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1 人觉得这篇评测有价值
总时数 40.3 小时 (评测时 2.7 小时)
It's TF2 significantly polished up with a lot of the bloat removed and some experimental new content.

Runs better, looks better. If you felt that TF2's new weapons and cosmetics eventually went off the rails and want something a bit closer to the 2008-ish era in feel but aren't a total purist and are open to some new things being tried, this is one of the better ways to play TF2 today.
发布于 1 月 31 日。
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有 15 人觉得这篇评测有价值
总时数 0.2 小时
Great game. Get the freeware version, don't play it on Steam, as some of the music was cut out.
发布于 1 月 4 日。
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总时数 85.8 小时 (评测时 14.2 小时)
Embark does it again.

Incredibly dynamic and fun pvpve experience. They've managed to put something out where the enemies exist as more than noisetraps and player encounters have more going on than on-sight deathmatching.

I can't say how the game's community will turn out in the weeks and months to come, but the launch experience is fantastic.
发布于 2025 年 11 月 3 日。
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1 人觉得这篇评测有价值
总时数 96.2 小时 (评测时 7.5 小时)
despite obviously using tons of elden ring assets, it's a very different game. where elden ring's open world was directionless to the point of sometimes growing boring, in this game every action you take is downright urgent. the combination of the mandated high speed of gameplay and encounters designed around co-op in a soulslike format ends up feeling surprisingly very fresh.
发布于 2025 年 6 月 2 日。
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有 1 人觉得这篇评测很欢乐
总时数 1.7 小时
抢先体验版本评测
Reading Witchfire's devlogs a few years after seeing the trailer at The Game Awards long ago, I felt confused that they were eager to make this game as a Destiny-derived roguelite.

Having finally played the game, I'm confused that they were eager to make this game as a Destiny-derived roguelite.

What caught my eye about the first trailer was, simply put, that the sell of a shooter with souls-y presentation and mechanics felt like a novelty in the genre. High-damage enemies that have to be consciously dodged, high-impact weapons, high-caliber environments and level design, you know- something that evokes that on-edge feeling of exploring something grand and dangerous, where it's satisfying just to progress.

Witchfire still has some of that going on, but it feels blunted by the other aspects of its design. The very obvious affinity held for Destiny is especially confusing to me, as Destiny, to me, feels almost diametrically opposed to what a good Fromsoft-styled game can offer, where even normal encounters are consistently engaging. Gunfights in Destiny often feel more like pulling weeds than having a gunfight, and honestly, it's often the same here. You have battles with fodder that are utterly mind-numbing and THEN it throws something real at you and if you're sleeping at the wheel and die there, you have to deal with a ton of fodder again by virtue of the roguelite structure, and every time you return to a level after leaving it to save your not-souls.

The game's art in general is gorgeous, the alt-colonial dark fantasy setting is neat, but while playing I just kept wishing that the game was a more traditional singleplayer game where individual battles and explorations felt meaningful as opposed to things that would be revisited without much joy over and over again.

I'll note in fairness that I didn't get far in Witchfire, around two hours- but there was no point in those two hours where the game really clicked for me and I went "oh, now it's getting fun." I did hear that the game was made significantly easier between its initial launch on Epic and its launch on Steam, and I wonder if I would've liked it more back then- or perhaps the opening levels were always this way. Either way, I am interested in checking out the game again at some point, maybe when it's done- but likely with very different hopes.
发布于 2025 年 1 月 3 日。
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总时数 66.8 小时 (评测时 28.7 小时)
It's pretty fun.
发布于 2024 年 10 月 18 日。
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总时数 15.2 小时
At its core, Shady Knight is fluid and fun to control. The movement is extremely smooth with a nice little learning curve to it and the combat is very satisfying and visceral on a basic level. It's also fun to gradually feel out everything your character is capable of over the course of a playthrough, which is about all you can ask for from an indie game occupying similar spaces to games like Dark Messiah or Ultrakill.

