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总时数 216.0 小时
Really good and always worth a replay or first time experience. Light modding for modern setups for high refresh rates and imperfect ultrawide. Well optimized and bug-free; the game is a real testament to software engineering that ages well. It's fun.

What doesn't age so well is the incredible narrative that will leave you with blue balls so bad you'll call your ex at 3 am. It's a trainwreck so robustly polished, you might not notice that it's unfinished until the credits are rolling in your face. It's really a shame that the narrative's finale and culmination of the player's interest best resolves on an unlisted youtube video of how the game was actually supposed to end much later than the "obviously not a finale, just a set-up for the rest of the game" cutscene that, apparently, become the finale cutscene in production. If you go into it already knowing what's going on and the full story, you're going to have a better experience than someone new going "Who tf is Paz, they exploded? But survived? How are they the most important character in the game? Why did I only talk to them once by accident? For what purpose did their questline exist?" and that's the case for 4 other characters as well, and 2 of them aren't actually **in the game.** . Oh yeah, and a few characters can fly and have wizard powers and shoot fire and ♥♥♥♥ out of their hands or mind control robots if someone nearby is angry or are invisible selectively to certain characters. Don't worry about it, war changed or something. Metal Gear. Dead woman AI in a tank, a child soldier clone of Big Boss stealing a giant genocide machine, quiet disappearing into the desert... when is that resolved? It isn't. Good luck actually knowing what's going on as a newcomer to MGS. That's really all fine, though.

I can get past when an amazing game unceremoniously ends half-chubbed, but the truth is that the actually-developed rabbit holes of lore that remain for still-thirsted fans (for V specifically) are some of the worst aging contributions from Kojima to the industry. For the sake of completeness we have to bring up MGS Ground Zeroes.

Yes, here's your done-to-death decade old "Chico Paz tapes" SJW take. The intent is often repeated: Kojima wanted a dark MGS. After my time with this incarnation of the franchise, it's my opinion that GZ and V's execution of that is uninteresting and honestly just a little gross in depiction-- to the point of souring a bit of my enjoyment, but that's just me. Fine, nothing is "off-limits" and evil happens IRL. Yes, the reprehensible actions of reprehensible characters is written to be so and illicit certain reactions, but that writing still has to be consistent and there's an element of taste when it comes to the depiction of reprehensible actions by artists. You want your audience to react to the action, not just the depiction of the action as a meta-commentary on the author's choice to include it. A good intent can come across poorly when it breaks immersion or is in bad taste-- and MGSV comes across very poorly.

These moments of explicit "dark" writing strikingly pop out. I don't find Kojima's shoe-horned insertion of voice-acted, foley'd (wtf) child rape collectible tapes as either a tasteful execution or well-intended addition to game. The tone is almost childish in mustache-twirling evil intent-- subtlety and imagination is traded for explicit, blunted malice and Kojima clearly felt that Skullface's dry description alone wouldn't cut it. The cartoonishly evil angle could work for a character named "skullface" who has a skull for a face if you didn't also try to make him an articulate, stoic, and viciously capable rival with philosophically nuanced and complex goals-- who happens to privately revel in evil bliss during perverse sexual torture into a tape recorder explicitly intending to DM it to his Discord kitten Big Boss, presumably to make him feel like bad and stuff about it.

The narrative importance? Well it was a 5D play to assassinate Big Boss and it went exactly as planned. Who's Chico? You played Ground Zeroes, right? This is all about that girl you see for 4 seconds before she blows up at the start of the game in V-- all optional side content in a different game. Kojima's dark intent ultimately resulted in V's story being set in motion by a serial rape B-plot told almost entirely through a DIFFERENT GAME and AUDIO LOGS with far, far too much detail and you never once feel that Skullface characterizes that "background evil" at all (and it makes Snake out to be on pretty good terms with Skullface all things considered), I'm just left associating all of that with Kojima's influence and a microcosm for the development of the game. I don't think Kojima's darkness is the genocide or metal gears or some integral part of MGS or MGSV, it's just superficial "evil sprinkles" he tops on the bad guys as a cheap trick to check the box he wanted to check. The bad guy has an evil plan to end the world... AND that plan fundamentally requires rape... AND the bad guy loves that part! DARKNESS ACHIEVED! The game is dark because the good protagonist (and player) just wasn't prepared for an antagonist so evil that his plan was for the good guys to defuse a decoy bomb obviously sewn inside a woman's abdomen instead of the secret second bomb they gleefully hid (while tape recording, of course)... shoved in her vagina. Literal core reveal, btw. The details were so, so worth it for that authentic dark™ experience.

To be fair-- the bomb might be in her ass, Kojima's skill at dark™ prose provides us roughly only with "it's where the good guys don't stick their fingers and the bad guys dooooo" and I don't think he means the belly button. You know it's good writing when dialogue only makes sense as if it's intended for the player directly...

So yeah. Play it. Game is awesome, gameplay can't be matched, minus the bosses. Shouldn't have been a review for this type of experience, but it is. Don't fall down every rabbit hole and hit every branch like I do and you'll have a grand time.

TL;DR Kojima doesn't know what subtle means and his best works are the ones made with industry pressure to narrow the scope, not when he has full creative license. When I get around to Death Stranding I hope to find a woman Kojima's written to not fundamentally be or become a victim of sexual violence. It's tired.
发布于 8 月 25 日。 最后编辑于 8 月 25 日。
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总时数 94.5 小时
I'm in love.

