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RainForce 最近的评测

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有 11 人觉得这篇评测有价值
有 4 人觉得这篇评测很欢乐
总时数 13.7 小时
Boring numbers game that tries to pretend it is more than that.

The game is trying to portray depth and complexity by giving a lot of options, having a lot of stats and numbers, even going as far as to allow mixing and matching two classes, but there seems to be no balance or thought behind these. The experience I had is that while the classes have multiple active abilities, one of these active abilities completely outshines the rest. Thus, all the points go to maxing that skill followed by getting more stats from masteries, with maybe a few more skills that are reserved strictly for bosses. Put other way, the builds do not open up, but instead converge around one central skill. Nothing in the game seems to challenge this in any significant way, except for maybe enemies/bosses that roll a good combination and just one-tap you out of the blue, but even that is just solved by teleporting back and trying again, or suicide rushing if need be. In fact, I felt that the double class system that this game uses to set itself apart is largely irrelevant as there is simply no need to diversify - the best I would want from a second class is its bonus to stats for mastery bar, maybe a few passives, and/or buffs that happen to align.
Now, I admit that I have not seen the game through, and that there are higher difficulties available that may or may not shake things up. For all I know, these difficulties could add a significant challenge to the gameplay that would force me to engage with mechanics I may not be aware of. However, already on this "intended mode for first time play" I do not see anything interesting I could be doing. As far as I can tell the only actions available to me are pumping the stats and rolling for the build-appropriate loot.
Somewhat of a personal gripe, but the game also features level scaling, which imo is a poor decision. Level scaling is nice in a sense that you are always fighting enemies around your level and thus progressing, but it also saps the game of much-needed gameplay diversity. There are no areas that you can blaze through because you are significantly overlevelled, and there are no areas that are difficult because you are significantly underlevelled; the numbers change, but the overall mechanics of the fights are always constant - weaker enemies always die in the same amount of hits, and the bosses are always feeling unnecessarily tanky with attacks that are either manageable or one-hit-kills.
To give credit where it is due - the first few hours of this game had been fantastic. Things were progressing at a nice pace, and it was entertaining to go through the dungeons. The game is also wonderfully lenient as it allows you to respec basically your entire build at any given point (except the class selections for some unfathomable reason).

Overall, I do not understand the overwhelmingly positive rating for this game. Maybe this is worth looking into if you are an ARPG fan, but otherwise I can not offer any words of encouragement.
发布于 3 月 17 日。
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总时数 23.4 小时
I feel like this game is vastly overrated, and at best, I would say that it is mediocre to boring overall. The only reason I am giving a hesitant recommendation is that the main story was somewhat entertaining to play through.

