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总时数 23.6 小时 (评测时 20.3 小时)
抢先体验版本评测
Shapez 2 has what seems to be all the pieces to be a good factory game, it has room for min-maxing your production and somewhat complicated requirements for progress, but it definitely doesn't have the sauce to be a truly great game. It has a couple glaring problems that stop it from being enjoyable as a sheer factory puzzle system, but these are hard to say distinctively because it's all sorta interconnected in the game's DNA.

The tasks/objectives system is flawed. The game requires you to do many series of tasks to get more upgrade points, but the shapes you produce for these lose all usefulness as soon as the task series is complete. These series's of tasks build upon themselves, so when you complete stage one, you then often use the shape from that first stage to make the shapes for the following stages in the series... But once you've finished the Task series, that's it, there's effectively no reason not to simply tear down everything you built for those tasks. Now, the game is fairly generous, you have nigh unlimited building supplies so there's no cost at all to putting up a huge base and tearing it all down when you don't need it anymore, but good factory games thrive off the sense of the factory GROWING, not constantly shifting and contorting, which is what you have to do to complete this game.

This is exacerbated by the 2nd core issue of the game, which is that your throughput to submit objective shapes is limited for most of the game. Even with maximum upgrades on the "vortex inputs", you have 12 platforms worth of input lines at a time for basically the entire game. This means the vortex can only chew up THREE full space-belts worth of items at a time. The description on Steam would have you believe that Shapez is all about min-maxing your production but in reality, you will set up a factory to make 2000 shapes per minute of the shape that you need and wait 40 minutes for all of them to pour in. Not to mention that, because of the huge scale of the map, you can reshape/contort a factory to change the output shape, and then it will take 10 whole minutes for that changed output to make its way to the vortex since the space belts and buildings all move so slow. This is a problem when it also takes 10 minutes WORTH of production to fill out the objective/task! And it discourages you from truly thinking at huge scale, since maxing out your production will allow you to maybe double your output from the same "ore" veins, but the difference between 10 minutes worth of shape production and 5 minutes worth of shape production is meaningless. Combine that with the fact that there's very very little sense of friction in the game (everything is free, all the belts behave exactly how you would want/expect them to, whereas in a game like factorio the belts are really weird/quirky which adds a little friction to how you deal with them and makes you feel smarter for being good at it) and there's just not a ton to chew on I think.

To some degree, I think some of my problems with the game could simply be solved by giving the player Train Delivery way way earlier... Train Delivery totally removes the production CAP that's on the player for most of the game. But Train Delivery doesn't address my biggest most fundamental issues with Shapez 2: Required quantities for just about anything are pretty small, and shapes rarely get "reused" and there's no cost for putting up and tearing down buildings, so there's no feeling at all that you are GROWING a factory, you only ever just shift bits of it around, and that's substantially less gratifying.

TLDR: The balance of objectives are totally wacked out, you build a huge factory to make 1000 shapes per minute, and it takes 15+ minutes for the 8000 required shapes to get swallowed up by the vortex. Then you tweak the factory real quick and wait another 15 minutes for the next shapes to make it to the vortex. Most importantly: There's very little sense of growth because of how often you are redoing stuff or tearing old stuff down.

Of course, this is noting that my complaints are seemingly about the flow of the "main game", but for real factory heads the REAL game starts at the Post-game, so I'll update this when I've sunk my teeth into that a little bit...
发布于 2025 年 7 月 1 日。 最后编辑于 2025 年 7 月 3 日。
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总时数 460.4 小时 (评测时 70.7 小时)
High in broad appeal, but also high in Game Essence. Lots of video game in this video game. Highly recommend for anyone who wants to do TACTICAL MANEUVERS with their friends.
发布于 2024 年 4 月 17 日。
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总时数 632.4 小时 (评测时 94.2 小时)
I'll start with the good. Definitely a very high-quality product. Generally feature rich, replays are good, training mode is good, and story mode is pretty sick. There's Tekken Ball and the Customization options, and the Arcade quest seems like a decent onboarding tool for beginners. It feels complete.

As always, tekken is an amazingly sick fighting game experience when you are playing against your friend you play against all the time, or deathmatch against a total stranger for an hour learning the matchups together. When you aren't bogged down by trying to remember ♥♥♥♥ about each character every 10 minutes, tekken can really come together for anyone. Sidestepping and punishing feels incredible, ducking a high and blowing up your opponent makes you feel like a genius, and the combos feel really cool and good to pull off. The sound design is on point as always, and this time around the camera work (the slowdowns, zoom ins on big counterhits) are ♥♥♥♥♥♥♥ rad, and the supers are actually awesome this time around as well. Not to go too in-depth in the actual gameplay, but heat seems to be a totally 'fine' addition to the game. I can't speak on character changes, but sidestepping has been buffed which encourages players to actually play tekken how it's meant to be played, and that's rad too.

Unfortunately, there's still a couple pretty major problems. The primary one is that tekken is very intentional about NOT reducing the friction in going from low/intermediate play to high level play. One could argue that adding red/yellow/blue hitsparks to each move would only serve to save players the time and effort of going into training mode to figure out what type of move it is. It's so silly that moves from previous games have been changed from mid to high or high to mid, without the animation changing effectively at all. There's no intuition about it, which is why the additional friction of choosing to NOT allow the players to have that information is so frustrating. I'm a grown ass man, and even though I love the complex interplay you develop between two characters with 100 moves, I HATE the fact that you can't learn a damn thing in the heat of battle, and you have to stop your ranked session to go into training mode to see what that move was or did.

