalions that navigate a landscape map with terrain features, emplacements, cities, ports and enemy armies. There's quests, and a flexible story as its backbone. I don't think too much of it otherwise, just that it's a pretty well rounded game and cool for a singleplayer military RTS. I'm not big into multiplayer, which I think is something most vocal parties like about this series, but if it's also not for you then you've got a pretty good game on your hands. Maybe a bit long for what it is, you know?

I think if you were to buy this, you'd rather play COH2 first, though.
发布于 4 月 19 日。 最后编辑于 4 月 19 日。
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总时数 0.0 小时
Beyond amazing value, like finding a gold bar on clearance.

Replaces pixel portraits with novel stylistic artwork if you want to add a small layer of seriousness and a big layer of beauty to your journey.
发布于 4 月 19 日。
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总时数 72.3 小时
tl;dr An amazing labor of love roguelite RPG game based on wuxia/xianxia storytelling; a happy-go-lucky protagonist wanders mastering lethal martial arts, personal skills, and collecting battle brothers and wives. It might take a couple runs to get a feel and truly love the game, but be careful not to burn yourself out. There's so much to experience and it would be a loss to not see the game to the end at least once.

Hero's Adventure places the player into a crossroads from the start, allowing new and veteran players to pave through the world at different paces. There are several opportunities where the player can make an accelerated move through their personal story, and in that way, it's hard to have a journey that is the same as the last! Some of these opportunities are created by character creation perks which are unlocked and bolstered by completing achievements, as well as some cultivation stats that, once mastered, will also carry over to your next runs. With a myriad of difficulties, the game can cater to all styles of play. Although, I suggest everyone start with Nightmare from the get-go; I know it sounds intense but I think it's the best way to experience the game and its living world.

This 'living world' is accomplished with NPCs that have their own day/night cycle, refreshing shop inventories and gold reserves, personal growth of their techniques and levels over time, and with several quests that involve NPCs that travel throughout the regions. That's a lot, right? Every environment is well crafted, and if you aren't a fan of the pixel art, they sell a very valuable art pack that changes to novel style portraits (I'm in love with it!). There's strong examples of interconnection in the world, such as quests with rewards or outcomes that can influence future scenes or how building up a scenario leads to their iconic resolutions. I can greatly appreciate as well how the combat system and natural scaling makes it so there is never a boring step. There's so many stats to raise and ways to raise them as well as techniques (I suggest fist, sword, and spear for newcomers-- there's simply more in the game for them) that you can just about always be in pursuit of something that actively makes you and your party stronger. Relationships and bonds are also a strong feature of this game, giving perks such as learning skills from NPCs, recruiting them to your party, opening up their trade menu, their intrinsic perks (Sometimes benefitting the whole party), and creating bonds of brotherwood and bonds of marriage for unique benefits. I could go on and on, but any deeper and I'd be spoiling the whole thing-- which is saying something because I've already said so dang much!

I don't have many misgivings about this game except for what I mentioned at the start. I think that too many attempts at a perfect run can easily make the game go stale, so I suggest people pace themselves or try their best to complete their playthroughs. 'Time' in this game is sort of hypothetical. Some things do require time to progress, but most do not, and the only thing really affected sincerely is the scaling of certain entities in the game. With that, do not feel pressured to complete anything by a certain time period and take full advantage of your freedom to explore and build yourself up. This is not so much a bad thing about the game as it is a warning-- your journey will be long.

The localization to English could use a pass or two, the game could do with some padding out of different weapon types-- perhaps the pursuit of an 'Immortal' or 'Spirit' sublayer as a more expensive DLC (Everything the game sells is of INCREDIBLE value)? Or even a step out towards the making of a sequel? I only say that because the world is so packed with meaningful content that it'd be difficult to continue plugging things into the existing landscape. Besides that, this is an apex game in the genre, and I hope everyone who likes anything in this game can enjoy it as a sort of cultural mecca.
发布于 4 月 19 日。 最后编辑于 4 月 19 日。
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有 3 人觉得这篇评测有价值
总时数 4.2 小时
抢先体验版本评测
tl;dr: Really fun, super charming, and horrifically clunky game.