CryEngine is a breath of fresh air in an industry dominated by games that feel the need to push the envelope and use bleeding edge, immature render pipeline technology. It's been a while that I played a modern title and didn't feel an uncomfortable itch at the poor visibility, ghosting, poor performance, or what I would have to sacrifice in visual fidelity to get a half decent gameplay experience, even with a 3080. Kingdom Come just works, and it's beautiful. The first game held my respect for the best foliage and wooded environments I'd ever seen, and I was constantly drawing comparisons to other titles such as Stalker 2 wondering just how much better those games could be if they matched even half of what Warhorse has achieved. This game does not disappoint in that respect. On top of that, the performance is astounding.

This game and CryEngine in general are extremely modular and customizable. I've spent a considerable amount of hours experimenting with my own mods and fine-tuning my experience. It's another thing you just can't take for granted in today's gaming landscape. There's no worries here about some tightly integrated DRM nuking your hardware, or that you won't be able to just open a .pak file and change a feature that's bothering you.

And that's not to say much about the gameplay- which is amazing- when it works. There's definitely some stuff to be dialed in and balanced and frustrating moments, but again, I just don't have much worry with full modding tools around the corner.

All in all, KCD2 feels like a modern title wrapped in a classic 2000's game box, and Warhorse has earned a loyal fan.
发布于 2 月 23 日。
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总时数 38.2 小时
抢先体验版本评测
Holy cow. 40 hours with friends and we still haven't beaten it. This game is amazing. This is a new standard for survival coop. Just get it and go in as blind as possible.
发布于 2024 年 11 月 20 日。
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总时数 125.9 小时 (评测时 88.9 小时)
im having fun

As in, I don't see any issues here that would switch my recommendation from Yes to No. I love the first game, it's not perfect but I don't need a perfect vision or execution to thoroughly enjoy something, and I don't believe sequels necessarily need to have everything the first game got right and fix everything the first game lacked-- that's just not a realistic expectation. After 12 years between games, you need to temper expectations.

What's here is worth experiencing:
--Fun, emergent gameplay.
--Solid sense of progression, serviceable itemization.
--Large, beautiful open world that will keep you occupied
--A few compelling characters

Non-exhaustive list of issues:
--Enemy variety
--The MSQ and ending are kinda ass.
--Mediocre, unrealized endgame.
--Performance

I'm excited to see what the expansion brings to the game.
发布于 2024 年 4 月 2 日。
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总时数 22.4 小时 (评测时 21.2 小时)
Accessible to non-techy folk. Very simple gameplay loop. Educationally, only good for familiarizing yourself with INCREDIBLY basic shell usage.

Narratively, the game is interesting and DLC are very good. Despite the simple and "boring" gameplay, there are a few moments that are genuinely exciting and engaging. It doesn't overstay its welcome, and ends right on time.
发布于 2024 年 2 月 25 日。
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总时数 436.2 小时 (评测时 384.8 小时)
Use HunterPie mod to see healthbars and dps.

Very fun, insane learning curve. You build a relationship with your weapon and playstyle, and once you get past being knocked down every 5 seconds you start to feel cool and aesthetic. Some of the best, long term progression of any game ever. Endgame has a lot of grinding and farming, but since the skill curve is so large you're still engaged with repeatedly throwing yourself at certain monsters, getting better at reading them each time and things not feeling like a slog.

Third party resources like the wiki are pretty much required. You're gonna be googling how to target farm specific things you need, or farm decorations.

Get Iceborne. The extended movesets and clutch claw are VITAL.

Poor online services and waiting for cutscenes sucks, but oh well.

9/10.
发布于 2024 年 2 月 23 日。
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总时数 24.5 小时 (评测时 13.0 小时)
Most cinematic game ever. Makes dying fun. Some balance and fixes to sort out, but it's very playable and enjoyable where it's at right now where it's at. Fantastic progression system, extremely consumer friendly premium shop where all premium rewards can be earned. Hilarious world and cutscenes.

Perfect game.
发布于 2024 年 2 月 23 日。
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总时数 12.4 小时
waste of money
发布于 2023 年 9 月 26 日。
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总时数 22.1 小时 (评测时 4.3 小时)
抢先体验版本评测
For $14 on sale, what's there right now is worth the money. If you're a speculative buyer, the game has high potential and plenty of room for improvement. You can tell the developers narrow in on specific mechanics and build them one by one instead of biting off more than they can chew. I hope it gets community map and mod support to really bring things together and allow a whole ecosystem of tactical SCP scenarios. There could also be a procedural generated raid for replayability, but all in due time. Overall, the vision is very exciting and what's there is already enjoyable, especially with friends.
发布于 2023 年 7 月 8 日。
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总时数 2.1 小时 (评测时 1.9 小时)
What's there is cool, but I wouldn't yet call this feature complete. It's far more accessible than the ASCII version, but is missing some core UI panels such as entity Health and logs. The log screen is practically required to keep track of a narrative of events. It's also missing some features such as single stepping frames and watching a combat log live. I think it'll be ironed out, but it's worth waiting for now.

Also, you don't need to pay $30. Give it time, all this content will be available for free.
发布于 2022 年 12 月 13 日。
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