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Wangthunder 最近的评测

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总时数 12.0 小时
I really tried to like it, but man.. it's just not fun. It's grindy with too much RNG. Things are slow and clunky. Cool concept, but if you are looking for something fun and relaxing, look elsewhere.
发布于 2024 年 11 月 8 日。
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总时数 262.3 小时 (评测时 240.2 小时)
抢先体验版本评测
This game is great, but very disappointing. "It's a small team, give them a break!" "They are just overwhelmed cause they have so much success!" I dunno if these people really grasp the scope here.

They did $100,000,000 in sales in the first month.

Let’s take Steam's cut (averaged somewhere around 23% at volume or $23 million if you prefer.)

They have ~$77,000,000.

Then let’s take the publishers cut. I'm not sure on the exact number, but the industry average is somewhere around 15% (something like $11.5 million.)

They have ~$65,450,000.

Then let’s take taxes (I'm not a taxematician, but let’s just say they got reamed at 50%.)

They have ~$32,720,000.

Then let’s give generous padding for various expense repayments like machines/software/travel/food/utilities/workspace etc with a $1 million buffer.

They have ~$31,720,000.

Finally, let’s give a generous margin of error and say $5 million got lost in the cracks somewhere.

They have ~$27,720,000. Net. In the first month. That is awesome. I would be very thrilled with those figures as a small development team in the first month of release.

As an entity, lets subtract a super super generous salary of 70%.

They have ~$8,317,500 to invest into the company. In the first month

Let’s assume they go a little crazy after that first month and get a new office, brand new computers, buy everyone a top end company Tesla, fly Gordon Ramsay in to cook them a private dinner, & buy everyone (5?) a giant 400oz bar of pure 24k gold (like the brick Zeus takes in Die Hard 3.)

They STILL have ~$3.8 million to reinvest in the company. The average Unity developer makes $100,000 a year. Let’s say they don’t want to mess around and double the average salary to $200,000 to get some quality people ASAP.

In the first month of sales, after platform/publisher/tax/salary/development costs & insanely irresponsible spending sprees, they can afford to hire 19 full time unity developers at *DOUBLE* the average salary for a year.

Imagine what you could accomplish in one year if you had an idea and 19 full time game developers just waiting for instructions.

That is why this game is disappointing.
发布于 2022 年 10 月 15 日。
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总时数 37.7 小时 (评测时 36.1 小时)
For those of you looking at reviews and are on the fence, I will make your decision easy. Do you like games with shortcuts? Do you like games that make things trivial? Do you like having your hand held, with an arrow pointing you toward your next objective? Do you like leet deeps and twitchy combat? Do you want it all, and want it now? If you answered yes to any of these, save yourself the trouble, you probably won't like Outward.

In Outward, there is no quest marker. There is no floating arrow carting you to your next destination. There is no minimap showing your location. There is no fast travel (well, outside of DLC.) At night, it is dark... I mean, dark dark. You have to use the stars and landmarks to navigate. There are no numbers floating around showing you how much damage you deal. Your gear actually encumbers you.. Wanna dodge in combat? Better shrug off your backpack before fighting.

Now, one may read this and say "well, that sounds clunky and awful." You would think so, but you couldn't be further from the truth. Outward doesn't do these things because of negligence or ignorance. These features aren't something just overlooked in development and pushed live without testing. These are all deliberate choices that do something most modern games cannot: engage you.

Every time I sit down to play outward with a friend, it feels like I am setting out on an adventure in an old school rpg. We have to inventory our supplies and ensure we are prepared to be out in the wilds for several days. I can just see myself checking off my first level characters inventory in a fresh dnd game. Hand mirror? Check. 50 feet of rope? Check. 5 days iron rations and water skins? Check. 2 gallons of lamp oil? Check. Flint and steel? Check. In this game, there aren't merchants on every corner.. even if there were, merchants have limited supplies AND money. Crafting in this game is crucial, and having the proper supplies for your adventures will mean the difference between a long journey and an immediate run back to town.

Combat in this game is challenging.. You don't just run up to a guy and 360 no scope. You have to be slow and deliberate.. time your attacks and wait for the enemy to present an opening. Magic is equally challenging, but in a different way. You can't just sit down and meditate to gain mana.. You either need to drink potions, eat food, have certain spells, or sleep to regain your mana. Being a caster in this game is like the dnd reference all over. You have to make sure you have all the reagents you need, proper potions, teas, and food, and any crafting materials you may need to brew things on the way (in your portable alchemy kit.)

It has been a long time since I have felt so engaged in a game, so long that I forgot what it felt like. You will almost assuredly love Outward If you have fond memories of jumping on your level 1 human monk in Freeport and stumbling through the darkness toward the distant orange light of a fire beetle, or swimming between the Echo Isles on your troll hunter looking for that green piece of gear.
发布于 2021 年 1 月 5 日。 最后编辑于 2021 年 1 月 5 日。
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