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1 人觉得这篇评测有价值
总时数 9.2 小时 (评测时 8.0 小时)
I have two different pitches for this game depending on the type of person you are:

1. If you love wonderfully bizarre and imaginative settings, Mohrta delivers in abundance. From the characters to the enemies to the weapons, every aspect of this game is unique and dripping with creativity. It is a beautiful journey through the surreal, and I never stopped looking forward to seeing what would come next.

2. Five of the bosses are different types of extremely shapely monster women.
发布于 2025 年 10 月 17 日。
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有 3 人觉得这篇评测有价值
总时数 237.6 小时
This game was never Left 4 Dead 3 and was never going to be. Turtle Rock has never had a clear vision for the game, with most game mechanics changing dramatically over the game's short one year life. There were some good ideas in here -- and I mean that genuinely -- but none of them are given the focus they need to actually be realized. In the end this is just a game where some devs had a hundred different ideas on how to make the L4D formula better and instead of trimming down that list they just haphazardly implemented all of them.

It's possible that the many, many holes in the game could have been fixed. Just look at how NMS and more recently Cyberpunk have bounced back after launching as complete messes. But Turtle Rock doesn't want to put in that kind of effort. They fulfilled the Season Pass obligated DLC and then immediately dropped the game. They gave Evolve much more post-launch support than this game. Think about how sad that is for a moment.

If you're looking for Left 4 Dead 3, just play Left 4 Dead 2 again. No, it doesn't have a progression system and a battle pass and currencies to grind, but the gameplay still holds up. It's a damn good game. And if you've played Back 4 Blood, you'll appreciate it even more because you'll spend your entire first campaign back constantly thinking "huh, yeah, why DID they change how that worked?" or "why DID they get rid of this?" or "why DID they change how that worked?", and you'll realize there's very few good answers.

Maybe we can look forward to Back 4 Blood Stage 2 in a few years.
发布于 2023 年 10 月 21 日。
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总时数 195.1 小时 (评测时 146.6 小时)
The #1 warcrime simulator for people who don't have the patience for Dwarf Fortress.
发布于 2023 年 10 月 20 日。
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总时数 7.3 小时 (评测时 5.7 小时)
This game is unfinished, development has ceased, and it will most likely never be finished.

But given that, I still had a surprising amount of fun with this game. There's genuinely some interesting and unique ideas here, and some cool stylistic and artistic choices. It has a charm.

I can't recommend it to everybody. There are gameplay elements that are imbalanced and there's a limited amount of content. But if you don't mind it being, well, more than a little rough around the edges, I enjoyed the game and will probably still play it a bit more. Despite being unfinished, I see the potential this game had and wish the developer had the chance to complete it.
发布于 2023 年 9 月 26 日。
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总时数 35.3 小时 (评测时 32.0 小时)
The first thing I feel the need to address is the fact that the top two tags for this game are just straight up wrong. Those being:

1. "Survival"; This just isn't a survival game. You don't have needs like hunger or thirst, there is nothing proactively trying to hunt you down, there is no inevitable force of nature that will eventually kill you. It is no more a survival game than any other game with basic enemies that can attack and kill you.
2. "Open World"; Of these two tags, this one baffles me much more. You are EXTREMELY limited in where you can go and explore, and those limitations very, very gradually and methodically open up over the course of the game. There are entire quest lines that are designed around and depend on the fact that this is very much not an open world game. It has basic exploration incentives, but only strictly within the area you are allowed to be in. If ever there were a tag that does NOT apply to this game, it's "open world".

If I had to call it anything, I'd call it a gathering and crafting game, because those two things are absolutely core to the experience. But there are elements from many genres here. In fact, at points, it feels like the devs have added sequences to the game with the sole purpose of muddling the genre even more. Because for very brief sections of the game, you could call it a block puzzle game, or a bullet hell game, or a tower defense game, or farming game, or... you get the idea. But very few of those things are used very often, some of them appearing a number of times you could count on one hand.

As for whether it's fun or not, well, this is certainly a game where I wish there was a neutral rating. Ultimately, I lean towards positive because I did get a fair amount of hours out of the game before I became bored of its gameplay loop. But I feel like I'm more open to these sorts of repetitious games than many people are, and even I didn't find this one engaging enough to make it through the entire game.

