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目前顯示第 1-10 項,共 26 項
1 個人認為這篇評論值得參考
總時數 17.4 小時
Dark Crusade, but with Sisters of Battle, a bit lamer campaign, and flying units nobody uses.
Will you do it for her? I won't.
DEldar are interesting, but I'm not sure who they're for. Maybe for you? They were designed for multiplayer and feel somewhat incompatible with stronghold missions.
Speaking of multiplayer, it does exist, but it is split between previous games and 3 big mods, which, in my opinion, are "fun" but terrible and will make you crash. Good luck!
張貼於 2024 年 9 月 13 日。 最後編輯於 2024 年 10 月 14 日。
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2 個人認為這篇評論值得參考
總時數 79.0 小時
Save yourself.

Guns and gunplay are great, better than BL2. MCs all have good and interesting abilities, better than BL2. Then it got to the "ok now let's make the actual content" phase, and they created the 11th Plague of Egypt. Loading times, crashes, and essentially removing snipers doesn't help.

My actual review exceeds the Steam review character limit by 1.8x, and it cannot be condensed any further. The above is a lightly worded poor summary of that review.
張貼於 2024 年 9 月 8 日。
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5 個人認為這篇評論值得參考
總時數 37.3 小時 (評論時已進行 35.1 小時)
Arguably better than Soulstorm. Very much worth playing. Stronghold maps make for great and challenging campaign missions. Doesn't need gameplay mods, they're generally bloat for veterans to toy with, though I highly recommend a scaling font and camera mod. They take 3 minutes to drag and drop in. Of course, make sure you've played campaigns of the base game and Winter Assault as well.
張貼於 2024 年 9 月 4 日。 最後編輯於 2024 年 9 月 6 日。
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總時數 18.0 小時 (評論時已進行 12.1 小時)
The new dm maps are excellent. Multiplayer just werks. Video games are fun again. Campaign level design really shines on hard. Looks great but not too great, you know? All the options that should be there are there. Small bugs to be fixed notwithstanding, this is what it's supposed to be.
張貼於 2023 年 11 月 20 日。 最後編輯於 2023 年 11 月 21 日。
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總時數 47.4 小時 (評論時已進行 20.9 小時)
(more playtime elsewhere)
In a vacuum, Overwatch has decent core gameplay and is one of the very few large population higher-TTK FPSs available. It's polished, it's updated, and it has a wide enough range of modes/experiences. I have very negative opinions about the art-style and presentation, certain intents with its launch, the company developing it, and the genre itself (MOBA FPS/"hero shooter"), but they would be pointless to express right now. More relevant is the fact that it's actually pretty fun and engaging, and the barrier to entry is nonexistent because the F2P model is generous: You can unlock every hero, even new ones, with a bit of time, and you're given free credits to spend on most customization options if you care to.

The primary thing acting against a recommendation is that it's scientifically proven that suffering is a guaranteed outcome if you take it too seriously. Here are a few reasons why:
1) Due to how strong healing is and that 2/5 of a team is healers, and the "tank" will control you and be equal to or better than you in nearly every way after the fact, the potential for solo performance is heavily suppressed. Teamwork and coordination is required to make things happen. But because real, skilled communication only occurs at very high level competitive play, getting coordination elsewhere is down to whether your team "gets" each other or not. Or it's just pure randomness of chaotic interactions. This also means that players who go ahead and get picked off out of sync with the group will severely gimp their team in tense faceoffs.
2) The tank role is intended to be a type of protector, initiator, controller, and soaker for the team that enables them to survive and make plays, but in practice most tanks are supercharged damage dealers with 2.5x HP, mit & sustain, and CC. Like a hero class among peasants. Odd.
3) You can dominate an enemy team for almost the whole match, but due to how overtimes and objectives work, the ultimate winner is often the team who saves up all their I-Win buttons (even the game calls them that) for the final fight. Yeah, you can play around it if everyone pays very close attention and plans minutes in advance, but, c'mon.
4) Questionable matchmaking in ranked modes.

There are other reasons, but 1-3 are why I call the core gameplay decent instead of great. I think a lot of potential fun would be unlocked with increased team sizes on battleground-style maps, and another pass on the configuration of the 5v5 standard format (down from 6v6 before Overwatch 2). Anyway, if you can enjoy games in bites and move on quickly from bad losses, the positives will win out and you will have a good time.

