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Ferret 最近的评测

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1 人觉得这篇评测有价值
总时数 57.4 小时 (评测时 34.2 小时)
抢先体验版本评测
On a scale of realism with 1 being Ace Combat and 10 being DCS, this is about a 4 or 5. It gives people looking for the air combat experience without having to dive into flight manuals for individual aircraft, but you will have to research the many weapon types in the game and know their proper use cases. Fuel is a thing, aircraft can only carry as many missiles and bombs that can fit on their pylons or weapon bays, and your airframe can't really take much more than a single missile hit before you disintegrate into a fireball. Game modes range from light raids to theater-wide engagements. Nuclear armaments include unguided bombs or nuclear tipped air-launched cruise and ballistic missiles and usually require softening of enemy air defenses as they can be easily intercepted unless you overwhelm them.

It's a war game in active development. The multiplayer component works pretty well--I was able to play with a couple of buddies of mine and we didn't really notice any desync. It plays well with an xbox controller for the most part--menus are not fully navigable and require mouse input. The download and install sizes are remarkably small and I very rarely get any slowdown although it does happen from time to time playing the escalation mode for long periods. I'm greatly enjoying how quick it is for me to get into a match and into the air, and it's enjoyable to just practice taking off and landing with all the aircraft. This is quite worth the price it is now if you're looking for a slightly more realistic Ace Combat experience.
发布于 7 月 15 日。
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总时数 247.5 小时 (评测时 110.8 小时)
I will recommend this game but with a few giant asterisks that hamper the experience quite a bit. First and foremost, I am not a veteran of any of the previous Saber Interactive (SI) games so I don't come from the more hardcore sim experience of say, Snowrunner. Roadcraft appealed to me because of the logistics network construction aspect moreso than being another driving sim. To me, what driving elements that are in the game I think are nice. People lament the loss of individual vehicle fuel. Maybe it might be something that gets added at some later date as an option you can activate--I don't know. Roadcraft as it stands right now should be treated primarily as a strategy and logistics game, and less of a driving game.

My chief complaints with the game are below:

- The Aramatsu Dump Truck being locked as a pre-order bonus is a kick in the teeth. There are three dump trucks you can get in the game: The starter wheeled 10-ton, the heavy mobile-quarry wheeled 40-ton, and a puzzingly awful tracked 5-ton. The Aramatsu is tracked and 30-ton. To me it's a real sore point this will probably be sold as individual dlc at some later date.

- Vehicle progression can be odd at times. Some vehicles are quite irrelevant and should only be bought on aesthetics or completion purposes alone. Others are locked behind very steep requirements that you won't probably see until late game. The only upgrade to the field-recovery vehicle that they expect to be the backbone of all your operations is the very last unlock in the base game, while every other major type of vehicle has a better version you can buy when you unlock the free rusty version.

- The invincibility of some objects can make vehicle traversal in some areas just downright awful. Sometimes you can get caught on the collision hitbox of something that is slightly larger than the model itself. Other times you can just get wedged in-place and will have no choice but to recover the vehicle.

- More vehicles should have winches.

Some of what I mentioned I consider oversights, others are just gripes with deliberately chosen game design elements. This game is a 7/10 for me while being great to just listen to podcasts or watch something on another monitor. My play time is high mostly because each level can require some very tedious things that take awhile, but it is mostly time I enjoyed.
发布于 6 月 4 日。 最后编辑于 6 月 4 日。
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总时数 12.2 小时 (评测时 11.3 小时)
"Genealogy Detective" isn't something I thought you could transform into a game concept, let along a good game concept, yet here we are. The Roottrees Are Dead takes family research and turns it into a compelling detective story that kept me ensorcelled far longer than it had any right. It's just you, a circa 1998 era computer complete with 56k modem with access to a periodical, public library, and pre-google search engine, and a burning desire for the truth. You fill in people from a simple list of names, glean from articles and websites their occupations, photographs and overall position in a prestigious family's tree going back nearly a century. If you have any sort of detective itch, this scratches it pretty well.

