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Lucaxiom 最近的评测

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总时数 123.9 小时
There are some... lies, surrounding the marketing of this game that I want to clear up, so that prospective buyers do not fall into the trap layed out for those who like to go into games blind (read; most people).

1.) "There are 100 fully fleshed out endings, as Kodaka declared":

https://automaton-media.com/en/news/the-hundred-line-last-defense-academys-100-endings-are-all-dense-enough-to-be-true-endings-with-no-fillers-or-easy-bad-endings-says-kotaro-uchikoshi/

Unapologetically false. There are 21 paths with significant conclusions. The remaining 79 endings are a "rocks fall everyone dies" style joke or bad ending that requires you go back 5 minutes to the same choice and pick the correct one this time.

2.) "player choice is heavily focused on, and you decide the story beats for yourself."

https://noisypixel.net/hundred-line-last-defense-academy-player-choices/

First, your get zero agency for your first playthough of this game. I estimate this extended prologue to take 20 hours or more, in which you get 1 illusion of a choice in the first hour, of which picking the wrong option game ends you.

Second, while you do get to make significant decisions on your second playthrough onwards, the vast majority of your choices do not explain what you are choosing between, and do not signpost which choices you have to make to end up with a path you would like. Playing blind thus might as well be playing with randomised choices, which barely counts as agency at all.

3.) "The Hundred Line's Script Is Long Enough To Print 60 Paperback Novels"

https://www.nintendolife.com/news/2025/05/the-hundred-lines-script-is-long-enough-to-print-60-paperback-novels

Technically true. The lie comes in advertising this like this is a good thing. These are not 60 stories told in one game. These are 60 variants of the same story, with a great deal of repetition and retread. Pacing is the one major flaw even its supporters agree has fallen short, to the point that they declare that you're not supposed to see all the endings, and that the ending should be treated as optional collectables more than satisfying conclusions.

I don't recommend this game for these reasons and many, many more.
发布于 7 月 10 日。
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1 人觉得这篇评测有价值
总时数 10.9 小时 (评测时 3.4 小时)
A solid strategy/puzzle game, great for entry level learning of the world of climate action, wrapped up in a charming and aesthetic gamified simulation. Hats off to the developer(s), I'm recommending this game to all my friends, and I would be very happy if Beecarbonize ended up in the hands of school children as part of their curriculum.
发布于 2024 年 7 月 28 日。
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总时数 550.5 小时 (评测时 183.6 小时)
OK, lot of negitive reviews recently, so I want to set the record straight; Darkest Dungeon is a great game; it might not be to your tastes, you might be completely unlucky and get an unplayable buggy mess, but it is objectively a great game, for the following reasons:

First, it went above and beyond with it's polish; many other reviewers state that it's starts off great, and that's because is sucks you in with it's premise, with little to distract you from the game or take you out of the story. It's 2D hand-drawn sprites are of high quality, the music is varied and compelling, and the mechanics, from the combat to the base management, are all done with a attentiveness to detail that elevate Darkest Dungeon into a top tier steam game.

Second, its difficulty is harsh, but fair. Comparable to Dark Souls, this game will whip you into shape pretty sharpish. Enemies are plentiful, but are consistent in their actions and can be dealt with in a variety of ways. The tutorial is clear, the hints and warnings descriptive enough to explain the rules early and make trips to a Wiki un-necessary. Spikes in difficulty are telegraphed and dare you to rise up to the challenge, from bosses to harder tiers of dungeons.

Third, Darkest Dungeon knows what it wants to be, and executes it brilliantly. You really feel the grimdark, c'thulu-esque nature of the premise in every facet of the game. You start rooting for your hapless dungeoneers, each with a shady background, and a whirlwind of pain and suffering ahead of them. The decrepit hamlet that doubles as your base nails home the tragegy of it all, and the slow onset of hope as you steadily rebuild it. And the icing on top? A narrator on par with Bastion's, that will remind you constantly, with dulcet tones, how hopeless it all is (seriously, that voice sells the game on it's own).

And finally, it's ups and downs will keep you invested. The developers themselves stated (paraphrased somewhat) that they want the players to feel crushing despiar, so as to make triumphs taste all the sweeter. The RNG nature means the game's most memorable moments are when it swings heavily to your favor, and when it swings against it. Heros die a lot, and it will hurt, but just as often they will carry you to victory on a a wing and a prayer. If you play it, I predict at least one boss fight will start poorly and yet be won by the skin of your teeth, and it's worth it just for that.

This game's critics do make poignant points though. If you want to complete every side opjective (and they don't feel like side objectives) the game will drag out. Even with perfect form, you cannot guarrantee a perfect run; the cost of allowing swings of RNG. Frustation will set in, and the game will feel contrived or impossible at particurally bad parts of your playthrough. The only thing I can say to these are; they are part of the experience, they are the negatives that accentuate the many positives, and that despite them, this game is worth playing.

Reviewed on middle difficulty and two playthroughs. First steam review ever written.
发布于 2017 年 8 月 18 日。
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