If it wasn't clear, I don't care much about "leveling up" or "maxing out my battlepass" or collecting all the best cosmetics. If you do, then you will likely encounter some issues I missed. There are a lot of FOMO, limited-run tactics employed in place of the lootboxes. I can't make my Zarya curtsy because that victory pose was a season 3 BP exclusive REEEEEEEEEEEEE

I will end on some technical positives: The graphics are well optimized, my fans are cool, the size is... reasonable, and the load times are surprisingly impressive. Suspiciously good. You can play other modes while you're queued, and it's completely fine. Even if you get a match just after starting to load into something else, it'll work out in seconds. I don't know, call me scarred.
張貼於 2023 年 11 月 3 日。 最後編輯於 2024 年 9 月 4 日。
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3 個人認為這篇評論值得參考
總時數 11.3 小時
I recommend Filcher to anyone already familiar with the genre as a neat new iteration upon the original concepts. To a newcomer, I can imagine it being a tough and weird tasting biscuit. Going by the numbers, there's a high chance you'll end up not finishing it, but it may be worth the experience anyway.

+ Excellent and distinct artwork. Wanting to see the level transition comics is what motivated sometimes. Their style and subtle audio cues are premium presentation.
+ The tone is set in stone immediately and is consistent throughout.
+ Level design and guard placement is very well thought out. These are good, intentional challenges. While you lose some aspects of the "immersive sim" that you may expect, in return you get a tight puzzle. This means that playing flawlessly is not an afterthought, and you are directly given the tools and the avenues to get that max score.
+ Slide move is silly but ultimately fun and not as overpowered as one might think. It doesn't make much sense, but it fits and functions well as part of the game. Nice mechanic. Mastering it is key to turning a level into your playground and it is satisfying.
+ The delay on the dart gun is a great idea. I also applaud making some NPCs immune to the blackjack. However the graphic for whether NPCs are wearing a hat or a helmet should be a lot clearer.

+- Alllmost art deco asthetic, but the graphics just a bit too basic for the world to be truly stylish. Colours are nice though.
+- The 2nd, 3rd, and 4th levels are weaker than the ones around them (9 in total), creating an unfortunate earlygame rut that might discourage players and turn them off if they don't perservere. They're not awful levels, but they're not very attractive places to get stuck in while the game's trying to show you what it's made of. The ones afterwards are much more grand and exciting.
+- No checkpoints at all is rough. You can argue that saves cheapen the experience and make tools and win grades irrelevant, but having the first half of a level become rote because you've done it 12 times, or throwing away a perfect first-time run 30 minutes in because you had to learn the hard way what part of a shadow graphic actually shrouds you, has a similarly negative effect. One save per level would have been great. The game is make-your-own-difficulty anyway. I don't want to dread having to redo everything perfectly.
+- The rating system is a great idea but could be tuned better. Firstly, one mistake generally implies or leads to the other, so having 10 points for not being detected and 10 points for not taking damage is not quite right when you take damage after being detected 90% of the time, given how quick guards react to shoot you. Also, you're probably using your dart gun right after that, which is another 10 points for harming someone. In effect, either you're a ghost (or master if you missed stuff), or you're all the way down to novice because you were detected. Steam achievements corroborate this: completion percent is 12.4, professional on all missions is 2.9, and expert, ghost, and master is 2.0. This means that, if you're getting expert, you're also getting master and ghost. Secondly, knocking anyone out is only a 10 point loss, but being able to knock out the whole map makes the other 5 stealth challenges impossible or trivial to not fail. (Avoiding security cameras is not difficult without the pressure of nearby NPCs)

