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正在显示第 1 - 10 项,共 15 项条目
有 2 人觉得这篇评测有价值
总时数 0.3 小时
You're on the right track my dude!!! the loop and stats are fun! Punchier than it looks like, but improved feedback would be a huge benefit (picking things up, taking damage, weapon procs activating)
发布于 2025 年 6 月 9 日。
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总时数 2.1 小时
Godlike game design, truly. I learned a lot about gameplay loops from this. One of those games that follows through on meaningful choice. Big fkn respect dude, love your game.
发布于 2025 年 1 月 6 日。 最后编辑于 2025 年 1 月 6 日。
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总时数 20.1 小时 (评测时 11.8 小时)
This game is single player Day Z
发布于 2015 年 1 月 5 日。
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总时数 46.4 小时 (评测时 45.8 小时)
抢先体验版本评测
Video games are my second favorite source of entertainment. Want to know what the first is? Building forts. I never in my wildest dreams expected there would be the perfect fusion of my two most favorite things, but one day I woke up, and there was Rust. Don't get it twisted - at it's heart, Rust is a game about survival first and foremost, but you can't thrive without a base.

My review process for a game varies, but normally I'll pick a game up, game hard as ♥♥♥♥ for a bit, then write down my impressions. This usually takes anywhere from days to weeks. Things were a lot different for Rust, I have been sitting on this one for months. Why? If I had written about the game when I first started a few months ago, it would have been a whole page of awe. A laundry list of superlatives. I wanted to wait until I was sure the honeymooning phase was over.

Even after a significant marination period, Rust is still every bit as aweinspiring. This is especially significant because I haven't played Rust in weeks. I had to take a break for my sake. You'll notice a very disturbing trend with Rust: you'll get online, jump on Rust, and you wont stop until 6 or 7 am. It is insidious in it's addiction. The hours melt away and you don't even notice because you still have so much to do. You can always add another level to your base, you always need to farm up more metal to make ammo/explosives.

As cool as it is to build your base, the best part of the experience is raiding others. Your Rust server is a persistent world. When you're offline, your character is still there, sleeping where ever you logged off. Your base and loot is ripe for the taking. This is true for everyone: the feeling of glee you get from banging down the doors of the strongest group on the server and sending them back to the stone age is unparalelled. Griefing is highly encouraged.

This is a very difficult review to write because there is an unbelievable amount to cover. Even after talking about a few of the core mechanics, we are barely scratching the surface of Rust. There are more than a few cool anectdotes that absolutely need to be added. For instance, Garry's Mod. Familiar with it? Well my man Garry (Mini GabeN) is the driving force behind Rust. Heard of the Hunger Games? Well there are air drops every hour in a random location of Rust's map for everyone to fight over. Even if I sit here and write all day, I wouldn't be able to do the game justice. I can explain nuances, but I can't possibly impress upon you the feeling of getting online and having your crew give you the status report on the day. How a group of you and your closest friends will suddenly turn into a military unit where no chances are taken with the survival and well being of your group. Of going to bed, and wondering if you would get back on Rust to find rubble in the place of your beautiful, lovingly built home.

Lots of gamers have mixed feelings on the "Early Access" Steam game trend that's been going on. There are definitely reasons to feel slight trepidation: in the worst case, you could very well end up buying a game that never gets finished. There's a flipside to that coin though, my dudes, and here it is - getting in at the ground floor on a game that you could potentially play for years. Rust is the most shining example for the second camp that there is. Rust is walking the path to greatness, and watching that journey unfold is worth the price of admission alone.

The only complaints I have speak to this point: The game is a little unpolished in it's early alpha state. It can be difficult to shoot effectively, other players movement looks very jerky, and I wish there was a longer build path. These are all things that will be addressed as the game moves closer and closer to completion. The pinnacle right now is being able to build a metal house, have full kevlar gear and high tech weaponry. I envision a future where you can build rocket ships and travel to other planets to ransack bases. I don't put a lot of stock in potential alone, but it's hard to ignore the truly infinite potential that Rust has - especially given how the game has such legs this early in development. The game is not meant to be played alone, tell all of your friends and support something truly deserving of it.