Visuals and Music are serviceable. While pretty static, the environments employ a pleasant use of color, and while the music being dynamically linked to the style meter is a cool idea as always, it rarely clicked for me and contributed to the excitement in the way that something like DMC's implementation did.

If there's any critical feedback I have to offer, it's that by the time I was nearing completion with the game, I'd found a strategy that it felt like there was pretty much zero reason to avoid, simultaneously disabling enemies en masse, fairly safe to perform, applicable to every enemy with specific weaknesses, able to be combo'd into anything to generate lots of style or efficiently finish anything off, etc. It didn't have time to get boring outright and you could argue that in a game like this it's on the player to pursue a playstyle they find most entertaining (which may be true on some level,) but a single hit from any enemy will lock you out of SSS-Rank for that level, which provides some strong incentive to stick to what works.

This continues to the final boss, which is just as vulnerable to this strategy as any other heavyweight enemy you're encountered up to this point. My hope before even reaching him was that an approach a little similar to Mr. Freeze from Arkham City would be taken, where he'll start defending against repetitive strategies, forcing you to showcase some of the varied approaches that the game has been trying to teach you to beat him- instead, you just manhandle him.

In the end though, I think Shady Knight accomplishes what you really want from it in the first place, providing a quick and fun movement and melee combat sandbox with plenty of opportunities to show off and experiment. If you're a big fan of first person melee, movement, and games with dedicated kick buttons, you'll probably like it- it's just plain fun.
发布于 2024 年 10 月 16 日。 最后编辑于 2024 年 10 月 17 日。
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有 2 人觉得这篇评测有价值
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总时数 572.0 小时 (评测时 8.6 小时)
This is the most fresh a multiplayer shooter has felt to me in a good while. To try and put the appeal simply, if you're familiar with games like Deus Ex or Dishonored, in particular how those games are known for offering a sandbox that rewards thinking up creative solutions to your problems- it can often feel like a multiplayer shooter version of something like that.

Most of the gadgets in the game have multiple case uses or potential interactions, the best example being the goo grenade, which can be used as cover, as a barricade on a door or window, as a ledge to help you climb somewhere, to cut off someone's escape, to re-seal holes caused by destruction, or even to help spread fire.

There's a lot of interactive moving parts on maps and a ton of emphasis on engineering and navigating the map by completely destroying it, building cover, placing down items and traps, etc. The interplay between mobility, destruction, and preparation makes for a game that can simultaneously feel fast+dynamic and careful+strategic, and it feels pretty novel.
发布于 2023 年 12 月 9 日。 最后编辑于 2023 年 12 月 9 日。
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总时数 44.4 小时 (评测时 36.8 小时)
There were voices in the Titanfall community that pushed for the game to be delisted if the long-spanning DoS attack problem wasn't fixed. Respawn eventually acted on these requests, but I think this was a mistake. To me they more often than not read like a spiteful cry for help than an actual desire for the game to be shuttered.

During TF1's development, there was a deliberate decision to not allow for player-hosted servers, as I recall because the average player's internet connection at the time wouldn't really be able to handle hosting it. The decision was framed as "either we allow for player hosting, or we cut back on the things we want to do (heavily scripted sequences and presence of AI in PVP multiplayer.)" In the end, it was decided that the main drawback of Respawn then being single-handedly responsible for the game's playability was worth it, because maintenance and server upkeep would be cheap and easy while ensuring player goodwill in the future.

TF1 has enough passionate fans that I'm sure that eventually, at some point in the future, there will be a way to play it, whether that's from a fan-client, an official remaster- or something like that. It's just a shame that the ambition that helped make the game interesting and unique is also what condemned it to becoming almost impossible to play today, and it's even more of a shame that something so avoidable as an online multiplayer game being permanently unplayable as soon as support is dropped has become such a sweeping, industry-wide trend.
发布于 2023 年 9 月 18 日。
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总时数 102.4 小时 (评测时 5.4 小时)
For now, it's a simple and enjoyable shooter if you've got some friends to play it with and Like Cool Robots.
发布于 2022 年 9 月 23 日。
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正在显示第 1 - 10 项,共 23 项条目