The only thing this game successfully manages to be is a very beautiful horseback simulator. It felt like at least half of my playtime I spent on a horse, making a beeline to the next mission or slowly following an NPC while it was yapping about something. It may have been fun for the first few hours, but the novelty wore off quick.
The open world that this game boasts about is done in the most incompetent way possible. It is completely barren. There are like 3 events that spawn some people, and if you are lucky, you can see some wild animals in groups of 3 max, but otherwise it is just you, your horse, and your GPU loudly protesting its workload. There are a lot of collectibles to gather, camps to conquer, but they all very quickly start feeling like a chore.
The main questline, overall, was quite pleasant to play through, especially if I manage to erase from my memory about half of my playtime that I spent travelling to various mission starts. It is especially worth commending that every few missions the game introduced new mechanics that kept the game fresh. One of them in particular had a very hype introduction that actually had me invested.
The same can not be said for the side content, mainly because the ride to the mission start, the 20 second intro to show the mission title, and a similar 20 second outro usually take longer than the mission itself. There is also kinda no reason to do these as the stories are not that interesting, and neither are the rewards.
The main story is attempting to be evocative, ask a question of following traditions vs adapting to the situation, but I feel like it falls flat. This is mainly because the "follwoing tradition" part of the argument is given no valid arguments at all; the character that represents this side of the argument just reiterates the same lines like a madman while losing battle after battle, and then has the gall to blame the protagonist for trying to do something to actually win. The protagonist seems to forget about his desire to win by "any means necessary" during boss fights as every single tool is unusuable - he will sarifice all he has, all his honor to win, but all bosses get an honorable duel and that is all there is to it. The antagonist is the most interesting of the lot, but the game does not do anything interesting with him; he just kinda does his own thing while ignoring the protagonist and then ♥♥♥♥♥♥♥ dies.
Fighting feels very janky. There is only automatic lock-on that works half the time, and the protagonist is more that willing to strike sideways if you forget about this. There are 4 fighting styles that are meant to be effective against each type of enemy, and the game will relentlessly remind you about this should you use the wrong one, but one of these styles is objectively superior to all others.
Boss fights are all exceptionally terrible. The game has both parry and dodge mechanics, but using them against bosses is just asking for frustration. The only way these work properly and actually result in an attack window is if you perform "perfect" parries or dodges, and if you do not, well, tough ♥♥♥♥, the boss is more than willing to just deflect your attack. Though, the "intended" way to fight goes completely out of the window as there nothing stopping you from just taking opportunistic strikes against the bosses once they start walking towards you, and against most of them this will work every single time, thus slowly but surely winning every fight with no skill required.
Stealth does not fare much better. I would even go as far as to say it is worse. For one, there are 2 separate buttons for backstabbing depending on whether you can kill multiple people or only one. Press the wrong button and you will either do a normal attack and alert the whole camp, or backstab just one enemy while the other two will move to fight you. There is absolutely no way to move bodies out of sight, apparently that's where the protagonist draws the line. Enemies are surprisingly alert, and are more than willing to draw you into the open because you did not move along the intended route.
Finally, the control schema is obviously intended for the controller. By default, you get wild combinations as "hold T and press 1 to 4 to change your stances", "hold R and press numbers to change your quickfires", and, my personal favourite "hold ctrl to aim, use the wheel to change the ranged weapon type and press right click to change the weapon within that type". It works, but is quite uncomfortable.

Overall, I could only recommend this game on a discount, and only if you value graphical fidelity enough to play a horseback simulator with assassin's creed elements.
发布于 3 月 9 日。
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总时数 49.5 小时
Overall, an alright game with terrible pricing practice. Only get on discount and do not bother getting the DLCs.

The main attraction of this game are the digimon themselves. Story is servicable, and imo requires a certain degree of not questioning it for it to work out. This is especially true for the time travel aspect of the story as imo it was a complete mess. Ending was kinda meh, but that might be a personal take as I am just not into "let's get together and defeat the big bad with the power of friendship" kind of endings.
The pacing is decent until the end of the game. For some reason the game decides that it should drop you like 25 side quests, all at once, right when you are doing the "final dungeon" and the whole world is falling apart.
Difficulty, at least on "Balanced" is kind of an opt-in deal. If you just go into the game completely braindead, the bosses quickly scale ahead of you so you deal little damage while risking getting one shot. On the other hand, if you put just a little bit of effort it is very easy to max out all stats and with some effort get ridiculous movesets so that nothing that can truly challenge you (I even had a situation where the game expected you to run from a fight that was clearly not meant to be won and I could win it easily anyway).
Graphics are very cute. The gameplay is pretty smooth to play with a decent amount of quality of life features like full recover on demand and lots of shortcuts to common actions.