********Once again, the game is NOT DONE. I feel silly assigning a numerical score to a game in it's unfinished state, but I would also like stress how good it is, even now. Rust's score on December 22nd, 2013 is
9.4/10




发布于 2013 年 12 月 22 日。
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总时数 8.1 小时
The easiest way to sum up Spelunky is to call it Indiana Jones: The videogame. There are other games with similar premise (La-Mulana, for instance) but none that quite capture the sense of whimsy and danger, the risk/reward appeal, of diving into the unknown in the hopes of finding glorious riches.

I don't think I have ever been less enraged getting the ♥♥♥♥ kicked out of me by a game. I can't pinpoint why exactly, but dying in Spelunky doesn't cause the outrage most games do. Perhaps because, like Dark Souls, most of your deaths will be a result of user error and not cheesiness. If an obstacle seems particularly challenging, look harder. There's usually a trick to getting past hard parts and traps.

Your starting loadout of bombs and rope are a lot more useful than they first appear. In most of your early runs, you will fail to utilize these affectively due to magpie syndrome. However, it will quickly become apparent that your health is your most valuable resource. You'll become a lot more stingy with your hearts than you are with your equipment. I know this seems self explanatory, but it is very easy to have a great run end because you got lazy and missed the ♥♥♥♥♥♥♥ bat or the hidden arrow trap.

I say "great run" because, like many mainstays in the (ugh) rogue-like genre, you will gather items and powerups that can give you an edge. Most of these are bought, some of them are found, but all of them are a godsend. Small things, like being able to scale sheer walls insead of having to use one of your hooks, increase your chances of survival by much more than it would seem on the outside looking in.

After a good 5 or 6 hours of Spelunky, I'm still a little undecided on how I feel about it. It's not really the type of game that you'll sit and grind on for hours, it's more of a pick up and play type thing. It requires a lot of attention, so your time with the game will likely turn into a quality over quantity affair. It is very challenging, but not intensely so. Advancing in the game requires strong attention to very minute details, but rarely will you feel an abundance of pressure. These seemingly conflicting concepts are very much the heart of Spelunky, and it deserves a look if only to experience it's unique flavor.

7.4/10

发布于 2013 年 12 月 18 日。
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总时数 4.7 小时
I absolutely loved FC3, and I ♥♥♥♥♥♥♥ love the 80s. Infact, I'm going to go ahead and get my small complaints out of the way early so I can spend the rest of this review going balls deep: It sucks that there are so few weapons. You get new attachements, and they can really alter the way the weapon works, but there are only actually a handful of death implements. This bothers me because A.) The sheer amount of guns there are in Fc3, and B.) Because of how ♥♥♥♥♥♥♥ cool potential weapons could have been. The guns that are in the game are simply common archetypes - there's a shotty, sniper, AR, etc. That's not necessarily an issue, but given how creative the rest of the game is, I can't help but hold it to a high standard.

Now on to the good stuff.

I'm going to tell you the very moment I fell in love with this game. I had just loaded it up, watched a truly sick cutscene and sprayed down a bunch of future cyberninjas with a helicopter mounted minigun. The helicopter lands, and I receive a comm message informing me that the tutorial is starting. Without missing a beat, my character screams " I ♥♥♥♥♥♥♥ HATE TUTORIALS ".


Hilarious though it was, this moment is also very significant. It's Blood Dragon's way of letting you know exactly what it is, and what to expect, right as the game starts. It is a fun spinoff of a popular game franchise. It is not DLC. It is not an expansion pack. It is a stand alone experience that doesn't take itself to seriously. It is a love letter to the movies, stories and games that many of us grew up on. It is charming, it is gorgeous, and it is incredibly engaging.


You take control of a cybernetic super soldier tasked with unraveling the defection of your former superiour officer. The story itself is pretty cookie cutter, but the way it is told is anything but. Cutscenes are an anachronistic fusion between the 8-bit era and modern flair. Though the story failed to captivate me, the dialogue was frequently a highlight. Blood Dragon thrives on it's unique brand of tongue-in-cheek humor.


Storywise - zero carry over from anything Far Cry, but there are quite a few similarities in the gameplay. There are animals to hunt, there are unlockables to find and missions often play out exactly like clearing a compound in Far Cry 3. The bones of it are the same, but not quite as deep (understandable, given the games bargain price point). Aiming is almost exactly the same as FC3 - there is still that kind of "floaty" element to it which usually necessitates aiming down the sights to hit a shot. There are not as many weapons to unlock, but the level of upgrades available for your arsenal per weapon is much improved. Your relationship with your weaponry is a lot more intimate, and doing missions to earn these upgrades will be where you'll spend a lot of your time.


