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charlie 最近的评测

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有 2 人觉得这篇评测有价值
总时数 30.0 小时 (评测时 14.1 小时)
抢先体验版本评测
i'm reluctant to give this a positive or negative rating. it's come a long way since launch and while there are still some glaring issues like an unsatisfying melee feedback system and bugs that render the game almost unplayable, along with questionable gameplay loops mostly tied to character progression and how basic it all feels, there ARE some genuinely fun and tense moments in this game resultant of the survival horror mechanics that interact actually very well with each other.

this is definitely not the methodical game that NMRIH 1 was-- it has its own identity, for better or for worse. crowds are a genuine threat rather than an obstacle groups of players slowly chip away at, resources are far more varied and passive equipments provide more benefit and specialization, but at the same time, many of the melee weapons have a disparity between how effective they should be at killing things vs. their impact against zombies.

from the last free weekend to this one, there's a definite improvement. how much i can't say for sure, and whether this is worth buying full or even on a discount compared to playing the FREE TO PLAY predecessor is contested. i'd like to err on the side of giving this more time, but with the rapidly dwindling playerbase, i'm not sure if this game will even survive that long or just succumb to being forgotten because of its consistently lukewarm direction

ignore any review comparing this to Left 4 Dead. they have no idea what they're talking about, nor have any idea about what this game is trying to be.
发布于 5 月 3 日。 最后编辑于 5 月 3 日。
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有 4 人觉得这篇评测有价值
总时数 1.3 小时
i genuinely fail to see what this game does to make itself unique (and not forgettable) from the plethora of other extraction horror type games that saturate the market currently.

with a lethal company inspired 4-slot inventory system, emphasizing balancing tools with free inventory slots for scrap, a similar quota and time-of-day system (without any of the mystique or engagement), a weight system that operates nigh identically to aforementioned predecessor, and environments that largely feel the same every time, there's very little actual improvement on the preexisting foundation you can find elsewhere.

in fact, lethal company is in some ways even better designed than this game, having genuinely engaging monsters (except you hydrogere), a utility slot that gives you much more flexibility in your playstyle, and a delicious coat of thematic paint. subterror innovates on very, very little. the morse-code door system is interesting but also frusturating; however it is one of the very few things that it does differently.

while it's not a terrible game, it's not a great game either, and falls just short of being actually interesting to play for an audience who enjoys the genre but may feel burned out of seeing the same recycled monster archetypes, gameplay mechanics, and challenges.

if you're interested in games such as these but wish to find more engaging ones than lethal company, do not look here, as this is almost strictly a downgrade. i strongly recommend R.E.P.O. and Murky Divers instead.
发布于 4 月 13 日。 最后编辑于 4 月 13 日。
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总时数 0.4 小时 (评测时 0.2 小时)
i played pretty much every sift heads and some of killer7 so i can respect the artstyle and intentionally gauche control scheme of this game, but in many cases this gets in the way of the gameplay itself and narrowly shafts the player down to playing only in certain ways.

the movement plays like first person tank controls (unique for its scheme) where W and S are conventionally forward/backward, but A and D-- typically strafe keys-- are instead meant for turning left and right. there are additionally the Q and E keys that let you look left and right, especially helpful while moving, to aim towards targets not immediately in your field of view. leaning is also done by pairing a turning key with SHIFT. there are other movement keys, but they're not relevant for this demo (look up and down).

however, because of your relative fragility (taking no more than three hits is a restart) and free-aim with no cursor beforehand (meaning that aiming is difficult on the move), the safest and most efficient way to play is like a tactical shooter behind lots of cover. leaning behind a door way that you have to physically push open with your body before retreating behind it, or carefully crouching behind tables and peeking, is rewarded far more than
pushing forward flexibly while turning from side to side to gun down enemies.

this isn't a problem per se but i feel like, given all of these different ways to control your character, the game should incentivize the player to strategically use all of them. instead almost all firefights are just first person cover shooters with janky movement in between.