I was able to complete main story in under 12 hours, having only gotten stuck once near the end. It wasn't the game's fault. There are rules to the placement on the tree. Siblings are ordered from left to right, oldest to youngest. There was always a thread I could follow, but I was overthinking far too many clues. The search engine can't really accept multiple queries, like a name and a year together. Everything is usually lifted wholesale from a website, book, or article. I probably would have done a little better if I took some notes as the game gives you a notebook you can record almost anything in.

I suppose the best part about this is even after I finished the main story, there is an extra mystery to solve! I haven't touched it yet but I am excited to try it when the time comes. High recommend for lovers of puzzle/detective games and perhaps a surprise hit with people that don't usually play these games.
发布于 3 月 14 日。 最后编辑于 3 月 14 日。
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总时数 50.0 小时 (评测时 17.6 小时)
抢先体验版本评测
TLDR: High recommendation for people who like tanks and addictive pick-up-and-play top-down shooters with rogue-lite elements.

This is a great game for listening to podcasts. Top-down tank combat with rogue-lite elements is a great idea, especially when it involves hot-swapping tank turrets on different hulls. The anime girls act as the crew--each favoring different playstyles like high explosive rockets, smaller caliber magazine weapons, armor piercing weapons, or a mobility focused ramming playstyle. One of the currencies you earn from playing through the main mode can be spent on improving a specific crew member's ability, further enhancing that playstyle. I've tried them each one except the ramming one--they're all fun but I always seem to gravitate towards the armor piercing style. Even without the crew styles, there are a metric ton of tanks and other vehicles to unlock, historical and otherwise.

There are some weird quirks. The crew icons on the bottom right act as your health, and one would think that when a crew position goes down the performance of your tank would decrease. There's no such mechanic. Also, I haven't played the demo but it features a line of sight system. What is in the game now is just a flat circle of visibility with you being able to see everything inside it. I get it's an arcade-y rogue-lite top-down shooter but having it as an option you can either enable or disable would go a long way towards pleasing both audiences.

In the end this game is a barrel of fun that is easily worth twice its asking price. I'm definitely trying to find more games like this, if anyone has recommendations please let me know.
发布于 2 月 4 日。
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总时数 245.9 小时 (评测时 142.5 小时)
If you are into games with tight third-person action RPG combat, DA:V has that in spades. It's definitely my biggest reason for playing it through twice, with a third planned. Three classes–warrior, mage, and rogue–with three complex skill trees leading to three specializations each plus the several gear slots you have can give you tons of different build options. Bioware definitely made sure the combat was deep and satisfying, and it shows. Even Mass Effect Andromeda had good combat, in my opinion. Going back to Dragon Age: Inquisition, I find Veilguard to be more mechanically satisfying, nevermind the other "timed quests" that game had you do. Ever since Mass Effect 3 they had their combat systems down pat, and they aren't showing signs that they are slowing down in that department.

The areas you explore are quite large. As a DA fan it's nice to visit Minrathous, and Arlathan forest is awash in crazy floating magic rocks, waterfalls that flow upwards, and other oddities. Players that like exploring should enjoy finding all of the treasure chests in each area, however there are more than a few that are completely missable because the areas they are in are only accessible during certain quests. Once those quests are done, that area goes back to being locked. I find this to be a puzzling design decision--no pun intended. Completionists beware.

When it comes to the writing I think it is all subjective. I don't see any character you find in the game, companion or otherwise, as poorly written. I like them all--I even love some of them. Will I remember them in 5 years? 10? Probably not. Does that mean they’re bad characters? Not at all. I found only one line of dialogue to be completely out of place in the context of the game world. But that's one line out of thousands that I’ve heard. If anything, your bonding experiences with the companions feel slightly lacking at times, but I think that’s because I just want more of a good thing. What is there is certainly acceptable by any metric.