Overall, a pretty straightforward game that doesn't do anything exceptional, but does not fumble the bag too hard. It could be worth a playthrough if just to check out the digimon universe.
发布于 2 月 21 日。 最后编辑于 2 月 25 日。
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总时数 14.3 小时
I realize that I am not really the target audience for this game and that I am completely missing the experience this game is trying to provide, but this is by far the most boring atelier I had played (the other 2 entries I had played being Ryza 1 and Yumia).
The most oppresive thing for me about this game is, ironically, its timing. Atelier Sophie is the first game that does away with the rather notorious time limit present in the earlier entries, but, as if out of spite, as if to prove that the time limit was actually fun, this game stalls for time on almost every occasion possible. The main quest is very often paused for no reason, which would have made sense (e.g., encourage the player to do side content) if there was anything interesting to do except the main story. The worst of this was in the 7th quest for memories that has you go buddy-buddy with all the artisans in the village. What this translates into is that you must run around the whole village, talk to everyone, go back to the atelier to sleep for a day, rinse and repeat until the quest finally decides to complete itself.
Alchemy is rather interesting this time around with the tetris pieces and various cauldrons (crafing boards) you can use, but for me, this was basically killed by the item duplication being utterly obnoxious this time around. How it works is that there is a shop you can register your items in, and every few days it restocks (up to like 5? items) and offers you to buy duplicates of your item. So this both stalls for time, and then makes you pay for items (though, admittedly, gold is probably solveable somehow). Additionally, and this might be a personal nitpick, but Sophie felt like the least competent of the alchemist girls I had seen so far despite growing up with her granny alchemist that Sophie looked up to. Sophie is unable to craft/enhance weapons and armor, and unable to duplicate items by herself. Even Ryza, who is a mostly self-taught farmer girl from a village that disapproves of alchemy is more competent and can make her own gear, at least (though, for stuff like duplication she had some very convenient plot devices, I guess). The alchemy is also kinda pointless as there is just nothing you would want from it. The quests do not put any restrictions on your items (only that you bring a certain item, but not, e.g., quality or traits), and the equipment you can make feels pointless as the fighting is largely optional.
Speaking of the fighting, the level scaling felt kinda harsh. Though, this could be a product of me not really bothering to fight things (due to the fights being rather slow and not necessary). There is supposedly a final boss fight that will just get randomly dropped on you after you could have avoided fighting for the whole game, and I imagine that will feel very fun for level low-level characters that just ran around most enemies. Also, I feel the need to point out that it is possible to make a literal "one hit kill" trait on items that completely trivializes these fights, also (except for bosses, of course, god forbid this gets committed to fully).
The story is strictly slice of life setting in a small village where you just hang out with other characters. These do not really go anywhere or progress towards in any interesting direction, at least as far as I had seen. Interactions between the characters are kinda cute, I guess, but I did not feel like I particularly cared for anyone or anything they were doing.
Overall, this game is strictly for people who like character-oriented "comfy" games. Without that appreciation the game will most likely come off as meandering around and simply being boring.
发布于 2025 年 12 月 24 日。
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有 2 人觉得这篇评测很欢乐
3
总时数 42.5 小时
This game is just mediocre. Personally, I felt like I just barely got the return on the time invested, and if I could go back in time knowing how it went to decide again, I would probably choose against playing it, hence the negative rating.
Now, while I am giving a "Not recommended", I will admit that this is not a bad game per se. It is very easy to play and visually very pleasing. If all you want is a pretty, easy game to play without thinking too hard, this fits the bill nicely. Personally though, outside of the nice visuals, I did not feel like there was anything worthwhile.
There are many reviewers who are complaining alchemy was streamlined too much, and while my only frame of reference is Ryza 1, I would agree that it is basically braindead busywork now. At the same time, I feel that overarching steps, at least as far as my experience went with both Ryza 1 and this game were more-or-less the same - ignore alchemy completely at the start because it is basically a waste of time, get good materials, get material duplication, unlock max quality synthesis, make max-tier equipment that is ridiculously busted with a handful of max-tier materials, never touch alchemy again. So, really, it was not that big of a deal.
What was a big deal, however, is the story. It is just... Depressing, really. Not in a sense that they tug at the heartstrings effectively, but in a sense that is just so uninspired. Maybe I was not the target audience, but coming out of it, the most interesting characters to me were 3 of the 4 antagonists with one of them being my favourite character in the whole game overall, and the one antagonist I did not like is the one that the story wants the player to sympathize with. The whole story is basically that they try to portray the "bad" side of alchemy that they want the player to hate, that the protagonists outright refuse, while kinda not going over the "why", and so I just ended up sitting there and going "damn, this ♥♥♥♥ is so damn cool, shame I can not actually do something like this".
Outside of these, everything else was either forgettable or just plain boring. Fighting is action-style button masher, and while it is possible to employ _some_ strategy in it, there really is no reason to as it is just easy. By the time enemies start taking too long on trash equipment it is possible to make endgame-tier equipment that oneshots basically everything. The final fight was also a complete joke, I am actually upset with it because in my head there was just no way the protagonist should have even won, but alas, the story was determined to prove him wrong. Final boss was a joke with health pool that was more inflated than Venezuela's economy circa 2018. What's more, instead of the victory being a triumph of modern alchemy vs one stuck in the past, a symbol of both player's achievement and a fitting culmination for the story, the story instead goes for a completely unnecessary character death that is supposed to be tragic, which then puts protagonist into "hyper-mode" that could just barely match the items I had made like 1/3rd of the way into the game.
I also feel like touching upon building, as at least to me that was a significant draw. Sorry to report, but it is also very uninspiring. For one, all builds must be done from 3rd person like the store page demonstrates. It looks nice on video, but in practice it is inconvenient, and the game has this weird habit of placing things inside walls. The building system is also largely pointless as there kinda is no reason to make these bases. Maybe first few times this is interesting, but there are like ~20 available plots, so it just feels overused. The story also has this annoying penchant of wanting you to build this and that type of building in certain lots, whatever you built there be damned (at least it is possible to more-or-less save the builds and restore them after getting the checkmark).
To summarize, this is not a bad game per se, but I feel like it does not have anything going for it outside of visuals. At least to me, even if I ignore the cost, the time spent playing it just barely felt worthwhile. It might just be worthwhile to get on a sale if you want a simple-but-pretty game to play, and that's about as good of a recommendation I can give it.
发布于 2025 年 12 月 11 日。 最后编辑于 2025 年 12 月 11 日。
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总时数 17.6 小时
This game does very little to justify the _time_ you put into it let alone the money.
It really is a shame as the main problem with it is purely a balancing one.
Do not get unless you absolutely must play an anime mecha shooter, but then try the demo first - game does not meaningfully progress like at all so it should be a good baseline of what you could expect.