Hell, there's even some pretty easy solutions to this that AREN'T adding colored hitsparks. You could have "Go into training mode against this character" after a match just like in Street figthter, and would be practically no effort at all. OR a "watch replay" button, which also is in its entirely own menu.

It's wild that when you go into training mode/replay mode and change a bunch of settings (show frame data, go backturn, etc) that ♥♥♥♥ won't persist for the next time you go into that mode. If I spent 4 minutes combing through Dragunov's movelist so I can practice defending against various things at once, I should not have to do that again the next time I want to try it. Same goes for spectator mode, you shouldn't have to open up that silly menu to turn on the opponents inputs and frame data and attack level even though that's CLEARLY the reason you're there. Like I said before, it's just that little additional friction between intermediate and high level play that really pisses me off, because they're so close to greatness. But it's 2024: Demanding that your game be the only game someone plays in order to even be good enough to "play the whole game" feels icky as hell. Respect people's time, Harada.

Overall, this is clearly a good game. Tekken 7 was a halfway-decent game, and this is an improvement on all fronts. If you have no intention of really getting into grinding it competitively, then you don't have to worry about any of that friction stuff, and there's totally enough here for you to enjoy, so I'm comfortable giving this game a light recommendation. That said, if you consider yourself competitive, then you can also consider yourself warned.
发布于 2024 年 2 月 21 日。
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总时数 584.2 小时 (评测时 24.0 小时)
The netcode is good, the UI is good, loading times are good, training mode is good, gameplay is super varied with a ton of player expression, this game is like a FULL PACKAGE fighting game, something you don't see in this genre very often on release. Easily the best AAA fighting game I've played yet.
发布于 2023 年 6 月 4 日。
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总时数 48.8 小时 (评测时 23.8 小时)
Don't read anything else about this game. Just play it. Preferably alone, probably at night, or whenever you can best fully appreciate art.

Edit: Play the DLC too. God I love this game.
发布于 2020 年 9 月 4 日。 最后编辑于 2021 年 11 月 10 日。
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总时数 664.9 小时 (评测时 406.8 小时)
I tried writing this once but steam deleted it so here's the abridged version

Ideally fighting games are both Well Constructed and Competitively Compelling. There's a lot of games that are only one of these two things.

Games that are Competitively Compelling but not Well Constructed: Dota 2, Smash Bros Melee. Littered with Spaghetti code, literally no tutorial, riddled with jank, still beloved by eSports because of the depth and fun.

Games that are Well Constructed but not Competitively Compelling: Overwatch is the easy choice. Overwatch is clearly super high production value but the eSports scene is dying because the game ♥♥♥♥♥♥ sucks (Games feel very same-y, Characters are balanced by low-level as well as high-level results, Blizzard is an evil spawn of Satan, etc)

Is Tekken Well Constructed? No. Spaghetti code that makes the menus super obtuse (can't back out of certain menus without going forward first for some reason), there was a bug left in the game for well over a month that made a move like 6 frames harder to avoid that could have been patched out like a day after it was discovered. Frame data is PAID DLC. No tutorial. Overall, the game is constructed horribly.

Is Tekken Competitively Compelling? Kinda. It requires you to be familiar with a ton of situations to be able to make interesting decisions. Tekken is a game where oftentimes the better player is the player that just has the muscle-memory for a matchup memorized moreso than their opponent. I played this game for like 400 hours and I'm still pretty bad (Divine Ruler?) and I very rarely felt like I was in a game in which anybody was making interesting decisions at all.

Watching professionals is a blast because of how ♥♥♥♥♥♥♥ deep the game is, but becoming familiar enough with the game to actually participate in that depth is a journey I would not wish on most people. It requires a TON of time and a lot of it is not fun or interesting.

So Tekken is constructed poorly, and it's only competitively compelling if you take the time to get decent at it. Well, that's ok, you can still get good at it and enjoy it if you want. But like I said, I feel like there are reasons that the PROCESS of getting good isn't actually fun.

The community is like super toxic, which just goes without saying tbh. A lot of the resources online on youtube and reddit and stuff are like, not very good. And of course, Bamco repeatedly makes completely awful decisions for the game so it really just feels like you're trying to join a dying tribe. Leroy getting released, the 'tracking hellsweeps' patch, Fahkumram having an unbreakable grab due to an easily fixable bug and unfixably ♥♥♥♥♥♥♥ AWFUL netcode, all of this seems like Bamco doesn't really care.

So no I can't really recommend Tekken in its current state. I will say that, when you and your opponent both know the matchup equivalently well, and you start making decisions that are actually interesting and deeper than surface level because you have been playing against the same competent-but-not-way-better-than-you player for a long time, the game is ♥♥♥♥♥♥♥ bliss. It's a magical experience. But that experience is so rare, you'd be better off spending your competitive energy elsewhere.

Oh and if you don't care about "competitive energy" and you just wanted to play for fun, know this: The campaign sucks, the side content (treasure battle, classic-mode type stuff) is all pretty bad. So yeah don't bother.

I finally have my closure after uninstalling and leaving all my discords for this game. Seeya Geese, you were the only reason I stuck around so long. You probably won't be in Tekken 8 anyways.
发布于 2020 年 5 月 19 日。
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总时数 5,136.1 小时 (评测时 4,485.4 小时)
game sucks but addicted
发布于 2020 年 5 月 19 日。
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