It does introduce new concepts to the game little by little, but they very rarely give you new things to do or new ways to play. The vast majority of them are just... how to phrase this.... progression unblockers? They will do nothing for you except allow you to enter a type of area you couldn't before, or allow you to harvest a type of resource you couldn't before, and thereby open up new options to you. But at least after the first few times, you'll be aware of the fact that your progression is being artificially held back by this system. When you get a recipe that requires a material you haven't found yet, it doesn't mean that you have to go explore and find said material... it means you've fallen behind the main questline and need to catch up until it unlocks that material for you.

In that sense, more than the world very much not being open, the game systems themselves are very closed. It aggressively will not allow you to get ahead of where you are "supposed" to be. And that's because the closed world design depends on it. If the crafting progression weren't so carefully controlled, the player could circumvent the obstacles in the world earlier than intended. So those two things, by design, must go hand in hand. It doesn't feel great to have such hard limitations in this type of game, and it's difficult to enjoy the crafting and gathering loop once you understand what's going on.

But, again, in the end I had a reasonable amount of fun with the game. The restrictions aren't so strangling that you can't enjoy the loop for a while at least. I just ran into one too many artificial barriers with hoops that I didn't care to jump through. And I think if you temper your expectations, that will be less likely to happen to you if you decide to try this game. Because it is absolutely by no means anything close to an open world game. At every step, the game depends on being a tightly controlled closed world. I went into it expecting a lot more freedom than it actually gives you, and I think that might be why I ended up feeling so mixed about it.

TLDR; This absolutely isn't an open world game, and I think you're more likely to enjoy the game if you go into it knowing that.
发布于 2022 年 6 月 23 日。
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总时数 31.4 小时
抢先体验版本评测
It's dead.

I was a huge fan of Clicker Heroes 1, which is why I was willing to shell out $20 for an idle game. I had so much fun with the original and played through so many fantastic updates that I trusted that, despite the poor reviews, they'd continue working hard on this game in much the same way. I was wrong. A bit more than a month ago, they released a blog post outlining all the problems that had led the game to where it is and why it was so difficult to continue updating the game. But instead of offering a plan going forward for how to repair or alleviate these problems, they've simply decided to put development on hold indefinitely.

Technically this does not mean that they'll never begin development again at some point in the future, but come on. Let's not kid ourselves. Yes, they haven't outright said that the game is abandoned, but for all intents and purposes this is the final product... and frankly it's nowhere near done.

Unlike many others, I thought that the game had plenty of potential and was happy to wait to see it realized. But the wait is over. This is it. And in its current state, this is not a game I would have paid money for, and all I can do now is advise you to not make the same mistake.
发布于 2021 年 9 月 15 日。
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总时数 0.1 小时
If you're a video game historian I'd like to direct you to this game because it was unquestionably the first "early access" scam game on Steam, long before early access was even a thing. Not only is it genuinely just an awful game with painfully bad controls and levels that feel like they were designed completely at random with zero playtesting, but we were promised that this was the first chapter out of three, and that the game would be updated with the next two totally free of charge. Guess what never happened?

This game is not worth a single penny. This is a not a "so bad that it's good" game. You will not find anything about it ridiculous or amusing. At best you will be bored, but more likely you will be frustrated. Do not buy this game under any circumstances.
发布于 2018 年 11 月 20 日。 最后编辑于 2018 年 11 月 20 日。
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总时数 14.3 小时
The physics in this game are broken. The game encourages you to build the cheapest bridges possible, which means pushing your support structures to their limits, but with physics that may outright break and force you to reload the level to normalize them again, you're in for some real frustrating building sessions. You might not encounter said bugs for the first two worlds where the bridges are relatively simple and your budget is generous, but in world three and beyond where you need to make every beam count, these bugs will have you pulling your hair out.

To make this perfectly clear, the physics are so buggy that you can build the EXACT SAME BRIDGE two different times and get DIFFERENT RESULTS. This is not something that should EVER happen in a physics-based puzzle game. The only way to fix the bug is to reload the level or load a save, so if you haven't been saving your bridge after every iteration, you're ♥♥♥♥ out of luck.