The main problem with the game is, as I said before, the balancing.
It tries to do some spins on the standard soulslike formula, and, while the sentiment is appreciated, the execution is definitely not.
To keep things short, all weapons feel extremely underwhelming, and entire classes of weapons (especially melee) are basically unusable.
For some reason you have an ammo bar that achieves one thing and one thing only - makes already underwhelming weapons even more so when they consume atrocious amount of ammo for operation.
It is somewhat more palatable with a rebalancing mod that I felt compelled to install, but even then weapons progress from "joke" to "functional" instead of "fun".
With the mod, I ended up using just 3 of the weapons out of all available and felt negative reason to switch, and that's considering I went out of my way to try most of them in the convenient practice mode.
Next, the character progression - the level ups - are basically non-existent.
This game took a lore-explained twist on how you level up, and while it is interesting, the system is implemented with dark souls assumptions in mind.
That is to say, the single levels do _very_ little and you are expected to get a lot, but the game gives you very, very few.
It was so bad that I literally forgot a few times to allocate my points, and that's after going out of my way to actually "unlock them".
Indirectly, this also means that the currency of this game, the "souls" if you will, are almost entirely useless.
There is basically nothing to spend them on - it is possible to buy things you want early and have literally nothing to use the money on other than buying entire shops out.
That also means that exploring the maps is also kinda pointless.
Whatever you find, be it weapons, armors, sellables or items, simply feel like they are not even worth the time going out of your way for.
There are some very soulslike questlines available, but outside of caring for the characters there is little to no reason to really do them.
That is on top of the fact that the quests, being doing in true soulslike fashion, are really hard to keep track of let alone complete, because the game tells you very little about them, while having kinda convoluted maps.
Speaking of convoluted maps, the game is really, really stingy with teleport nodes which, while leads to a positive of a lot of tie-ins and shortcuts, also results in you having to simply walk long-ass treks to get back to where you were should you die.
This is especially annoying with bosses as it might take you a whole minute, and that's with a fast set, to get back to the arena.
Boss fights themselves are all exceptionally boring.
Bosses do little to nothing to put you into any danger, really, only one of them even managed to kill me (some random boss in the middle of the game), and instead are just boring bullet sponges for seemingly no reason.

