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donkey kong bare hole blast 最近的评测

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总时数 10.0 小时 (评测时 7.8 小时)
A net positive by just about every metric, easily earning about an 8/10 or 8.5/10 from me if I were a Nintendo Power magazine 20 years ago. The main game feels about as polished as it can be outside of nitpicks and matters of my own visual taste, e.g., Pac-Man no longer leans when turning based on his rotation deltas. I complained about the first one being blemished by the paid DLC sound test and the lack of a proper blob shadow, and both of these have been totally corrected here. Pac-Man's chattier again, too, though obviously not packing his characteristic, happy sarcasm from the western-developed PMW3. Every character appearing in in-game cutscenes is fully voiced in English, with cheesy deliveries nailed by skilled voice actors, evocative of old cartoons.

Player collision is now more oldschool. Original PMW2 uses a surprisingly modern sphere/capsulloid-driven player collider that works reasonably well, though it has plenty of frustrating edge cases of its own. (I'll spare you the aimless, unexplained parroting of the word "jank.") The new method is the same as Re-Pac 1, and similar to how many 5th and 6th gen platformers handle collision/ejection: The player's lateral wall ejection is done separately via many casts, followed by snapping them up onto floors and down out of ceilings. It's the separate axes approach often done by tile-based 2D games, adapted to 3D, and is very similar to how Banjo Kazooie and Corn Kidz 64 do it. To you, the player, it makes your character's bottom feel "flatter," and your footing feel less liable to go sliding off a ledge if the collision mesh does anything funky. Both methods are approximations, but I feel like Re-Pac's is the clear winner, and is obviously what the developers prefer to work with.

The inclusion of the pellet throw* is still an odd choice, as it's Pac-Man's most clunky and redundant move, mostly good for bomb defusal. Rev roll and flip kick no longer share an input, due to the kick's increased power and versatility. No more timing short hops Melee-style to open crates stylishly, just run up and smash 'em. The controller can feel more crowded, but it works well, only feeling crowded when you're swimming underwater in Scuba Duba and Shark Attack. I personally find putting rev roll on right trigger the most ergonomic, but YMMV, and the game is very polite about configuring your controls on all versions.

The main game's boss fights are a lot more formulaic, but I'd argue this is a huge improvement, as the previous game's bosses were heavily recycled due to time constraints, and their attacks were mostly lethal due to the insanely wonky way knockback/pushing worked. Re-Pac is a lot more deliberate but still gives you room to dare a quicker kill if you're up to it, not to mention the time trials and tougher rematches later on. Blinky's fight was probably my favorite, though it wasn't hard to the point of frustration or anything. They've done a more than adequate job punishing mistakes without making the player want to give up.

The exception is Spooky, whose first phase may as well be the one blemish on this release, sometimes to the point I question if they playtested him enough. He's difficult enough in a conventional sense, and has patterns and attacks you can learn, fair enough that anyone should be able to beat him with some practice. His second and third phases are fine, you know what you have to do and how to react to the attacks with practice and good reflexes. But his first phase, oh man, the designer was just too cruel for their own good. Spooky has a randomly positioned, spinning lightning attack with a random pivot radius. It not only has no apparent rules or patterns, but is poorly telegraphed and can hit you even after fairly landing a phase-ending blow. He fights dirty! And sometimes if you die while going to phase two, the phase one Spooky after reloading gets replaced by a doppelganger copy of himself and becomes invincible until you reset. There's no way that's intentional! If the lightning move had more strategy involved than "just panic and hit him as fast as you can," the fight would not strike me as unfinished/broken at all, aside from the occasional bugs. His lightning in phase 3, however, is a pushover, and typically destroys his minions more than it'll ever hit you. I can't remember being damaged by it a single time. TL;DR, Spooky's whole fight feels lopsided and not quite finished, because it mixes an unforgiving, nondeterministic attack into an otherwise pattern and reflex-driven fight. It's one or two tweaks away from feeling right, but far enough that you'll easily notice.

Hopefully some minor patches will iron out any grievances if any other players feel this way and it's not just me. Either way, 8/10 at worst as-is, and one of the only games in years to entice me, remake or not. If you knock out 20% of a circle, it looks just like Pac-Man anyway.