additionally, the twin glocks are absolutely useless because they're not aimed down an iron sight, and the player has to kind of just guess where the bullets will land between the akimbo-style guns. it feels like they never land consistently either. maybe it's a critique about how useless dual wielding is realistically? but this is a video game

the level select is horribly tedious. you have to dial a 7 digit number individually to select and confirm a mission. this is stylistically pleasing, but absolutely grating over time. please change this.

overall mixed, and nothing terribly wrong. but i hope the full game is so much better than this and gives us more of a reason to dynamically move around in firefights without having such a disparity in difficulty between the boring, safe option
发布于 3 月 17 日。
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1 人觉得这篇评测有价值
总时数 4.0 小时 (评测时 3.0 小时)
抢先体验版本评测
ridiculously buggy to the point of game-breaking and still dreadfully unpolished
发布于 2025 年 12 月 21 日。
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有 6 人觉得这篇评测很欢乐
3
总时数 7.0 小时
not enough boys
发布于 2025 年 12 月 6 日。 最后编辑于 4 月 4 日。
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总时数 3.1 小时 (评测时 2.6 小时)
bad port, great game. one of the best third person shooters on mobile back then and still holds up
发布于 2025 年 12 月 6 日。 最后编辑于 2025 年 12 月 6 日。
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总时数 19.0 小时
power fantasy eloquently disguised as a tactical shooter. a wide array of weapons, enemies, weapons, environments, augmentations and techniques eagerly await combat-hungry martyrs of all kinds. bob and weave past infantry, artillery, and sniper fire... or boldly laugh in the faces of soon-to-be ground meat as bullets bounce off your juggernaut armour. slam oxygen can after can as reality slows down around you long enough for your twenty millimetre rifle to eviscerate the bodies of five lowly soldiers with a single round-- what could they really do about it? you will learn to load, chamber, and unjam the blessed weapons you wield- sacred irons- and sharpen your skills as finely as you do the blade of your axe.

an improvement from The Citadel in possibly every aspect
contains suggestive but not outright explicit artwork; the stereotyped attribution of a "gooner shooter" or "waifustein" is an insult to its gameplay

average 18 hours of playtime with good replayability due to a large weapon roster and equipment selection. the player will be given numerous opportunities to go above and beyond the game's expectations; beyond citadel
发布于 2025 年 9 月 11 日。 最后编辑于 1 月 19 日。
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有 6 人觉得这篇评测有价值
总时数 726.4 小时 (评测时 712.1 小时)
you arent buying this for the awful campaign. you arent buying this for the dead multiplayer
you're buying this for the best custom zombies experience in cod zombies history

accept no substitutes
发布于 2024 年 12 月 25 日。
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有 1 人觉得这篇评测很欢乐
总时数 3.3 小时
they were right. this is BARELY a game. the story was engaging but the gameplay was not even justifiably bad. the genre of "avant garde desert bus suffering simulator" would be more apt if it was slightly more nuanced and difficult to reduce than "click the 7'o clock of the steering wheel once your car is past the median line, then type for the next 35 seconds, repeat for 3 hours". it was so easily exploited that there may as well not be a game outright.

if you are a fan of esoteric masochism, i can only slightly recommend, because you really have to impose your own challenges and stick by them even after the novelty of the genre wears off and you find yourself encapsulated by the one redeeming factor- the narrative, which is slowly obtained piecemeal through typing, which driving detracts from, so why even spend more time than necessary driving? all of a sudden there's absolutely zero reason to engage in that respect outside of the barest minimum, and said barest minimum is perfectly tolerable for those who are ACTUALLY looking for a challenge

worth two dollars? you must know what you're paying for: a glorified book you slowly "work" for (see: click every now and then), and one mistake takes you right back to the beginning for you to slowly work your way through again.
发布于 2024 年 11 月 9 日。 最后编辑于 2025 年 3 月 13 日。
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一名开发者在 2025 年 1 月 14 日 上午 9:02 作出回复 (查看回复)
有 2 人觉得这篇评测有价值
总时数 0.0 小时
i like her songs
发布于 2024 年 10 月 25 日。
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正在显示第 1 - 10 项,共 53 项条目