With this out of the way, I want to give credit where it is due, even if it is not much.
The music in this game is pretty decent, and definitely unique.
Voice over is pretty good, and the "level up lady" has an especially cute voice, even if most of what she says is kinda cruel.
Maps tie into each other quite heavily, giving this sense of a coherent world, though, in addition of there being basically nothing to want for, the maps also like to just go into these long winding roads that lead to dead ends.
There were some neat quality of life features like the aforementioned practice mode (where you have a few targets to shoot at to test the guns) and complete freedom to respec the character points (even if you do not get many and they do very little)

Overall, there is nothing the game offers to make it worth your time.
I have no hopes of the devs rebalancing this game (or even seeing it as unbalanced to begin with), so just look elsewhere.
发布于 2025 年 11 月 17 日。
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总时数 20.3 小时
Top-down terraria with very light colony-management elements sprinkled in.
The start feels like a solid 10/10 but the game falls off really hard and by the end I would not give it more than 6~7/10 overall.
It's an alright game, but at the current moment I would recommend waiting or buying strictly on sale.

A lot of reviewers keep drawing comparisons to rimworld, and that's what admittedly drew me in at the start, but I feel like the comparison is mostly unwarranted.
There are colony-management elements in this game, yes, but they are way too primitive.
These elements are limited to being able to configure a few craft jobs, marking areas for forestry and husbandry, and sending the odd capable villager (miner, explorer and the fisher) for some farming run - that's it.
The villagers can not interact with the world basically at all - the player must bulldoze the area, build every house down to every little furnishing item, and even automatic farms (crops and trees) rely on the player planting the first seed.
All of this to say that this game is top-down terraria first and colony management game a very far second.
I would even go as far as to assert that there is not much to the colony-management aspect at all, as far as my playthrough went I just set up food and tree farm very early on in the game and that was basically it.
Aftewards, I would just interact with the occasional farming-run villagers that must be managed manually until you get a very late-game item that gives you _some_ automation over them.
I did not even care for what they were producing most of the time except to sell and blow my money on enchanting and farming runs that I probably could have done without.

The terraria part of this game is alright at best.
At the start it feels quite okay, and on normal difficulty you can even get ahead of the curve in the middle, but by the late to end game the difficulty just spikes to very unsatisfying levels and removes any build variety that the game is trying to provide for.
Personally, I was already getting bored with the fights by the midgame, outright hating them by the late game, and for the last 2 bosses it got frustrating enough where I felt compelled to drop from normal to the easiest setting.
After the 4th or so boss the whole game just boils down to a very barebones boss rush and the fights themselves to increasingly drawn out tests of "dodge good or ♥♥♥♥♥♥♥ die lmao".
The classes I tried playing, starting as a summoner and moving later to mage felt unsatisfying.
Summoner in particular feels like the developers tried making the class viable but kinda had no idea what to do with it.
There are very few ways to increase your amount of minions to "fun" amounts, literally every single summoner set, starting from the very basic down to literal end game gives a whopping 2 bonus summons, 1 for the helmet and 1 for the set; add to that a trinket that gives you +2 and that's your grand total.
There were some interesting elements to the summoning, like different classes of summons that you could have at the same time, but they deal so little and are so finnicky (you need to stay close to the bosses or the summons stay near you, but the armor has very crippled defense rating so you do not want to be close) that it is basically a non-viable class.
Mage, for all intents and purposes was functional but it is extremely upsetting that it is impossible to get mana regeneration higher than what your spells consume.
Even the most heavily-leaning build, one with everything dedicated to mana regen and reaching absurd numbers like ~750% increased mana regen and -25% mana cost enchant on weapons is still unable to outpace the consumption.
At least for me, the combination of these shortcomings came across as the game merely pretending that you had options before eventually admitting that there are none.
Though, at least the music was kinda nice, in some areas.

Overall, this game starts exceptionally good, but fails to live up to the expectation, basically enters free fall once you enter the last area, and culminates in a rather unsatisfying finish.
Weirdly enough, the fact that the game is released is coming across as a negative for me - if this was an Early Access, I would definitely be saying that it has a lot of potential - but as the situation that the game is in was deemed good enough to be the release I am not so sure I am optimistic.
Developers have posted the roadmap for future versions, so there is hoping that this game will get better.
At the current stage however, unless you are looking for a top-down terraria with some autofarming elements and a rather difficult finish, I would recommend skipping.
发布于 2025 年 11 月 3 日。 最后编辑于 2025 年 11 月 26 日。
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总时数 14.5 小时
Time-travelling puzzle platformer with very cute visuals, overall 9/10

