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总时数 1,493.4 小时 (评测时 1,210.4 小时)
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There's something so cathartic about just digging a big hole. Something deeply satisfying, on a primal level. Something about having to physically excavate ore from the ground makes it feel a lot more satisfying than other factory builders, and the scale of it, the fact you're digging up entire mountains, makes it much more satisfying than Minecrafty games where you're just one guy digging little person-sized holes, and even modded Minecraft with quarries and such, because it's on an even bigger scale. Not to say I prefer this to Factorio or modded Minecraft - those are 2 of my top 5 favourite games of all time - but this is undoubtedly my favourite game of the 20s so far. If you want something that's in the same vein as those, except with no player character, a far less abstract goal (you're building a self-sustaining colony on an island, the resources you gather go into various processing chains leading to expansion, research, and goods to give to a city that you also build - albeit just as big square chunks of houses, it is NOT a city builder) and absolutely stellar terraforming mechanics, you can't do better than this game.
发布于 2025 年 6 月 12 日。
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总时数 49.8 小时 (评测时 17.5 小时)
抢先体验版本评测
The game has a unique (as far as I can tell) gameplay loop that is probably the most fun concept I've ever played, even if the game itself is "merely" in my top 20. It's similar to Payday 2, in that there are 2 distinct parts to each level - the first has you scoping out the level and planning, the second rushing through it collecting all the objectives. Unlike Payday, this basic loop is part of every level, and is the core of the entire game. What makes it so fun is that there are no guards, no NPCs of any kind in fact, who can sound the alarm if you do anything suspicious. You are free to roam around the entire level - and free to destroy it. You can blow open walls with explosives, smash down supports with a sledgehammer, carefully blowtorch off locks or fasteners, pick up cars with a boom truck and fling them through windows, then pick up the debris and throw THAT through more windows, and more. All of this in a destruction engine unparalleled by anything I've seen, it's far better than Red Faction Guerrilla and even more fun. The only downside is that medium-sized buildings can stand up on a toothpick, and large buildings can stand up on nothing at all - the calculations dealing with whether a 2-million voxel structure is still connected to the ground would understandably cause your PC to melt. Maybe we'll get that sort of thing in 2030. (UPDATE: We actually got this in May 2021 instead. The developers continue to impress.)

Part of what makes destruction so fun is that it is both encouraged and required. In your entire toolkit, only 2 things are not there solely to destroy what stands in your way - the extinguisher, used to clean up after you "accidentally" set fire to that shed, and planks, used to create ramps or bridges where you need a bit of extra height. Everything else is only there to break stuff. In most levels your objectives are alarmed, which means when you pick up or disturb any of them, the level-wide alarm sounds. This means you have 60 seconds to complete all primary objectives, as many secondary objectives as you can and get to your escape vehicle, before backup arrives and you insta-fail. There's no combat, just a 60 second timer which dictates whether you pass or fail. To get all secondary objectives you will have to plan carefully, and by "plan carefully" I mean "smash tactically". Most objectives are in hard-to-reach locations or scattered across a wide area, requiring more bee-lining via jumping through holes you made in the wall, climbing makeshift ramps or platforms, and putting vehicles in your path to speed you up. If you do well in a level, your only reward is more cash, the only use of which is to upgrade your tools. Yes, that's right, your reward for destroying lots of things is giving you the ability to destroy more things. This is a game that knows what you want.

There's a surprising amount of variety in levels whose entire premise is clearing a path of destruction then speedrunning through it. To say more would be spoiling the concept of later levels, but of the 20 or so missions currently in the game, there are at least 10 distinct "styles" of mission. A lot of these styles are only used once, whereas some are used repeatedly, just in different environments and configurations. A note on the environments - there are only 5 levels in the game at the moment, so each level is played through several times in several missions. That doesn't mean it's repetitive, though - every mission has you going to completely different parts of the level, and the levels themselves change slightly in each mission. One mission might have a number of construction vehicles and containers dotted around a site, and later they will all be gone and the site will be built. One mission will have you running around the upper floors on the north side of a level, the next taking you to the ground in the south, and the next driving around everywhere. The level design is exceptional, both in terms of variety and in terms of how fun it is to smash it all down.

The story of the game is pretty decent for what it is, it is purely there as an excuse to get you from location to location, and considering that it's pretty entertaining. Specifically entertaining, it's not compelling or deep or interesting because it's not trying to be, it's just trying to be funny. I'm almost certain it's inspired by Gunpoint, if anyone's played that, they have very similar broad strokes.

In summary, Teardown is a game built entirely on an extremely fun concept, in a way that puts its spotlight squarely on that concept, and nails the execution. If you played Red Faction Guerrilla and hoped for another game with a destruction engine like that, this game will take that hope and exceed it, so get this. If you want a game about freeform planning and heists, get this. If you just want a game about destroying stuff, still get this.
发布于 2020 年 11 月 29 日。 最后编辑于 2021 年 6 月 22 日。
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