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总时数 87.7 小时 (评测时 75.4 小时)
First and foremost, I will mention that this is written from a PvE perspective. I've never been especially drawn to PvP so I don't have a good basis there.

Pros
* Sound effect audio is phenominal. I mean absolutely stellar. 10/10, have/will mine for days to listen to that pickaxe
* Visual design of the enemies and maps is gorgeous and there are almost no visual bugs.
* City/Map design is very fluid and natural; I quite enjoyed roaming the world.

Cons
* Grindy as heck! 48 of my 72 hours was spend gathering materials for crafting and forging stuff, only to reach halfway up the craft charts only to make gear that I was too high level for or that required excessively rare drops that only dropped 20 levels after the gear was viable.
* Repetitive enemies. Corrupted/Lost/Ancients/Angry Earth, you get to recognize the same attack loops even behind different enemy skins. See Club-zombie for details. In the end, I think there was ~15 unique enemies the whole game and the rest are reskins.
* Hidden Lore / Uninteresting NPCs. To get the lore in the game, you need to find journal pages laying around and while they are neat to read, looking into every nook and cranny of the same copy-pasted house in every town is annoying. Due to the enemy respawns, I wasn't even able to read it until I got out of the area, after which point finding it in the journal was a PitA. And not a single NPC had decent dialog or a reason for me to give a crap about them. A funny one-liner, sure, but you generally do - at most - 5 quests for one and never see them again. No attachment.
* Non-Instanced Gathering Nodes. With a game with this many players, having everyone fighting over the same resources is terrible. The number of times I get waylaid by a random enemy and some guy runs up to tap an Iron node while I'm stuck fighting is WAY too high. And the sheer quantity of resources you need, dear god...
* Queues/Bugs. Hour long waits, many bugs, other posts go into better detail.
* Dungeons: The Greatest Crime. These are gatekept behind special crafted keys that require a good number of bothersome-to-get items to craft. Only one person in the party needs to have one, but given the time investment to make one, it's painfully inadequate.

Opinion
Honestly, the game is okay at best. Is it the next big thing? Hell no. It brings nothing original to the table, rehashes existing things into an edible slurry and left me wondering if I was playing it because I needed to justify the money spent, or if it was genuinely enjoyable. 72 hours of playtime later, I can say that it was purely to justify the cost and get that New Game Feeling dealt with.

Crafting
Honestly, what I spent the majority of my time on and feel a certain degree of expertise in.

The crafting system is sort of neat, but the good parts are negated by the bad.

To start with, there is an RNG slider for item level quality, generally a 20-50 point slider, depending on your crafting level. Every time you craft an item, it will roll on this slider to determine the level of the item. This effects every single aspect of the item, from stat bonuses to perk percentages to level required to equip it.
You can put higher tier items into a lower tier recipe and bump your crafting bracket up a bit, and there are some foods that can give +10 to the minimum and maximum of the slider. You can also slot specific-to-the-craft items in to guarantee certain stats and perks, ensuring the item lines up with your build. HOWEVER, the nature of the RNG slider is both deceptive and cruel. If you have a build bracket of 300-350 (like I do), 80% of your items will land in the 300-320 range, with 15% in the 321-335 range, and that last 5% landing in the 336-350 range. So, even if you spend the elusive items to get the stats you want, the RNG slider is in charge. Furthermore, rarity is an RNG thing entirely on its own, so you might get a grey, green, or blue entirely at the whim of the system.

You can slot higher tier ingredients into lower tier recipes to up your chances, but the present economy is a vague, bizarre thing that hasn't settled, and most settlements haven't gotten the higher tier workshops up yet, so good luck there.

Quests/Story
The story is... okay. I'd give it an even 5/10, nothing special. The quests are pretty standard "go to X, kill Y" or "loot X to find Y Z many times". That's pretty standard for an MMO really, and this one is no different. Where it flops is that the NPCs issuing the quests get 4 lines to tell you what they want and why, and that's it. There's no space to make a story, and no nuance to pick up so the whole thing feels dry and uninteresting. Fluff and lore spice up the grind and honestly, I don't feel that here at all.

Dungeons: Do They Exist?
Mild spoiler warning.

Dungeons need dungeon keys to enter. To make them, you need to be ~level 25 and have gotten through the Main Story a certain ways. To make the keys, you need some elemental motes, gathered from magical gathering, a rep-purchased material, which is fairly cheap, and then 10x corruption shards. But what are corruption shards, you ask? Without going into huge detail, they are potential drops from zone-rifts that periodically spawn around the maps. These generally take a few players to do (2-5 for small ones, 5-10 for the big ones) and you get a loot chest as a drop. Small ones give 1 item, big ones give 3, and they all have the CHANCE to give you a shard. I've run ~25 small ones and 5 big ones, and still don't have enough for the level 25 dungeon's key. I am level 38 btw.