I've made a short YouTube video showing what I mean. This bug is common and reproducable, yet has not been patched in the almost two years the game has been out, so don't expect it to get fixed, well, ever.

https://www.youtube.com/watch?v=xwPyUk3cnGY&feature=youtu.be
发布于 2018 年 3 月 29 日。 最后编辑于 2018 年 3 月 29 日。
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有 22 人觉得这篇评测很欢乐
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总时数 417.2 小时 (评测时 383.1 小时)
Edit: If you've stumbled upon this review somehow, know that most of these complaints have actually been fixed or otherwise addressed and this is not really accurate anymore.

I honestly want very much to be able to recommend For Honor. The core gameplay is absolutely unique, taking the spirit of the fighting genre and turning it into something new and exciting. It's smooth, intuitive, heart-pounding action with the depth to keep you constantly learning and improving and getting better. And when it all comes together, it feels amazing. Not to mention how astonishingly beautiful the animations are. We as gamers tend to gloss over games having unrealistic animations so it's truly mind-blowing when you sit there and realize just how incredibly realistic your characters move around in For Honor no matter what they're doing.

But the heart of this game is tainted. Tainted by greed. And it truly does ruin an otherwise fantastic game.

Now to start, For Honor has an in-game currency called "Steel". You get Steel by playing the campaign, or doing daily "orders", and you even get a little after every match. And this would be all well and good if Steel was just for buying cosmetics. It would be a nice progression system to keep you playing and drip feed you extras as a reward. But no, that's not where this story ends. Because this game also has another very important progression system: gear.

And gear is not just cosmetic. Gear has stats. And this gear can have a lot of stats. The difference between a fresh character (0) and a fully upgraded set of gear (108) is nothing short of downright unfair. When you first start out, you'll be playing against other players playing the same exact hero you are but hitting twice as hard, taking half damage, using almost no stamina, getting revenge four times as fast, or many other numerous advantages depending on what stats they invested in. You can win if you're the better player, sure, but you have to be a MUCH better player.

So this system in concept is not terrible. It allows you to choose strengths and weaknesses for your hero to fit your playstyle. That's great! But the problem is that getting maxed gear is a massive, massive grind. It took me roughly 70 hours of gameplay to finally fully outfit one single hero in 108 gear. Does that sound bad? Well that's still not it.

Gear is divided into 3 rarities: grey, blue, and purple. So if you want to accelerate your gear grind, you might figure that you'll just blow all your Steel on gear crates until you get a full purple set, and then start upgrading. Seems like a solid plan, right? But whoops, purple gear can't drop until you're Reputation level 3 or higher with your hero, and this information is NEVER PRESENTED IN GAME. So in effect, trying to buy gear crates before you're Reputation 3 with a hero is a complete and utter waste of Steel, and you have no way of knowing this unless you read guides or other community resources.

And here's the real kicker: the matchmaker literally doesn't consider your gearscore when making a match. Ubisoft fully intended for brand new players to be getting put up against maxed out players. So if you were thinking "well if I just get matched with people who have similar gearscore to me, this doesn't sound so bad", consider your totally reasonable dreams crushed.

Because if you haven't guessed by now, Steel can also be bought with real money. Ah, now see with that in mind, all this seemingly senseless game design suddenly starts making a very sinister kind of sense. Why con people out of Steel by intentionally providing only vague descriptions of how loot works? To get them to buy more! Why have a matchmaker that regularly puts together extremely imbalanced, one-sided matches? So that players get frustrated that they don't have good gear and potentially spend money on Steel to accelerate their gear grind! Why lock purple gear behind Reputation levels, anyway? To get people to spend money on Steel to spend on Champion Status so that they can grind Reputation levels faster!