As a gamer, the thing that I find most appealing is atmosphere. This isn't something that can be quantified, nor is it the result of any one thing. It is the pervasive feeling you have while playing the game. Blood Dragon has a very unique and powerful atmosphere. The neon juxtaposed by the darkness of the island itself is amazing. Running in terror from the eponymous Blood Dragon's (or alternatively using them as attack dogs) is a thrill. Using your cyber ninja stars/samurai sword for stealth kill combos just feels right. Watching a cyber ninja's head explode in electric sparks after a perfect headshot is satisfaction squared. All of these things contribute to atmosphere, but they are only parts of the whole.


The thing that I love most about Blood Dragon is that it exists. That a triple-a game studio like Ubisoft let their employees run wild and create something that was fun to them is incredible to me. It isn't a (true) sequel, it isn't made to nickel and dime you, it was a bunch of people creating something cool for the joy of it. This more than anything speaks to the feel of the game. The soul of fun and creativity is apparent in literally every part and every moment of FarCry3: Blood Dragon. I cannot recommend it enough, and I hope that we see more of its kind.

8.5/10
发布于 2013 年 12 月 16 日。 最后编辑于 2013 年 12 月 16 日。
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总时数 1.8 小时 (评测时 1.4 小时)
I have to let you guys know upfront that I'm really a fan of the 80s vibe. Seriously man, something about the pastel teal and pink puts the lead in my pencil. The very first time I saw Hotline Miami's menu, heard it's music, before I had even PLAYED the game, I was hooked. To my great relief, the actual game is just as dope as the aesthetic.

Gameplay in HM isn't particularly deep. You are dropped into an area and must kill every mother ♥♥♥♥♥♥ in there to advance. This is harder than it sounds: the face of death smiles on your character if an enemy so much as sneezes on him. You generally have to observe patrol patterns to formulate the most effective strategy. In my mind, I think of Hotline Miami as a puzzle game. Instead of moving blocks, you take lives in the most effecient manner possible.

The game grades you for your performance, and there are some sexy unlocks that are earned through high grades and exploration. At the start of each level, you choose which of your masks you will don. They all have a different effect of varying potency with the more powerful ones generally having to be found in their levels. You also unlock weapons and letters for a secret message (these must also be located). No spoilers, but it's in your best interest to try to locate those letters.

The story is surreal, chaotic and awesome. The game already has atmosphere in spades, the sharply written dialogue and trippy twists put it over the top. Basically, Drive: The Videogame, or at least how it looked from the Driver's perspecitve.

With everything else the game has going for it, I was surprised to find that my favorite part of the whole thing was the music. Seriously, the music in Hotline Miami is incredible. It would be incredible to listen to by yourself in a leisurely manner, but what makes it truly remarkable is how well it flows with the game. Try to play the game without music - you can't, really, truly can't. I cannot think of another game where this has been the case.

So, in closing, the game hits every bullet point. It can be frustrating, but is never dull. Occasionally shallow, but always fun. Extremely aesthetically pleasing, in both the graphics and music. A story you can sink your teeth into, and the gameplay to go along with it. Great experience for any gamer, provided they are not put off by the (extreme) 8-bit violence.

8.2/10
发布于 2013 年 12 月 10 日。
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总时数 3.9 小时 (评测时 1.6 小时)
FTL man... Let me tell you about FTL. FTL is one of those games where you just look at it, and you know the game is good. The interface idle, by itself, is entertaining. It's cool looking. FTL is one of those games where you're hooked after the first time you try it. You spend the next week telling everyone you know about it.

In FTL, you are the captain of a spaceship. This spaceship is holding vital information, and is on the run from the evil space empire. You must succesfully navigate from sector to sector while keeping your ship intact, your resources managed and your crew alive. You will encounter other ships on your journey. Some of these will be space pricks that will try to ♥♥♥♥ your ♥♥♥♥ up. Others will be space angels who just want to give you stuff. Going from point to point, just to see what kind of encounter or random event each has to offer, is addicting. That word gets thrown around a lot these days, but it is truly addicting. Your first few runs will be some of the most fun you've had with a game in a long time for this reason.