This is by far, the WORST dungeon system I have ever seen. Furthermore, there is no Party-Finder or remote grouping system, so if you are in a small guild, or not playing with friends with a diverse group of builds, you are stuck spamming LFG like the old days of WoW and hoping you can make a group before the original members have to head to bed/work/school/supper/etc.

In Conclusion
This game is okay, but has far more cons than pros and nothing original or unique to keep my interest. Perhaps from a large-guild PvP perspective it may be fun, but from a pure PvE perspective, it is lacking in almost every possible way.
发布于 2021 年 10 月 3 日。
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总时数 21.4 小时
Doom Eternal is overall a good game, but when weighed against Doom (2016), it falls short in many ways.

Audio
Utterly fantastic in every way. The hardcore, heavy metal murder-tracks are exactly what we have come to expect and swell and diminish alongside the action as it should. 10/10

Visual
The vistas and scenery of the game are grand and fantastic. The demons will slough off meat as you injure them and they added more glory kills than 2016 had. Comparing the level of individual detail to 2016, I found Eternal wasn't as fine and polished, but still thoroughly enjoyable. 9/10

Gameplay
This is where I feel the game has taken a step back. Most enemies have a gimmick to overcome to ensure a cleaner defeat, and this usually requires you to use specific guns/upgrades to do it. Cacodemons are the prime example, being a 1-shot with the shotgun grenade or all of your ammo from any 1 early gun otherwise. Rather than being a somewhat clever mechanic as was likely intended, it feels like a forced effort to demand constant gun and mod swapping. It slows the pace down whenever you have to gun wheel, and having no charge on the Blood Punch when a Cyber-Manc shows up ensures you're in for a slog. The chainsaw has now become an ammo-fetch-only mechanic, unable to be used on heavy demons AT ALL and requiring 3/3 fuel to be used on medium demons (I didn't once see a 2/3 fuel target, but I might be mistaken). The shoulder flame-thrower does essentially no damage and is just an armour-fetch mechanic, making what could have been a cool weapon into little more than a way to heal. All in all, I was unimpressed by these details, though the core gameplay did remain fun and engaging. 6/10

UI/Features
The runes have been vastly reduced in number and usefulness from 2016. The Praetor Suit upgrades are more numerous but individually lacking much game-changing mechanic. The new Crystal power-ups for health/armour/ammo feel rather odd, and while occasionally useful, certain ones are quite terrible (I'm looking at you, +damage while at full Health or Armour, which NEVER comes up). The weapon masteries are still there, but the rate at which you find Mastery Unlock tokens, you really don't need to even try to do them (I found 5 or so unlock tokens by the end of the game, making my favourite weapon mods unlocked with complete ease). 6/10

Multiplayer
Definitely the biggest downgrade from Doom 2016. Rather than a level designer and fun co-op modes, they have 1 battle mode: a 2v1 Demons vs Slayer mechanic that is entertaining, but severely lacking in replayability. I would far rather have custom designed maps, missions and levels to play with my friends in over having a generic PvP arena with a barely innovative twist. 4/10

Noted Details
There are some relatively obvious signs of ID attempting to salute Doom's history with item visuals and the way that floating keys and power ups are placed around the levels. While in 2016 you pocked a keycard off of a corpse or found the skull on an altar, in Eternal, they're floating, glowing and spinning like the old Doom series. They have also painted the routes with green marks of varying kinds, so that even the most oblivious player can easily see which way to go next. While I can understand why they might have taken this route, it feels like they vastly dumbed down the game and obliterated most of the believable/realistic aspects of the game. Why would a generic door keycard be giant and floating over there when in one of the cinematics, you clearly see a normal one on a lanyard that doesn't have gravity-defying powers? Why does it take leaping to floating coffins outside of a Cultist base to travel to the next room over? How do the cultists/slaves get around from point A to B when there's no stairs/hallways/vehicles? There were alot of nitpicky factors that grated on me that I didn't find with 2016. 5/10

Personal Thoughts
I have mixed feelings on the dash-based dodging for the combat. While yes, being able to dodge enemy attacks is great, the precision of enemy attacks makes it almost moot. I'm looking at you, Marauder. OH, and on that, they have an annoying habit of reusing the first two bosses in mundane battles later in the game to make things seem harder. The Marauder boss is irritating as all hell could possibly imagine, requiring a very specific fighting method to defeat and demanding 100% of your attention to even attempt to battle. Throw him in with multiple enemies/heavies and it's just a damage drain that is unavoidable, guaranteed to cost lives. Anyone who can beat this on Ultra-Nightmare is god-tier, because this enemy alone is absurd.