One of those rare games where time control (specifically rewind) is a game mechanic, and at least the first one for me where it is possible to fail a level by causing a time paradox.
Art style is very cute and the story, for the most part, is very whimsical but kinda gets some melancholic tones by the end.
Time-travel itself comes across as a bit unorthodox at first as it leaves you in place while you rewind time, but the game does a very good job introducing all the concepts.
Every level felt distinct enough, and if there was some technique you needed to learn there would be a level that introduced it first.
There is a total of 10(+1 bonus) worlds, 10 levels each for a total of 110 levels.
Every world introduces a new puzzle element, but, overall, I did not feel like it was too complicated.
A lot of the levels are possible to solve in a way that uses fewer rewinds than "optimal", but none of them felt like me cheesing the levels and more like the developer not seeing alternative (and possibly simpler?) solutions.

Only complaints I have against this game are on the technical side.
There is no way (at least as far as I found) to rebind keys, which is not a big deal really as there are like 7 keys total, but still.
All of the UIs use controller buttons for key hints so that will not make sense if you are on a keyboard, even though keyboard is fully functional.
There is a timed puzzle element (vines growing) that is not communicated before you start the level (levels are timed and timer starts from first input), which is a mild annoyance as you must let the level run out the first time to get full information.
The control schema is not up to par for some of the more difficult levels - you might be required to restart some levels a few times and wait a lot because you got the timing wrong and the only way to fix it is by redoing everything.
Similarly, the timing that the game requires on you on some levels can be kinda tight (since you have to do it blind), so something like a timer would have been nice. It is more-or-less possible to synchronize on the moon moving across the screen (that shows how much time you have left in the level), but a numerical timer would be very welcome.
Some English localization is a bit buggy and worded weirdly, but overall it is passable. Japanese one is much better if you can read that (+ Wako actually talks like a gyaru in it)

Overall, a very solid puzzle game that is easily recommendable - if you like what you see chances are you will simply like it.
发布于 2025 年 10 月 19 日。
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总时数 75.2 小时
抢先体验版本评测
As far as I am concerned, Project Zomboid is one of the two great zombie survival simulators, the other being CDDA.
I want to stress the "simulator" part, as that is this game's both greatest strength and weakness.
To put it simply - the game relies on the player to be interested in the simulation, rather than actively drag the player along.
This is in opposition to the more standard linear shooter or story-based games where you have objectives, controlled progression and a preference for more engaging activities.
Zomboid gives you zero objectives, and does not care whether you have "progression", it is here to simulate in real time how your player character died in a zombie apocalypse.
It is also completely fine with making you go through various chores that would just naturally occur from the situation - clearing the bodies out of your general area, managing your inventory and player character, very slowly moving the resources around for building/crafting, slowly griding for levels, etc.
Such an approach can be very hit-or-miss, but if it hits, the game can keep you engaged for an absurd amount of time.

To further elaborate, one can say that Zomboid struggles to maintain the player engagement.
As it is a simulator first, there are no objectives or plot lines, you can not even escape in any way.
There is also no "logic" to progression, as there is no direction in which the game "expects" you to go.
For example, something like your typical shopping mall would be a notoriously dense area (in basically any zombie scenario), but there isn't much you would get out of investing into clearing it.
After all, it is just a bunch of shops in one big building, so it would be a massive waste of time to clear in most cases.
On the other hand, something like a military base will net you a whole arsenal of weapons that would considerably up your firepower.
This is to say, a lot depends on what the player chooses to do, and how good the player is.
At worst, more experienced players can very quickly achieve perfect safety from zombies and hit the best targets for a very quick progression all the way to the best the game has to offer.
Though, even less experienced players can rather quickly reach a situation where they have cleared the general area around their house thus achieving relative safety, have enough food to last a good while and then, just like the experienced players, they hit the question that Zomboid has no answer for - "what next?".
There really isn't much to this game once you learn it, so rather than expand with interesting possibilities and combinations, it seems to shrink, instead.
This situation is also not helped by the game's preference for "realism" over "fun".
For example, if one wants to build a fence around their house they would need a lot of planks for the fence, and as one might expect, those are rather heavy so it will be a very time-intensive investment.
Sadly, while the developers seem to be aware of this, they are currently trying to make it harder to reach the endpoint, rather than expand it.
This can, of course, be adjusted with settings and mods, but that requires the player to actively want to go down that path - this is precisely the make-or-break moment for this game.
For those who can keep their interest, experiement with the settings and keep on giving themselves reasons to engage, this game is a sandbox of many possibilities.
For those who can not, this game is just a few attempts until they learn the ropes, one good run, and the eventual quit out of boredom.
Other thing worth mentioning briefly is that the devs are very committed to their game (while slow, the devs have not abandoned this game yet), there is a very big modding scene and that the game has multiplayer.