- I don't know what the purpose is of sprites for NPCs and some objects. I'm not sure what it adds. I think it was a poor stylistic choice and that full 3D would have looked better, more cohesive, and functionally additive. With sprite, it makes it harder to tell the state of NPCs at a glance, far away, or in darkness, which is bad. They also do not cast shadows, which takes away from gameplay (harder to judge position) and looks. There is some awesome shadow work throughout the game, why remove NPCs from that? The environments are great; I'm positive they could have done a fine job. In fact, you can see that the sprites are rasterized 3D models!
- Sound distance and propagation is not quite there, most notably when there are a few NPCs around in tight corridors. It's hard to discern whether someone is about to come into view or is actually 2 walls away, or if someone is above or below you. Utilizing degrees of low-pass filters, or increasing how much obstacles reduce the volume of footsteps would have greatly improved audio clarity. It's workable, just not as obvious as it should be.
- The NPC awareness seems imbalanced. It's hyperactive for head-on spotting and you generally need full darkness to exist within their vision cone, but that vision cone is quite narrow and you can dance in their near periphery with your torch on at no risk. In other words, the light levels between "no light" and "full light" rarely make a difference. They are legally deaf as well, and you can do some serious ninja stuff once you realize that. Metal and tile steps are not nearly as loud as you'd think they'd be. I would love to trade some of their frontal detection strength for greater side and aural detection, but the way it's tuned now is necessary for the levels to work as intended. So, at least things were built around it. Some sections rely entirely on close calls that feel like they shouldn't work. Also, turrets see through all darkness once they have been activated, and will shoot you as soon as you enter LOS even in full darkness.
- All doors automatically close themselves unless you spam use to "refresh" them or block their way. Especially nasty when using a secret passageway with no button on the exit side. This is not necessary.
- Strange sound design, mixing 8/16 bit sfx and voices with ASMR-tier environmental effects. Policemen are crusty and compressed, but their dogs are realistic 128 kbps. It does make getting spotted less scary, but like with the 3d and sprites mixed together, I feel less immersed than I could be for uncertain benefit.
- Just a "sound" slider, so if you want the music and environmental effects at a good volume, you have to suffer the silly CLANG CLANG CLANG of metal footsteps as NPCs patrol overhead, or super loud metal doors and gunshots.
- Ripe for more VA

I will give special mention to the fact that this was made by one person. While that doesn't change the quality, I will say that this is one of the most coherent one-man projects I've played. The developer could have used all the same ideas (with some feedback) to lead a team to make a fully fleshed and watertight 9/10 renaissance title. I hope he gets the opportunity one day. The final cutscene teases a sequel, so... please?
張貼於 2023 年 7 月 5 日。 最後編輯於 2023 年 7 月 5 日。
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172 個人認為這篇評論值得參考
10 個人認為這篇評論很有趣
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總時數 501.2 小時 (評論時已進行 326.1 小時)
Warhammer 3 is like a new pair of expensive shoes with a tiny piece of glass jumbling around in it that you will never get out. You will turn it upside down and shake it. You will change socks. You'll walk differently. You'll think you've taken care of it and you'll feel amazing in your new shoes on a beautiful day, for a while, and then you're stung again.

Foremost is that it's addicting because of its excellent core gameplay and there always being something new to try or get better at. WH3 is huge, various, and it's good. It's awesome, even -- speaking as someone who played Rome, Shogun, and Medieval 2 for a decade. If I want to play Medieval again, I'll just start a Bretonnia campaign, and that's just one of the many factions! (unless I want better music, pre-battle speeches, and those cool event movies)

As you find out things that excite you, engross you, and build your book of strategies, you will find out other things: such as...