All in all, I'd rate it a 7/10. Standing alone, it's a solid game. When compared to Doom 2016, it feels like they took a few steps back.
发布于 2020 年 3 月 24 日。
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总时数 362.5 小时 (评测时 360.4 小时)
抢先体验版本评测
(Minor update 9/6/24)
I would like to preface this review with the knowledge that Stationeers plays in a near-identical manner to how I feel a 3D SpaceStation 13 should play. With that infamous game as a preface, my review will begin.

Stationeers is a very clean Early Access title that brings to bear a level of complexity and difficulty deserving of its statement that it is for hardcore players. The surface of these inhospitable worlds is exactly that, and the requirements for we squishy sacks of meat are numerous and complex. This game does a fantastic job of providing that level of complexity and difficulty while managing it in a relatively simple manner. I find myself cheering over the most simple and clumsy victories, and the biggest of hurdles do little more than encourage me to try new avenues. Some will find this game more frustrating than rewarding, but to each their own.

Pros
- Inspired by SpaceStation 13, a fantastic (if dated) game that die-hard roleplayers and sprite gamers alike know in great detail.
- The wiring, atmospherics and display formatting is customizable and adaptable in great ways, allowing for the degree of control being limited only by your understanding of rudimentary circuits and code.
- The game is very stable for an Early Access and while there are some bugs, most that I have experienced are minor inconveniences at most.

Meh's
- At present, there isn't a grandiose goal to accomplish beyond gaining self sufficiency. The default mode has hunger disabled, so it's easily viable pretty quickly, but with nutrition turned on, the game gets infinitely harder, infinitely faster. Still, once you meet those requirements, the only thing left to do is build prettier/larger, and for some that might not be enough.
- The player character has the same level of appeal as an overused sponge. I would love to see some more customization here for sure, but that's likely to come way later. (Updated) There are purchasable customization options at present for race variations. While they are an added cost, they are quite fun to play. I'd still like more variation of the models, but this is getting better.
- The computer interfaces are in desperate need of a search option in many cases (Fabrication lists, oh dear god). Some quality of life adjustments here would be great.

Cons
-Scouring the world for resources is painful to start with, and while it does get easier with Ground-Penetrating radar and such, it's still something you need to do many, many times. I find it irritating the level of harvesting required for such minor gains, but this is likely something that would be mitigated by more players.
(Updated) Mining has gotten much better with the AutoMiner. It does have some mild level of complexity, requiring atmospherics to be set up and manual (at first) ice mining for fuel mixes, but utilizing AiMEE and Rocket Mining makes this a far easier process. Additionally, you can trade for resources and fuel, so this Con has mostly been resolved.
- The game likes to have the classic physics engine issues, famed in so many gmaes. I pick up a box, I've a 10% chance to be sent spiraling into orbit. Walk through a gap sideways, turn, now I took suit damage because I'm overlapped with static objects.
- The update speed is slow. I personally don't mind, but this is worth noting for people who want to see a rapid rate of patches and updates.

All in all, I love this game and get excited every time I see an update. I look forward to the day that we can turn this into the new SpaceStation 13; Stationeers 13 perhaps?
发布于 2020 年 2 月 27 日。 最后编辑于 2024 年 9 月 6 日。
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总时数 24.4 小时 (评测时 22.0 小时)
Right, let's start with saying that I'm a huge Dragonball fan, having grown up with the show since gradeschool. I have fond memories of the series, and though I watched the North American version, with endless filler, I still loved the show.

The game pays a great homage to the series and doesn't skip what other games might when hitting the numerous points that the DBZ series came across. I won't go overly into details (to avoid spoilers) but there are some things that they brought up that even I'd nearly forgotten and haven't seen much service in other games beyond a cameo (Launch. Man did I miss Launch).

Still, TL;DR Pros and Cons

Pros
------
* The combat is gorgeous and it feels dynamic. While there aren't overly many combos, the ability to custom pick your super moves and even spam them during an overpowered state makes the combat very enjoyable.
* The epic moments that any fan will remember are made even more glorious in this game. The last battle of Namek, Vegeta and Goku's epic energy wave battle, I found myself getting chills, it was wonderful.
* The world is beautiful and loyal to the series. This was definitely handcrafted by professionals who love the series.
* The voice acting is spot on to the series. Love it.
* The open world is pretty fun and engaging, if a touch hand-holdey...
* Fun easter-eggs that I won't go into but that add to the game.