Battles are frantic and difficult, but rarely cheesy. You may be frustrated after a wipe, but when you calm down and think about it, there is almost always something you could have done to save your ship. Conversely, the feeling you get after barely winning a battle, jumping into the next sector with half of your ship still on fire and your oxygen low, is pure elation. This feeling intesifies as you upgrade your ship. You start with space trash, but soon, you will know what it is like to wield a space laser like a samurai sword.

As with most games in the (I'm starting to hate this word) "Rogue-like" genre, unlocks are a big part of the game experience and replay value. There are several new ships to unlock, and there are two versions of each ship. Each ship/version comes with a different starting crew and loadout. As you would imagine, every one of these variations changes the game flow drastically. You have a lot of room to experiment and find out both what works best for you, and what you most enjoy. There are many, many different ways to play and enjoy the game. Also, it will take you a while to unlock all the goods.



Overall, it's hard to point to one thing that FTL does particularly well because nearly every part of the game is fluidly executed. Most of the games systems feed into one another, creating what I like to think of as "fun synergy". I would tentatively call this one of the most robust indie games I have ever played. A lot of indie games are fun, clever, and truly excellent. Very few feel as complete as FTL. One of my favorite gaming experiences in recent years.

8.8/10
发布于 2013 年 12 月 3 日。 最后编辑于 2013 年 12 月 4 日。
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总时数 12.1 小时
I wasn't sure how this one was gonna go: it is either a tentative recommend or a just barely, spend a paragraph trying to sell you on the game anyway, ...unrecommend. Ultimately, there is enough of a cool game here for me to keep putting time into it.

The games name is strange, don't worry about it. Here's what jumps out: Action RPG. The game is an FPS action rpg. It looks like an ASCII Minecraft, but has all the ARPG symptoms.

XP grind? ♥♥♥♥♥♥♥ RIGHT SON. Your skills increase as you use them. Pick some pockets dawg, raise that stat.

Loot? Yo, the big guy over there wielding a sword with fangs that one shotted the NPC from your faction? You take his life, you take his blade.

"... But clizzy, this dudes sword SUCKS BALLS dewd!" Yeah, it happens. But you can sell that piece in almost any area. Items scale with the enemies, who scale with the zone. You're in a level 9 zone, the level 9 enemies drop level 9 ♥♥♥♥ that usually be sellin' for a pretty penny even when they are booty butter. This is awesome because....

There's mad cool ♥♥♥♥ to loot in this game! This is my favorite part: your character can equip jet packs and grappling hooks that give you crazzzzzzzzy mobility. You can fly into sky fortresses, or zip around the landscape with non-stop grapple shots. Thing is, though, these ♥♥♥♥♥♥♥ also scale. Level 1 hooks/packs can be used when holding 40 weight, no more. Every level adds an additional 40 lbs. It's cool zipping into a high level zone, on a mad hunt for the shopkeeper or drop zone with the clutch twink grappling hook/jet pack. You have to get out alive too, because when you die you lose an item. The game is sadistic, it will eliminate the item you hold most dear.

I suppose I wish the game felt more complete. I've put some goodly time into it and I'm not sure if there is anything else to do but loot grind. The building mechanic? No idea what's going on there. Completely arbitrary, in my experience.

However, I have to say that I haven't got many quests done in the *main* story line. There's a little bit of RNG involved with quest givers having to give you a specific reward to advance - it can get a little frustrating. Hunting for the right people always devolved into loot grinding and murdering things. This was really fun for a bit, and I'll probably sit down a few more times to see just deep the game goes, but it becomes nothing more than pure carrot-sticking. Still hours of fun.

6.9/10
发布于 2013 年 12 月 2 日。 最后编辑于 2016 年 7 月 3 日。
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总时数 10.2 小时 (评测时 7.2 小时)
This is the most arcadey game of all time, but it is so much fun. Challenge yourself by navigating a triangle through gaps in an ever shifting landscape. Levels get progessively harder, from pretty difficult to full on autist. SH can usually be found for very cheap during seasonal sales, like less than a dollar really cheap, so there's no reason not to give it a whirl. Fantastic game for warming up your hands if you want to get ready for another game (CS, etc)

Almost forgot to mention the best thing: The games music is epic. As in, make you keep playing just to hear your favorite part of the song epic. The music is what ties everything together: what would have been just a cool, challenging game is given depth and atmosphere. Perfectly fits with the visuals and gameplay.

Hard to give a numerical grade due to the "shallow nature" of the game. "worth giving a try at nearly no cost"/10
发布于 2013 年 12 月 1 日。
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