A cool singleplayer open world "MMO" populated by SimPlayers, and although interaction is currently very limited and a bit annoying truthfully to dial in commands, it does an excellent job making the world feel at least partway alive. Simplistic combat, rewarding exploration and plenty of challenges to overcome.

A couple big thorns in my side is, whether for the purpose of fulfilling a vision or for lack of a proper update addressing these things, ultimately stop me from playing too far into this otherwise delightful early access title.
The player UI and the way they interact with the world is sadly quite shoddy right now. Seamless interaction with the environment and SimPlayers is limited by blocking details behind buttons (you have to assess an enemy's power by use of a key-- C), a weak autoattack functionality (potentially remedied by an action circle? and more intuitive triggering of autoattacks?), and overlapping inputs making casual gameplay progressively frustrating. Taking notes from other games, such as at the very least color coding nameplates for strong enemies (and working on a grammar polish as well) would go a long way even if it is in spite of some supposed vision.
The tutorial island is a great example of how the game CAN be! SimPlayers run rampant carving through introductory quests, there's plenty of small and big XP camps, a world dungeon and a delve dungeon... even a world boss! My only regret is it seems the tutorial island beast seems to only be challenged by your own party of conveniently active bots. I am deeply in love with quests guided by 'hints' and sometimes using your in-game knowledge to send custom queries-- a delightful homage to old RPGs! Sadly this experience trails off quickly as the world steadily becomes less alive, has increasingly linear area designs, and somehow increasingly more chaotic player progression. This is partly exacerbated by the artistic take on the world map, which I think will also help aid the strangling of the content pipeline. I don't think 'things' should be there for 'things' sake, but somehow this feels worse both ways around here.
The real meat of the faux player interaction is aggravating to say the least, pairing Typing with the Dead with memorizing an almanac of relatively simple commands in lengthy syntax. This is the type of nonsense that popup menus and dropdown boxes excel at mitigating, but with the current way that clicking anywhere on the screen can cause total mayhem and colored text to appear, this would probably take ages to get right. It's cool to have a small posse of pikmin following you around but besides that it's a surprisingly under-baked feature. There are a few QoL features that help mitigate your simple control on your hivemind squad, but it's not enough to get past the dryness of it all and how mildly annoying misclicks and moving the camera can be.

I really think the tutorial island excels in portraying the game, and after that it's difficult for me to walk myself back to the experience knowing how it is now; it being so bereft of depth and polish to its myriad of really cool features that makes me feel more frustrated than rewarded especially when I know patches I'm sure to appreciate are looming. Why play, test, and bug report on something so socially empty? The backbone premise of the game? Streamlining that UI and maybe another look at how the area maps and SimPlayers mobilize would really go a long way for me, I think.
发布于 4 月 18 日。 最后编辑于 4 月 18 日。
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总时数 37.4 小时
This is a really really really really good CRPG. Good balance of humor and storytelling, really fun and interesting combat encounters, meaningful choices and my attachment to my rangers kept me save scumming until they were truly powerhouses to reckon with. I really enjoyed that with this game there was a way to do everything 'right' with the choices as far as consequences go, and even some questionable choices are roads to redemption.

Nobody said doing the right thing was easy!

I think about this game often when I play other CRPG titles or really anything turn based just because it had such a lasting impact on me. The gameplay flow, art quality and mechanics kind of raised my baseline standards for games kind of like how FFXV raised my standard for ARPGs, or really RPGs in general. Like I can't play anything that's not as engaging as this or isn't an action RPG. Anyway, ramble over.

Really good game, worth a purchase on or off sale.
发布于 2024 年 12 月 27 日。
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