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Käyttäjän EchoHawk viimeaikaiset arvostelut

Näytetään 1–8 / 8
7 henkilön mielestä arvostelu on hyödyllinen
yhteensä 5.6 tuntia (4.7 tuntia arvostelun laatimishetkellä)
Edited to include more detail, instead of a two sentence review that doesn't provide a ton of detail/context.




I really want to like this game, because the overall visual aesthetic and soundtrack are excellent.

That said, there were a lot of issues with this game that ultimately led me to stop playing this game after starting Chapter 4 (of 5):
  • Platforming controls aren't very good
    • For example, jumping backwards off a ledge to grab another ledge had some finicky controls that required experimentation to figure out how to get consistent at
  • Movement feels clunky and isn't as forgiving as it should be
    • Most notably, coyote time isn't very forgiving if you jump a bit too early to cover a gap
    • Note: This may be the developers' and/or designers' intention to make the player feel weak/insignificant (similar to Shadow of the Colossus and Ico); however, it's all the more grating given the issues with the platforming controls mentioned earlier that mean you have to backtrack to start your attempted solution again
  • Puzzles have bad signposting/previews - some examples in the first chapter alone:
    • Ledge highlighting is usually (but not always) done with white paint streaks; however, these are exceptionally hard to pick out when placed on near-white stone, which occurs with some frequency
    • Archway assembly puzzle - specifically the one where you have to move the block towards the entry doorway & aim the pedestal to add the partial arch to the block's arch segment - isn't hinted at before the first time it's used as a puzzle mechanic, and to add insult to injury, it's never used again (at least through the beginning of chapter 4)
    • Shadow puzzles (where you have to align shadows with glyphs/pictograms on walls) aren't shown off very well - the first time it's shown towards the end of the first chapter, it's not obvious that the player's shadow is also a part of the puzzle and should have had 1-2 additional puzzles to "explain" the shadow puzzle
  • Story pacing is too slow and/or abstract for its own good
    • First chapter is fine - establishing cinematic of the shipwreck & the tower as a weenie/objective is excellent
    • However, subsequent chapters don't have as compelling a narrative
    • Metanarrative is only revealed in between chapters, but is so obtuse that it doesn't really start to make sense until the transition/interlude between chapters 3 & 4 (out of 5)
  • Collectibles feel poorly planned out and added as an afterthought
    • The first chapter has 2-3 categories of collectibles that can be grabbed, which should be sufficient for a game of this scope
    • However, it feels like each subsequent chapter introduces another category of collectibles on top of the known categories
    • The only categories that feel well thought out IMO are the lullabies and keyholes
  • General lack of Quality of Life improvements
    • There's no button that can be pressed to snap the camera to the current objective and/or the fox, which can be especially annoying when you have to listen to the fox yips but you have no idea where the fox is
    • No hint system is available when stuck - not looking for a dedicated button to automatically "solve" the puzzle, but would like hints if I've spent 5+ minutes trying to find the right solution (again, see "Puzzles have bad signposting" section above)
    • Timed doors/mechanisms don't have any visible timers/indications of how long they'll be active for - this is most frustrating/notable when some platforms are only temporarily activated and require good timing to reach/use (again, see "bad platforming controls" and "clunky movement")

Overall, if you want a similar story, excellent visuals, and a game that overall feels much better, do yourself a favor and play GRIS instead. While it's a 2D platformer instead of a 3D platformer, the removal of a dimension really helps with the narrative focus of GRIS.
Julkaistu 18. joulukuuta 2023 Viimeksi muokattu 20. joulukuuta 2023.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
8 henkilön mielestä arvostelu on hyödyllinen
yhteensä 1.3 tuntia
I really wanted to enjoy this game, but unfortunately the controls, particularly around the camera and control scheme, made the game too frustrating to play.

If the devs were to come back to this game, I'd like to see them be more aggressive about making objects in between the player character and the camera transparent, allow us to move the character w/o clicking (e.g. with a gamepad or keyboard), remove camera snapping (seems to snap to 30 degree increments), or all of the above.
Julkaistu 12. heinäkuuta 2022
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 37.4 tuntia
This game has a lot of great ideas, but has executed them in a particularly poor way.

Some examples:

  • One of the most complicated areas of the game, the town, is located in an easily accessible area of the map and is introduced rather early on, but includes concepts that are introduced in 4 or 5 other areas (one of which is initially only accessible by boat).
  • While it's made clear from an earlier puzzle that not every puzzle may necessarily be solvable on first encounter, it's not always clear that another area needs to be accessed and completed first.
  • Contrary to the store page's promise to "treat your time as precious," for those of you trying to 100% this game, there is one particularly egregious puzzle that takes almost an hour (!) to complete, in addition to other puzzles which require very precise timing.
  • The Challenge bucks the pacing of the rest of the game by insisting that you solve all its puzzles within a rather restrictive 8 minute timer, which is antithetical to the game's general contemplative, slow pacing.

Overall, I think these flaws outweighed the fun and satisfaction I had of solving the puzzles, and quite frankly, I think this game is too clever for its own good.

Julkaistu 7. tammikuuta 2021
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 155.0 tuntia (153.9 tuntia arvostelun laatimishetkellä)
Harvest Moon for PC. Including waifus (or husbands).
Julkaistu 22. marraskuuta 2018
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 19.1 tuntia
Key takeaways: If you've played 3 and/or New Vegas, and are looking for the same, skip this. You're not going to like it.

If you're looking for a casual RPG that you can play at your own pace and not get penalized too hard for your decisions, this is the game for you.

