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iTeddeck 最近的评测

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正在显示第 1 - 10 项,共 57 项条目
有 2 人觉得这篇评测有价值
总时数 27.7 小时
I don't really need many words to describe this masterpiece. It was never on my radar from it's first announcement and the years it went missing so I can't say I was overly hyped. That being said once it was officially announced last year, the gameplay really caught my eye so I marked it down on my list to play. The gameplay lived up to those expectations and more resulting in what amounts to one of, it not, my favorite shooters of all time. That added element of hacking opens things up so much and the balance of hacking, gunplay, and dodging was masterful and fun. Add to that a diverse amount of weaponry, all of which were very fun to use and mixed up the gameplay entirely, and what you get was something extremely fun and silky smooth to play. Of course it's Capcom so the graphics were great and the game ran very well with some beautiful environments, great level design, and overall spot-on atmosphere.
That being said what really stole the show for me was the story of the game, or rather, the relationship between our protagonists Hugh and Diana. The narrative is simple enough but still tells a nice tale; but really that serves as a backdrop for the father-daughter relationship between the main characters. It's extremely touching and perfectly encapsulates what it means to live a parent-child relationship and all of its intricacies and why it really is so beautiful. That all being capped off by an extremely emotional ending that had me ugly crying for quite a bit. Everyone once in a while a powerful moment like this comes in video games and really sweeps you up and that's exactly what happened to me during the Pragmata journey.
Adored this one to death and it immediately shoots to the top of my years list of best games. And props as always to Capcom for being a model in this day and age to other developers to continue to branch out and try new things. These new IPs and experimental games are always such a joy to play even if they don't come out as perfectly as this one.
发布于 4 月 30 日。
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总时数 78.9 小时
- Immediately blown away by the music in just the first 5 hours. 1-5 had amazing OSTs but this is already a favorite.
- More detail in the sprites is appreciated as they look more lifelike with their proportions in the overworld.
- Would definitely benefit from a bit more explanation in game for certain battle elements. I appreciated the in game explanation for Gau's Rage but things like the rage abilities (named after the monsters) and Celes' Runic are just not explained and you can't tell by just using the ability what it does.

Final Fantasy 6 was a tale of two halves for me; a stellar, narrative driven first half that leads into a more open exploration heavy second half. I was really impressed by that first half as it was checking all of the boxes that I want in a Final Fantasy game. Character moments as well start of strong by tail out towards the second half; as a matter of fact the end credits did more for each character than the full second half of the game. Kefka needed a bit more time to be as iconic of a villain as he is; I like what he's going for but ultimately I felt we didn't get enough time to really understand him. There was a great line that was dropped and not touched on again, about how "Kefka was Cid's first test subject" and I really liked that idea of how he was corrupted in that way. But beyond that it was just mayhem for mayhem's sake out of our villain. Not bad but didn't hit as hard without the subtleties that can be portrayed in 3D. An expressive clown doesn't lend itself well to our 16-bit animations.
Over on the gameplay side of things, I really liked some of the new character specific jobs like Edgar's Machinist but the Esper system is the common thread that I've liked the least in 1-6. 4 remains my favorite because of the restrictive nature of jobs/spells/etc. that give character and identity to each party member beyond the story. In 2,3,5,6 once you find the strongest spell or attack, in 6's case this was Ultima, your best bet is to just spam that on every party member. It really dumbs the gameplay down and makes it much more monotonous and less interesting. As I said I loved Tools and Blitz but they were outclassed by Ultima pretty quickly. The open world nature of the World of Ruin was cool in theory and I'm sure new for it's time but a game design principle I usually hate especially when certain conditions are so hard to stumble upon without a guide; such as entering Thamasa with Relm and Strago in your party, a small chance given there are 14 party members.
The game is still fantastic and features probably the best OST to date, gorgeous pixel art, great gameplay, and superb narrative moments and direction in the first half. But I wanted more character moments and more of that great direction from the first half. Edgar was probably my favorite character in the first 6 games but I wanted more from him. Terra was great but she felt like she was missing a personality beyond her first half developments. Lastly while I spread the games out a good deal (about 11 months to play 2-6) I still feel like the first 6 games end up feeling similar and merging together in my head as time passes. A limit of the technology of the time but makes me excited for the future in 3D and how distinct the art direction is in each of the next games.