- The LOOOOOOOAADDD times, actively discouraging manual battling
- The performance is poor for the visual quality - especially on minimum; it still chugs after you make it look like dough - and you need mods to demake it enough to not cook your GPU.
- The amount of factions/lords you can play with the base game is low, and you're expected to have Warhammer 1 and 2 (to access their races) and a lot of DLC after you've already paid full price. DLC content isn't intrinsically bad, but it's likely that you'll be a bit disappointed if you just purchase WH3.
- New factions are starkly powercrept. Old ones are being updated, but at a glacial pace.
- There exists a downright silly anti-player bias, where enemies will sometimes ignore all reason and self-preservation to march full stacks at you from preposterous distances. Sometimes they declare war the instant you discover them, and perhaps they were building armies and waiting in the fog, doing nothing but waiting, only to launch them at you once you meet them even though they were adjacently surrounded by other hostile targets. EDIT: This may have been retuned as of 4.0! Will update later.
- The Empire is "supposed to suck" and have an agonizing start position, and it being recommended as a beginner faction is a cruel joke
- Chaos is the main character and general favourite and you will feel it
- Enemies take less attrition in higher difficulties to the point of rendering it irrelevant (this hurts vampire, skaven, tomb king, and nurgle players)
- Skaven plagues do unavoidable, unmitigatable attrition to an army, putting it out of commission for 5 turns plus 2-5 more to heal back up. Moreover, they do not care if you are allied with them. Allying with Skaven does not stop them from plagueing you, because they plague your common enemy and they spread for a long time.
- Having war declared while being next to your new enemy's lord or city will trap you inside of their zone-of-control and not let you leave, unless you initiate an attack and then retreat
- Some critical strategies that make your faction not-miserable or even quite powerful WILL take many hours and new attempts to discover, unless you watch a video first. In other words, racial tutorials are barebones and don't describe practical play expectations.
- As Cathay, Chaos will ignore the Great Bastion outside of a rare scripted event and backdoor you with a hilarious 20 turn journey through the mountains
- The ability to build walls around minor settlements was removed, even at the maximum growth stage and maximum "wall" building tier. Huh.
- Unit performance is not-insignificantly dictated by an undocumented animation metagame, which governs splash damage and entity finishers
- Quests and grudges that require raiding a region or attacking a city/lord with a hero don't complete if you do more than that: claiming the region, claiming the city, or slaying the lord in battle. Nope, you have to specifically raid that region, and you fail the quest if you conquer it instead.
- Every time you leave a section of your border undefended you are punished severely, and have to learn repeatedly to always expect the most annoying inconvenient BS to occur, even if taking it slow means crippling your campaign. This does make some starts, where you're totally exposed on multiple fronts, reliant on big gambles.
- Pathfinding around walls in siege battles may cause hemorrhoids.
- Playing chase-the-goose with an enemy lord in march stance that just perfectly slipped by you will cause hemorrhoids.
- AI factions have a hidden "faction potential", which gives them artificial extra production (regardless of difficulty) AND autoresolve power when fighting each other. Legendary-lord factions have much more FP than minor factions and will erase them by virtue of FP difference rather than actual military difference. This also means allying with minor factions is pointless. Additionally, when the player hasn't discovered these factions yet (they have another invisible mechanic, "shroud"), their FP-based autoresolve advantage is DOUBLED. This means that you drastically change the nature of the world simply by having vision of it, and if you're not careful, you can significantly nerf factions you like while distant enemies keep their undiscovered bonus. FP is both randomized and weighted based on your starting faction, so now you change the nature of the world just by what faction you start with. This is silly. It's understandable to give AI production and military bonuses based on difficulty, but to include these arbitrary invisible modifications just confuses the player and tempts them to metagame rather than play normally. "BEYOND YOUR COMPREHENSION"
- If your ambush trigger fails and the enemy declines to engage, he can just walk right through your army (and raze your settlement), instead of being forced to retreat backward like the player is.
- While passing your turn and sieging an enemy city, if they sally out to fight you and you don't slay enough troops such that the enemy garrison survives and you don't claim the city, your siege is canceled and A) all of your equipment building progress is lost, B) attrition will not tick that turn, and C) another faction can initiate their own siege on the city, stealing the tag from you
-New factions are added without care to how they affect the situation of old factions. The immediate neighbours of Chaos Dwarfs, perhaps the most juiced up faction to exist, received no rebalancing when they were added, despite it wholly changing the nature and demands of their faction starts.

The Dammaz Kron shuts.
Other than that it's fun. Sometimes a lot of fun. See the shoe metaphor.

If you're looking for more complex diplomacy and economy, other TWs like Three Kingdoms would be more to your taste. However in my opinion, TW diplomacy was never good no matter how "deep" it was, and having to meticulously manage your trade network would be silly in the face of Kragbock teh Eternel Killer coming out of the fog whose sole responsibility is to -- well, it's in the name. Diplomacy is there and it's deep enough (though missing a "joint war declaration" option instead of one of you having to be at war first). It could be tuned better. Economy is the same. Different factions have fairly different styles of diplomacy and economy, so I suppose that's how the game makes up for it.

Breadth over depth, but not too shallow. That same principle applies to much of the title.

I reiterate: buyer beware if you expect to make a single purchase, or even a few, and be done with it.
張貼於 2023 年 5 月 31 日。 最後編輯於 2023 年 9 月 1 日。
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總時數 340.5 小時 (評論時已進行 340.4 小時)
ONI is a nice, well polished colony sim that has a strong, unique identity and high quality mechanics.
It uses the premise of resource management and escape as a leaping point for what the game is really about: creative problem solving using architecture and chemistry.
You can solve your problems by looking up idealized machine designs, but the game is balanced around you coming up with your own ideas, and lets you make plenty of mistakes to figure things out. Don't cheat yourself out of the fun and self-expression.
Only rarely does the game get in the way of itself, and is mostly a rich, rewarding, replayable exploratory experience.
I found myself gripped by the unexpected mysteries in the world as well. The story and discovery goes understated in many reviews, including this one.
Additionally, the resource demand is VERY impressive for how much calculation the game is constantly doing. Well optimized. Puts many indies and AAs to shame.
The OST is superb, and there is contextual variation on how it plays.
The amount of good work the devs continue to put into the game is surprising. You don't get this level of care with most games. They continue to add popular demand features to the base game for free. Three times now have I edited this review to remove a complaint about X feature or Y building not existing.