To summarize, while this is a "cult classic", it is a hit-or-miss game.
This game is a simulator first, and relies heavily on the player being interested in experiementing with the simulation and giving themselves reasons to keep playing.
For those who like tinkering with their games and/or are very particular about what kind of experience they want, this game can offer a lot.
Otherwise, the game will offer just a few dozen hours at most, ending in a reluctant quit out of boredom.
发布于 2025 年 9 月 28 日。
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This game is best described by being served a semi-raw pizza in a restoraunt.
It looks delicious, but you try it and realize it is kinda raw.
You call the waiter over, tell him that your pizza is raw, ask him to take it back, and bake it a bit more.
Instead of doing that, the waiter informs you that their oven ran out of gas so this is the best it gets.
However, if you are willing to dish out three times more than what you just paid for the pizza, the restoraunt is more than willing to offer you some pepperoni to make your dish more palatable.

The game comes across as an in-development effort that was abandoned.
There are visible bugs, some of which they would have noticed even without competent QC, assuming they are not blind, of course.
The most prominent one is the exp gain popup - it is cumulative so instead of showing you how much EXP you gained from an action you just did, it shows you how much you gained ever since loading into the session.
This means, in particular, that this popup will keep on telling you that you have leveled up every time you gain exp after reaching a new level until you reload.
Another one would be that there is no pause in singleplayer mode, the game just keeps on running in the background if you bring up the menu.
There are more, of course, but this a game review, not a bug report.

There is a promise of a good game.
The start is very good, there is decent pacing as it keeps on introducing more and more stuff.
Enemies slowly get introduced, it does not tell you that they have weak spots, but you should find that out relatively quickly.
If you go and do the first side mission, you get a sniper rifle early that is way better than the weapons you have at the time.
That makes you want to explore the world, for ♥♥♥♥ you can find, and also because the sceneries are very gorgeous at times.
Then, you start noticing that every single damn house has the same layout, with maybe a few modifications like boarded up doors.
Not just in the same village or town where it would be excusable, but literally every single damn one.
The loot starts repeating, maybe the first time you get the same rifle you could forgive it as the game trying to make extra certain you did not miss it, but not when it is your 5th one.
The intro ends, and suddenly, you have to travel across much bigger distances on a bike that takes 3-5 business days to start working, and only does so on even, flat terrain or it just gets stuck.
At some point, you drop the bike and embrace the non-functional stamina bar that runs out the second you press shift, but still lets you run, albeit a bit slower and forcing you to listen to heavy_breathing.wav on repeat.
Enemies start getting tankier and hit harder, what would have been uncomfortable pressure once enemies start pushing you, slowly turns into getting shredded in seconds unless you cheese the game.
You find out that the shared inventory is very limited and you just hit the limit, and while you could go and recycle ♥♥♥♥, the management is very manual (you have to manually grab items out of shared storage and bring to the recycler), and you start wondering if it is even worthwhile.

Maybe, there is a good game behind all this, and if I keep pushing I might have gotten to the point where it all clicked.
It would get fun, and I could look past the glaring bugs, or even take them as "funny quirks".
However, the development has stopped, the studio has made an announcement that they are moving on to the next project.
Given that this is the state they were okay leaving the game in, I can't help but wonder - if they can not be bothered to fix even the glaring bugs, can I trust them to have actually put in enough effort to make the player's time investment pay out?
The signs I see point to "no", and I am not desperate enough for entertainment to give it more chances to prove itself.
发布于 2025 年 9 月 9 日。
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