发布于 4 月 27 日。
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总时数 31.8 小时
BL4 is actually super addicting, the gameplay loop feels really fun and there's nothing like eviscerating enemies with fun kits. Character building feels fun and rewarding with multiple options and there is plenty to do in the open world. It's a game I didn't get to put as much time into that I wanted but every time I touch it had a blast. Optimization could use a ton of work which was a disappointment.
评测者的 PC 配置:
Windows 11
AMD Ryzen 7 9800X3D 8-Core Processor - RAM:31 GB
NVIDIA GeForce RTX 5080 - VRAM:16 GB
发布于 4 月 11 日。
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一名开发者在 4 月 11 日 下午 10:28 作出回复 (查看回复)
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总时数 12.1 小时
It's hard to critique the game when it runs so so poorly and (specs attached) I'm running on the 3rd best machine possible?? Wild. The combat feels average though especially playing Nioh 3 and Crimson Desert right after. Action games that feel infinitely better and more fun.
评测者的 PC 配置:
Windows 11
AMD Ryzen 7 9800X3D 8-Core Processor - RAM:31 GB
NVIDIA GeForce RTX 5080 - VRAM:16 GB
发布于 3 月 26 日。
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总时数 15.3 小时
My biggest issues were the lack of explanation for the house mechanics (repeatedly asking for tooltips isn't a fun way to do so) and the sheer length of time and resources it takes to progress the persistent house features is ridiculous and just encourages losing for the most part.
发布于 3 月 26 日。
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总时数 77.6 小时
- Immediate standout are the puzzles. In the first dungeon they have one with the rainbow rocks and I loved them. Nothing too complex but a really nice mix in your traditional combat filled dungeons.
- Combat animations are amazing. Keep in mind this is Dragon Quest, known for the first person battles and stagnant monsters, so seeing our party fully animated as well as the enemies is a welcome sight.
- Huge QoL are the "weakness" indicators in combat. Now not a new system in JRPGs as many modern ones are doing this as well but 7R is the first I've seen to also include those same indicators for status effects a huge bonus that makes engaging with those often unused abilities worth it.
- The pacing of the main loop of the game has been spectacular, that being; find fragments, travel to past island, solve trouble, return to present, revisit island, find more fragments. The stories on each of the islands are short and sweet with great payoffs and feel like they move quick but not at the expense of the story they are telling.
- Even coming from the 1-3 remakes the QoL is on another level in here. Nose for Treasure works arguably even better than the FFPR map info, giving details on the island, town, and building. Additionally gone are the "hidden" items which required tedious spam and are now visible gold sparks. Just amazing improvements all around.
- Little bit of a disappointment is the LOD for shadows in the game; for some reason it isn't the full screen and there is no toggle to increase that range. This results in weird pop in on screen for shadows and it just feels super bad in a game that is visually striking otherwise.
- Love the addition of the exclamation point markers for objectives, and not just the main story but also side quests. Normally in the old games when you get an item way late in the game, you are required to remember who in the past 50 hours told you to get that and where to take it, this alleviates that huge issue that was a source of frustration for myself.
- Still not a fan of job systems. There is this huge disconnect between leveling, and being weak, and then going into story fights and bosses with a fragmented kit. The moonlighting helps but still doesn't alleviate. I wish you could save a loadout to use for bosses. Nothing worse than dying in a boss fight when you know just a job swap would completely erase the issue.
- The retreading really gets egregious later on. I'm talking 3 times now through the Beacon. It wasn't an issue at first but now it just feels off and makes the entire game feel like it's dragging.
- Really odd decision to not scale proficiency with enemy difficulty. In the endgame and each encounter just gives a flat 5 proficiency. To add onto that the modifier adds 2 proficiency which does almost nothing. Compare that to FF5 where they have 4x modifiers in the pixel remasters and it's night and day.
- UE4 stutter in cutscenes is bad. Not present the whole time but it really interferes when it happens.

One of the best visual styles in any game I've ever played, never mind a JRPG, but when it boils down to it the game is just too long and repetitive. Never felt too connected to the main cast especially Aishe and Mervyn. The overarching plot is non-existent until the way end. Gameplay was fun but the job system as usual gets in the way. Good but not great and not my favorite DQ game.