* The Pac-Dot throw attack debuted in the scrapped game, Pac-Man: Ghost Zone. It predates the butt bounce and rev roll by at least two years.
发布于 10 月 2 日。
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总时数 2.4 小时
YouTubers are unnecessarily harsh to Yooka-Laylee. I didn't have Banjo on N64, growing up, and have no nostalgia for it. Some friends who did seemed to enjoy this game. I don't "hate" YL, but I've now exhausted every angle without being able to have fun or get lost in it. As someone who accidentally plays through platformers in one night out of sheer excitement, that's not an encouraging sign. I tried again on a couple other platforms, even years apart, mostly out of superstition, hence my Steam hours. "Maybe it's not the same on PC, and a console with a well-tested controller and uniform specs will feel more streamlined?"

The turning point was tonight, when I finally played Banjo-Kazooie for the first time on my actual N64. Even despite technically being a "Europlatformer," a category often reviled in certain retrogaming circle, Banjo-Kazooie is all-around an excellent platformer in any way I can measure. I nerd out over collision response, I try to break things, I play games with an active interest in how they work at the low level. Yooka-Laylee has already been dissected at exhausting length by its naysayers, but I want to focus solely on this divergence, and why I think you should instead play BK, if you've not yet tried either game. It's available on Xbox, you can find it for N64, I'm sure there's other ways. Banjo isn't as free-flowing or athletic as a sliding and diving platformer like Mario 64, but the way it moves and animates was tested and tuned to near perfection. You'll never find yourself asking, "how did the developers expect me to interpret this?!" Rather, "What hint is the game giving me?" Every once in a while, you're stumped for just a few minutes, only to suddenly feel like a smartypants for progressing again. It's that feeling you remember from playing games growing up. Not just an artifact of nostalgia, but designers and programmers who are good at combining riddles and reflexes.

Collecting goodies, which is monotonous in any inferior collectathon, does not feel like virtual chores. The sounds the pickups make, their distinct looks, and their immediate usefulness will even tempt you. It's sometimes hard to resist grabbing honeycombs even when Banjo's health is topped off. Contrarily, Yooka-Laylee as a collectathon does not give me that same weird, irrational satisfaction. The long walks, slow cooldowns, and sprawling to-do list of ever-increasing quotas feels like a single-player interpretation of the worst elements seen in a freemium MMO. I'm not collecting Pagies, I'm combing the world for Chore Points. Just another hour of this, and I can get a change of scenery!

The deeper technical side fares no better. YL's equivalent to Kazooie's slope-running drains the dreaded ability meter, where BK's could be used freely without being broken or obsoleting your other moves. The way your more extreme abilities in BK are limited is carefully coordinated with the levels, and how pickups and objects are arranged. Running out of consumables does not feel like hitting a wall. Where Banjo's single point of floor contact is great at making it clear if you're on a steep slope or not, and whether you're falling or grounded (See also: Super Mario 64, Mystical Ninja, Corn Kidz 64) Yooka-Laylee uses capsulloidal collision. This is no problem, even with the potential to be a great improvement. Many modern platformers use spheres, capsules and axis-aligned cylinders (Pac-Man World 2, Super Mario Odyssey, Kirby and the Forgotten Land) with the oldschool method arguably being a trade of accuracy for performance, or even a result of collective programmer inexperience with 3D games. Glover, a later N64 game, has pretty sophisticated floor/wall collision, as does Rocket: Robot on Wheels. But in Yooka-Laylee, I can feel that "Lean Unity" tutorial seeping through. The Rextro minigames exemplify it even more. The whole thing does not feel as homegrown as I had hoped.

A ton of people were able to enjoy this game, so it can stand on its own. If the review scores on Steam are any indication, you'll likely be one of them. But if the meticulously tuned joy of the Banjo titles, even sans-nostalgia, are what get you excited, you could end up feeling let down. If this were typed 30 years ago, I'd conclude with "Rent, before you buy!"
发布于 1 月 16 日。
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总时数 17.8 小时 (评测时 5.0 小时)
They're REALLY extending that old Unity character controller they used for Yo Noid! 2. I like it. I originally backed this game for this as a Kickstarter reward, so I'll only list minor concerns here. I am an amateur graphics programmer and a platformer superfan, so this isn't a pointed critique or teardown. If any gripes are the true intent of the developers, then there is nothing to worry about.