The story beats feel more Mass Effect than they do Dragon Age, but I think that's because ME, especially 2 and 3, featured big bombastic set pieces with a lot of action in them. I suppose we should call that a Bioware staple at this point, which is perfectly fine. It’s an epic story with epic consequences–the events should reflect as much.

Bioware already said they were not planning any DLC for Veilguard, so what you get in the game is a complete, contained story with no glaring loose ends remaining. In an age of games getting content post-release I find it refreshing that the one product you buy is all you need to buy. And you do not need the deluxe edition–it’s just cosmetics. There’s also about a million ways you can tweak and customize your playthrough to enable/disable features like how much the game guides you to quest objectives and highlighting interactive items. I know some people complain about “yellow paint” ruining immersion. Well, here you can turn that on or off. Everyone wins.

It’s a great product. Even at $60 I think it’s worth it, but discounted to something like $40 I think it's worth a buy for the combat systems alone. Easy recommendation.
发布于 2024 年 11 月 17 日。
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总时数 57.5 小时 (评测时 4.3 小时)
I played a metric ton of Viscera Cleanup Detail back in the day. I guess I'm one of those people that finds enjoyment in the banality of cleaning without expending the same energy for it, and the added dark humor of VCD and interesting environmental storytelling made it one of my favorites. Out of the spate of recent titles in the "cleaning genre" I think this one comes closest to emulating what made that game fun. You get levels that tell fairly interesting stories, though I would say these take a darker turn than the cartoonish violence of VCD. The cleaning mechanics are satisfying with the same loop of fill bucket > wash mop > wash stain > clean mop > clean bucket > repeat. This game has more forgiving physics as VCD's UE3 made rapidly transporting mop buckets precarious wortk. You can still spill your bucket and sometimes do, but the mess it leaves behind is kind of small. Maybe devs can increase it in a future update. Finally, you can improve your character overall with skills, though most are run-of-the-mill percentage increases to your stats. Some give you more tools which I think are more interesting, like a talking ionic breeze that "weakens" stains around it in an area over time.

TLDR: Scratches the itch for people that liked Viscera Cleanup Detail with some nice quality of life improvments. Lots of potential for the future. I believe it's worth the price it is right now ($20 USD, discounted 10% off)

发布于 2024 年 8 月 14 日。
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总时数 345.9 小时 (评测时 154.3 小时)
This game definitely has its share of problems, chief among them being the technical hitches present in the current state of the game. I bought this game at launch and played about 60 hours of it, not beating the game but experiencing a good chunk of it. I didn't touch it for three years and recently picked it up again putting in almost 100 more hours on a new save. In that time I've mainly been experiencing crashes to desktop and quests that got "stuck" on something and wouldn't progress for one reason or another. These usually result in me losing about 5-10 minutes of gameplay unless I had recently quicksaved (always a good practice). The worst bug I had was two of my weapons became somehow unusable because they were "equipped" yet not in a weapon slot and they were not droppable. I don't know when the bug started but I had to load a save farther back than normal (about 4 hours but some of that was idling time.) The bug has not happened again since.

There are some other nitpicks I have with C2077, like the way V never says goodbye in a conversation with npcs like street merchants. You walk away, oftentimes leaving whomever you were talking to shouting to come back or insulting you. Maybe it is a minor thing, but I think it matters.

The story keeps me playing, even after all of the time I’ve put on this save I’m farther than my first time through but still not complete. I am a completionist, doing every gig and sidequest to try and experience everything before the end. I think the gameplay is varied enough to keep most people happy. I am excited for the DLC at the end of the year and I wonder if C2077 will get similar post launch support like the Witcher 3 did. Not with DLC, but with patches. Still lots more stuff that could be worked on or fixed.

This is a buy, but buy it on sale. Easy pick at half price.
发布于 2023 年 3 月 16 日。
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