发布于 2 月 22 日。
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总时数 17.2 小时
Best part was the puzzling hands down. Really can now see the full picture for the inspiration Abiotic got from this. The Zen levels were definitely not as good as the facility. I think the AI was alright but needed a middle ground between aliens, which were dumber, and humans, which were aimbots. The platforming and movements sections were wonky because this is source after all. Guns felt good to use. I did feel it was a bit longer than it needed to be given some sections that dragged on longer than they needed to.
发布于 2 月 8 日。
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总时数 79.2 小时
- Continuing in the same vein as 4, the 16 bit sprites are so expressive already in just the first few hours. I think it's even more present here due to how comedic the opening of the game is; it really nails home the tone when their jokes are followed up with zany expressions.
- Dungeon design seems to have improved as well as already in the Ship Graveyard we see new interactions and environments like underwater sections, jumping across rocks, chest variety, and just overall additions to the backgrounds. Some really nice parallax background in the dungeons with elevation and seeing the lower floors below you.
- Some really nice personality given to the summons with the interactions they have with the party (instead of just murdering them) as well as a really nice surprise with Ramuh and Ifrit interacting after the Ramuh fight.
- Minor annoyance but would have been nice to have all of the passives unlocked for use outside of combat so that you don't have to go through the mundane task of equipping the ability, using the spell (to heal for instance), and then swapping back to the ability you want to take into combat.
- Both super bosses were cool and felt unique to fight. I wouldn't stress them as being hard but they felt like a sprint instead of a marathon of attrition.

My favorite part about Final Fantasy 5 is just how much humor they were able to inject into the story and characters. Galuf and Bartz were my two favorite parts of the game as a whole. The story was great but especially standout was the ending/epilogue easily being the best of the first 5 games with how cinematic and epic it felt. I do think the party was a bit weaker than earlier entries as Lenna, Faris, and especially Krile felt a bit weak and underdeveloped. The gameplay was great for the most part and things like Blue Mage and the individual vocations were cool. My big issue was the job system as a whole that I still really don't love in most games. I feel the characters loose their identities and become muddled when they can be everything but also nothing. I also felt the system lacked until you finally got that rewarding max Freelancer/Mime jobs. The rest of the jobs felt weak and a pain to level because you couldn't bring over any passives (beyond 1) from the other jobs you already worked towards. I think just like the others before it, 5 takes the next step forward and presents the series in it's own unique way but still maintains what I love about the series; strong world and narrative with engaging characters and a fun turn-based system.
发布于 2 月 5 日。
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总时数 159.1 小时
First and foremost this is an insane remake, quite literally every aspect of the game is improved and brought to modern standards and beyond while remaining loyal to the source. They even brought combat up to speed and adapted it to the current standards of the series. Stepping back though the core game as it was in 2006 is amazing and the perfect JRPG top to bottom. This has some of the most fantastic writing in games and does some of the best worldbuilding I have experienced. Sky 1 is a slow burn that takes it's time establishing the world we are in with a great payoff towards the end of the game. Even still each region was engrossing as the antics our protagonist duo tackled were still interesting and moved things forward. On the gameplay side of things the game is fun and rewarding and offers a great challenge on hard. The combat system, blending action and turn-based, is amazing and the open arenas for positioning in battle, in combination with the turn order timeline, combine to make one of the best JRPG combat systems. Everything beyond the story and gameplay is on par or even better; animation, voice acting, graphic fidelity, dialogue, cutscenes, questing, bosses, etc. As a standalone game it is a marvel to behold but even more impressive is that it is just the start to a 13 game series, and still ongoing, and it is the golden standard for how to setup a series and world that spans multiple entries. Quite literally the only lull was the Jenis Royal Academy portion that I felt was a bit too long and dry for the eventual payoff there. Only a few pieces of media can really instill in you that feeling of a grand adventure and getting lost in a world; Sky FC and One Piece are the two true masterpieces.
发布于 1 月 19 日。
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总时数 22.3 小时
A gem I stumbled upon coincidentally when I was playing Hades 2 and one that I ended up adoring. I even think it held it own against Hades with some areas that I definitely enjoyed more, namely the co-op and the buildcrafting. Each character plays so uniquely, genuinely, and I don't think I didn't enjoy any of them. I will say it could do with a bit more to do as after completion I feel you are really only left with increased difficulties which was fun to attempt until "meta builds" became mandatory to complete the runs (dps became a real issue).
发布于 1 月 19 日。
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正在显示第 1 - 10 项,共 57 项条目