The controls handle well, though this game's equivalent to SM64's side flip (pull back on the stick and jump, needs a "sharp turn" or a near -1 dot product on your move vector vs. your projected input direction) has screwed me more than it's saved me. SM64's side flip was more for stopping yourself short of a ledge if you were having issues decelerating, or if turning would prove too unwieldy. In that game's final release, they also heightened it for general platforming use. In this game, the spin jump travels much higher, and you can generally make narrow turns on the ground without as much trouble as in SM64. Still, putting the brakes on your momentum in the air for a precise landing at high speeds can be tough, sometimes requiring you to instead aim for a ledge grab. Pounding the ground does not fully zero your lateral speed. In short, I'm curious how the developers are using certain moves, compared with how I did as a new player.

Things you'd want to jump and grab onto don't have huge snap radii. This is great for keeping the game precise, but these objects might instead benefit from blob shadows beneath, to aid depth perception. Little pickups and coins already project downward blob shadows, as do the fish and the player.

The shader programming is top notch. It really shows what you can do with "modern," homogenized GPUs. I don't just mean the imitation PS1 motif that a lot of art nowadays celebrates, I mean the clouds, the weather, the swaying and flexing of meshes, the vertex manipulation, the day/night cycles. Performance at full resolution may tax your computer more than you would expect. However, the overall result is spectacular. It's like faux-PS1 (e.g., quantized vertex positions, 15-bit framebuffer, no filtering, software perspective correction) but without fillrate or framerate concerns. And now there's visual tricks like rimlight added to the mix, too. You can tell artists have a true understanding of their inspirations, when they can conceive a such natural evolution for "old" visuals.
发布于 2024 年 6 月 8 日。
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总时数 2.9 小时 (评测时 2.4 小时)
SOLVE PROBLEM REAL GOOD
发布于 2023 年 8 月 14 日。
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总时数 11.0 小时 (评测时 10.9 小时)
Pros:
I LIKE TO EAT FOOD

Cons:
Pac-Man's shadow does not cast straight down, making certain diagonal jumps harder.

Namco-Bandai, please partner with NOWPRO again, I want to see their take on Pac-Man World 2!
发布于 2022 年 8 月 29 日。
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总时数 12.3 小时 (评测时 11.7 小时)
I rented the original game from Blockbuster as a kid, and barely reached the first checkpoint in Jellyfish Fields, so my impressions of this game should match those of a fresh player. While nothing's perfect, I thought this was fantastic! Despite using a big commercial game engine like Unreal 4, it has that strange harmony of polish and exploitability, that just screams "sixth-gen." There's a few skips and cool routes to be found, and all kinds of silly unintended stuff that does not negatively impact playability. Try fighting the SpongeBob robot and leaving one of his hands intact. Then, every time he leaves his good hand exposed, ram Cruise Bubbles into his face instead! My only complaint is the same as for every good platformer: It felt short, I wish there was still more to do, beyond some of Patrick's lost socks.

While they obviously include valid criticisms, critic reviews of this game seem to miss the intent of the remaster, and dock it points for ridiculous, arbitrary reasons. The player reviews here show a pretty stark contrast. We did not give it a 2/10, just because we were too impatient to learn the Bubble Bowl.
发布于 2021 年 1 月 2 日。
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总时数 30.7 小时
Son, I don't want you hanging around that "Tim Sweeney," anymore. I think he's a bad influence.
发布于 2019 年 8 月 9 日。
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总时数 1.0 小时 (评测时 0.4 小时)
If you cannot run this game, I will call you poor on the Internet until you purchase the same RTX card as me.
发布于 2019 年 6 月 9 日。
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总时数 3.1 小时
☑ Plays just like top-quality mobile games
☑ Early Access
☑ No updates for two years
☑ Steam Trading Cards and emoticons
☐ Was approved for sale by a human
发布于 2019 年 2 月 15 日。
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总时数 4.5 小时
You can draw faces on things, name them rude words, and then collide them with the sun.
发布于 2019 年 1 月 9 日。
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正在显示第 1 - 10 项,共 14 项条目