After enjoying it for this long, with still hundreds of hours ahead of me (originally wrote that at 110 hours, now look at me, I was right!), my only complaints are thus:
- I have modded in an air/waterlock door because making air/waterlocks otherwise - and you need them very often - involves either chicanery with unintended liquid mechanics, or chamber systems that are so large, unreliable, and inefficient that everyone turns to the exploit. I have also modded in an insulated door, because though there are insulated tiles in the base game, there are not insulated doors. Waaiii.
- Some heat/power/output numbers are fudged strictly to enforce difficulty. For example, some buildings output materials at temperatures that are relative to the temperatures of the input materials, and some buildings have an arbitrary minimum temperature. It's inconsistent, and this magically creates tons of excess heat and forces the challenge to be post-production-treatment, ignoring any pre-production-treatment you've done. I get it from a game design perspective, to create particular problems to solve, but sometimes it's a bit... c'mon, y'know. There are ways to magically delete heat as well, but they feel like exploits and I wish I didn't have access to them. Thermoregulators (gas coolers) and Aquatuners (liquid coolers) also cost much static power and heat when they only take away 14C from their input substance, no matter what it is. It seems to me that they are balanced for removing 14C from endgame, high-specific-heat substances instead of anything ordinary like water or oxygen.
- Without extreme environmental pressures or obstructions, home bases tend towards samey stacks of 4x16 or 4x24 commieblocks, and trying to be creative in a space that doesn't require it (which occurs too easily, is my complaint) will just impede your base efficiency. There should be more incentive or requirement to build "nonstandardly" in ideal environments. Skill issue on my part maybe, I could be missing something? I propose that world modifiers could be more widespread and intrusive on the starting zone to make for a less routine early game. I do think that, even with the hardest settings, the starter biome is too large and forgiving for the player.
張貼於 2022 年 12 月 24 日。 最後編輯於 2024 年 11 月 22 日。
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總時數 15.2 小時
I recommend this to those who would like to support the developer for the good times past, and their success in porting it to a stable offline platform. I would not recommend it to someone new looking for a game *like* this, only because there are better options now. It's a good game and achieves its goal, but it dries up quickly, and has only a couple advanced/exploitable builds/party interactions to keep one entertained. It was extraordinary for its time and original platform.
張貼於 2022 年 7 月 22 日。
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1 個人認為這篇評論值得參考
總時數 22.3 小時 (評論時已進行 15.1 小時)
搶先體驗版評論
Vampire Survivors is a pretty good game, and it is also a pharmaceutical formulation of mechanics and audiovisuals already proven by other games to "work". Absolutely nothing about it is original: it's a world you're already familiar with (Castlevania), with rules you're already familiar with (every smash-hit so-called "roguelike", e.g. Risk of Rain, that's been pervading the indie scene), and a dash of lootbox & iPad slot game key-jangling, all laid upon a gameplay foundation that can be fully described in one (or two!) three-word sentences.

But does originality and human sensory abuse matter? You be the judge. The fact remains that all of these elements are combined well, and are used to provide an intriguing challenge - sometimes easy, sometimes hard, always requiring a modicum of creativity. There's a modestly respectable distance between how a beginner moves and builds and how an expert moves and builds, but no more than that. Balance is surprisingly "decent", with some outliers.

15 hours in (across two days of ownership), and I still have a small list of challenges left. I've seen just about everything, but I'm still looking forward to doing those challenges. The journey of unlocking everything is compelling. I do not believe that this game is worthy of mastery once you have unlocked everything. But it's a nice journey, so that isn't a complaint.

There's a reason that the ratings are so high, and it is that it's possible to dislike this game only through contrarianism, principle, or unmet preconceived expectations. Without those things, you are just left with fun. So, have fun! I also recommend it as an EA game because this could be the final version and I would still be quite satisfied with the purchase. It feels like version .9 when really it's only about halfway done. Cool!

One thought I have is that if half of the fun of the gameplay is picking your items, and the entire item picking process is predicated on evolution pairs, are the evolution pairs truly intelligently designed to serve the gameplay? In their current state, they're restrictive and force the player to make cookie-cutter decisions. The way they currently are is acceptable for now, but I imagine that as the game and the playerbase matures, people will get sick of having to always get the armor if they want the runetracer, or tired of feeling like their run is spoiled if they can't get one. Some items are useless without their evo pair, and some items are so good that their evo pair isn't necessary.

Item evolution is one of the best features of the game, and its most special, so I hope it is developed with care!
張貼於 2022 年 4 月 29 日。 最後編輯於 2022 年 4 月 29 日。
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