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The Good:
  • Gear can be upgraded. A lot. So getting that Legendary weapon at Level 1 doesn't perma-nerf the utility of your weapon as much as it could in, say, Skyrim or New Vegas.
  • Power armor is much more effective in this game, and doesn't need additional training, just fusion cores (a special item that is consumable). Also, enemies can spawn with power armor suits, too (unlike previous installments).
  • No condition meter - basically eliminated the Jury Rigging perk from 3 and New Vegas altogether (which was retty much mandatory in those games).

The OK:
  • You'll need to pick up a lot of garbage for crafting materials. I mean, at least it's "useful" now.
  • Perks and base SPECIAL ratings can be upgraded whenever you level up, and there's no level cap. Cool on the surface, but the lack of forced scarcity makes the game much less challenging and interesting as you level up, as there's no real penalty for skipping perks, or for your allocation SPECIAL attributes at the beginning. (Granted, it is nice to be able to level up SPECIAL attributes, since previous installments made it difficult to figure out what SPECIAL attributes to get for your playthrough, or if you had no idea what your playing style was going to be.)

The Bad:
  • Conversations have been limited to 4 options, and in some cases, your choices don't matter - no matter what you say, you'll end up with the same outcome.
  • Settlements - Preston Garvey's "Another settlement needs your help" spam, the "can I place this here" minigame, endlessly Googling to figure out why your electrical wiring schemes aren't working, allocating jobs to settlers, etc.
  • Gear. So. Much. Gear. Such terrible UI to actually go through your gear and figure out what your best gear is to equip. Especially egregious when it comes to armor, since there are a total of 9 armor pieces that can be equipped at any given time, and only a single list to actually go through.
  • Factions feel much, much less impactful than they did in 3 or NV - the Institute feels more like a boogeyman that everyone talks about, rather than the terrifying portrayal they had in the Rivet City quest in 3. Unlike 3 and New Vegas, which introduced the factions rather organically, 4 just kind of throws them all at you on the way to Diamond City. (Also a side-effect of having conversations that don't really have lasting consequences.)
  • Graphics, Bugs, Beth - Do I really need to explain this? It was released in 2016, for God's sake; we shouldn't still be dealing with game breaking bugs and poor graphics, particularly the Uncanny Valley and the ultra-glossiness of wet surfaces when it rains.


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Final thought, if anyone's reading this at Bethesda: whoever your UI/UX guys are, please take them out back and shoot them. It's unforgivable at this point to have to continue to have the community mod your UIs to be actually useful (e.g. SkyUI for Skyrim).
Julkaistu 13. tammikuuta 2018
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 4.3 tuntia
Come for the Inception-like concept, stay for the feels trip.
Julkaistu 23. marraskuuta 2017
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 29.8 tuntia (29.6 tuntia arvostelun laatimishetkellä)
Great game, if a little frustrating with its unforgiving difficulty, which increases as time goes on and never resets, and the RNGesus nature of its drops. Best enjoyed with at least a friend; solo play can get dull and boring rather quickly.
Julkaistu 26. marraskuuta 2016
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Yhden henkilön mielestä arvostelu on hyödyllinen
yhteensä 45.4 tuntia
TL;DR If you like BL2, this is more of the same (albeit the humor is more hit-and-miss). Don't buy unless it's on sale.

Honestly, I'm rather disappointed with Gearbox when it comes to BL:TPS, because much of the game feels like it's an extension/overpriced DLC for BL2.

Humor/writing isn't anywhere near as good as in BL2, and no equivalent, offbeat missions/NPCs like "The Overlooked", C3N50R-B0T, or Face McShooty exist in TPS, despite their weak attempts at humor.

Assets (particularly UI) have been heavily reused from BL2 - there have been no attempts at simplifying or otherwise reworking the inventory system for PC, so I'm still stuck having to use the arrow keys (and fiddling around with them when it decides to follow my mouse instead, even though I haven't moved it for a few seconds already).

Loot doesn't feel nearly as impactful, and, in my experience so far, the laser weapons really try to split the difference between spiniguns, ARs/SMGs, and shotguns, leading me to wonder why they even bothered to add it in the first place. Also, because it uses its own special ammo, you'll find less of all the other types of ammo on average.

I AM happy that this game's secondary currency, moonstones, have many more uses than eridium did in vanilla BL2. They brought over the buff relics and eridium-gated chests from the Tiny Tina DLC, and they also have a grinder which basically lets you reroll weapons or equipment for the chance to get a better weapon or equipment. In addition, E-tech weapons are pretty much gone from the game, as far as I can tell, but have been replaced with Luneshine weapons, which provide passive buffs when equipped (i.e. you're actively using the weapon/equipment; if you're not wielding the weapon at that moment you lose the buff), but can only be obtained from moonstone chests, boss drops, or by paying moonstones at the grinder. A note of caution though: you're not guaranteed to get a luneshine weapon/equipment if you grind moonstones at the grinder, but you'll have a pretty good chance of getting one.

However, I'm not happy that the grinder can be picky at times about what it will and won't grind. I've had several instances where I had blue or purple rarity weapons that I wanted to grind together, but it would not accept it - which would be understandable if they weren't all the same weapon type - but figuring out what it will or won't grind, as well as the potential results, is a frustrating task. For example, I once put 3 green-rarity frost pistols through it - and therefore expected another blue-rarity frost pistol as the result - but instead got a green-rarity flame pistol.

So, final recommendation is this: if you liked BL2, wait until it goes on sale. Otherwise, don't bother picking it up.

Julkaistu 29. marraskuuta 2014
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
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