And that's how they see For Honor. They see it as a way to milk money out of you. This is easily one of the most innovative and fresh competitive multiplayer games of recent years, but Ubisoft has mutilated and perverted it into the sick and twisted cash cow that now stands before you. I am truly heartbroken at what could have been, and I can only hope that with enough critical feedback, eventually Ubisoft will give For Honor the respect it deserves as a video game and not as a psychologically manipulative microtransaction machine.
发布于 2017 年 4 月 28 日。 最后编辑于 2018 年 11 月 21 日。
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总时数 8.1 小时 (评测时 6.7 小时)
I feel like I'll probably be crucified by the more zealous RWBY fans for writing a negative review, but here I go anyway. To preface, Grimm Eclipse is not a terrible game, but what it is is a game that feels rushed out and amateurish. If nothing else, it feels like it needed a lot more work before the developers should have, in good faith, called it a "release version". But they're calling this the final product, and I'm going to review it as such.

You might be looking up at my time played and thinking "that doesn't seem like a lot", and you're right, but what should alarm you is that that's all the time it took me to play through the campaign twice over, along with random quickplay sessions of random levels here and there. The campaign is short. Really short. And that's an even bigger problem considering that that's the only mode that's available right now. Horde/Survival mode should have been a part of the release package, and without it the game feels incredibly content-bare.

But that might be as least somewhat excusable if the campaign was at least good. The "story" itself is a meaningless excuse for the team to be out and about killing grimm, with precisely zero interesting developments over the course of the game. Things get repetitive very quickly, as the only variety comes in the form of the occasional new type of enemy, because you can count on one hand the number of scenarios that aren't just "kill grimm in this area to move to the next area". The level design itself is pretty awful, too, with invisible walls plastered everywhere, and an incredibly low amount of effort put into hiding the "secret" artifacts. But despite all those invisible walls, we still managed to accidentally clip ourselves into walls way more times than should be acceptable. And don't get me started on the level transitions, which have you sit through either ~30 seconds of monologue or have you watch some ridiculously poorly-made "cutscene".

The combat, even if relatively simple, is fun for the most part, but it does have some very questionable design decisions. For starters, all four characters' "ultra" abilities are just slight variations on the same thing: a big area of effect attack, the character-specific upgrades for which are really boring modifiers like "also stuns" or "also knocks enemies away". Team attacks are a great concept that misses the mark in its execution. Your teammate stuns an enemy, and if you're paying attention, you can follow up for a team attack for massive damage! Except that you don't actually have to be paying attention at all considering just mashing the team attack button all the time has no penalty. At that point it might as well just be automatic.

The ranged attacks are also really clunky and almost seem tacked on. Instead of being able to weave melee attacks and ranged attacks together in a flurry of action like you might see on the show, in Grimm Eclipse, trying to quickly switch between the two ends up being horribly ineffective. This is mostly due to the fact that only the third attack of the ranged attack string is worth a damn. Unless you're finishing off an extremely low health enemy, or just trying to continue your combo as you move between enemies, single-shot ranged attacking is pretty much useless. You have to commit to doing the full string or nothing, and that doesn't feel smooth.

(As a much more personal gripe, I was really disappointed with Blake's entire moveset in this game. Instead of using shadow clones to deceive or distract enemies, they only show up briefly during certain attacks to stab the enemy and then disappear. At best you get to leave a shadow clone behind for a second before it explodes. And wasn't it awesome how Blake could use her sword as a sickle and chain in the show? Well, you can't do that in Grimm Eclipse, so forget about it.)

All this topped off with a stunning lack of polish or seemingly much attention to detail at all. Walk speed is out of synch with the walking animations. Picking up items has no animation and just puts an icon over your character's head to signify that they're "carrying" it. No animation for picking up a downed teammate. No animation for pushing buttons. Enemies have absolutely no way to deal with players getting on top of things and will just sit and growl below you. The spike traps in the final level are the biggest joke of an environmental hazard that I've ever seen, and will annoy you to death with their non-stop beeping before you ever actually die to one. I could go on and on.

At the end of the day, if this wasn't a RWBY game, nobody would give a damn about it. The overall quality is so amateurish, that if you showed me it without context and told me it was an unofficial fan game, I would have believed that without a second thought. As a fan of the show, it breaks my heart to see the official game produced by such a clearly inexperienced development team. It bears repeating that, at the very least, the game needed substantially more time in early access before being pushed to release. But here we are. Shame.
发布于 2016 年 7 月 10 日。 最后编辑于 2016 年 7 月 10 日。
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