Cons
-------
*NPC Combat difficulty comes exclusively from their invulnerable-while-charging state. If you're in the middle of pummeling them, they can start a super and be immune to stagger. The proposed counter for this is the Stun bar, but the Stun bar takes eons to deplete, even with high-stun supers. Furthermore, their charge does indicate a super is incoming, so you only have a short bit to hit them before having to gtfo or block.
*Being outnumbered is stagger-tastic. Even if enemies only hit for 1 damage, you are staggered or sent flying, so even low-end packs are frustrating.
*Orb gathering seemed important at the start, but as you progress, 90% of the oebs you get are from combat, so the floating orbs around the maps are utterly worthless by comparison and obscure the lovely terrain. Equally, the air tunnels are neat, but made moot for the same reason, and serve only to clutter the map.
*Some fights are bugged such that the enemy will spam their berserk state with no stun at the end (Dedoria and Android 20). And with enemies already having the invulnerable charge state, this makes the combat very irritating to say the least.
*Goku never shuts up. Ever. Collect a 2 star apple? He comments on it, every time. Enter a town for the 100th time? He comments as if its brand new. Gohan is almost as bad, but at least he keeps most of his comments to a random chance.
*Location text, oh dear god. It's nice that text boxes will let me know where Red Asteroid fragments or Golden Venison meat can be found, but I don't need to see them across the map at all times. There should be a toggle for this, definitely.

All in all, I'd give the game a 7/10, with a noted bias for my nostalgia. Is it worth the huge price tag? No. Wait for a sale.
发布于 2020 年 2 月 5 日。
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总时数 11.4 小时
This game, when playable, is a rather enjoyable naval warfare game. However, should you not have a dedicated fiber optic line that runs right to whatever hampster-powered servers they possess, you will not be able to maintain connection whatsoever. I played for about 8 hours without a hitch, however the moment a roommate came home and opened Youtube, the strain on the network (that still supporst flawless connection to -numerous- other MMO style games) was enough that I could not maintain a constant connection and was disconnected from the game servers every 15 seconds or so.

So, if you enjoy repeatedly relogging into the game to see a grey-filtere over your sinking ship, this is the game for you. If you have the resources available to have the dedicated laser-satellite rig required to have a ping of less than 21 to the servers, then by all means, enjoy pelting ships with cannonades and torpedos; the rest of us will just sit back and play something better.
发布于 2016 年 6 月 21 日。
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总时数 7.8 小时
Pros
- Complex, well-developed characters. Voice acting and scripting is done very well and they all feel to be believable people with individual goals, desires and motivations.
- Simple, intuitive controls. It uses the WSAD movement with hotbar standard, but I like that the inventory screen doesn't stop time so much as vastly slow it down. It's far more believable than Skyrim's stop-time-sort-through-inventory-resume-with-opponent-naked while still getting the job done. It also forces you to make quick decisions while in combat while still acknowledging that you're a human being who might take some time to think.
- Incredibly deep backstory and history. While not everyone will be interested to read into the pages and pages of historical documents, I found them to be great reads that really helped define the world and paint a vivid universe in which to live, breathe and play in.
- Notable attitude and path adjustment. Unlike Mass Effect (which I did still enjoy quite alot) it's not good/evil/neutral in black and white. Killing vs Incapacitating does much of the morality course adjustment, but social encounters between characters also play heavily into affect. There are more branches than the three standards, or at the very least, it appears to be as such.
- Simple, intuitive ship design. It's a little confusing at first but once you figure it out, you can get anywhere and everywhere quite quickly. Also, it all makes plausible, practical sense; something of a rarity in game design. There's no wasted space, no unexplained areas that defy the overal structural design.
- Fantastic atmosphere. The music, the occasional static surge in the linkup, the turbulence that the plane suffers, it all makes the experience far more believable. When you hit a pocket of turbulance, the plane shakes and people react to it. When you get signal interrupts, your view goes staticy and people sound as if underwater.
- Clever balance of inventory to sustainability. Your energy bar is used to heal yourself and repair your armor, but it also serves as a 'carry weight' limit to your inventory. You can only store so much in your PCU before you run out of energy buffer; energy that could be used to heal you and fix you up. Energy is relatively easy to get but healing is expensive, so it makes for a unique mmicro-meta.

Cons
- Very short. While doing every possible path can really make the gameplay quite long, if you take a direct course the game finishes very quickly.
- Graphically average. You won't see this thing rivalling Crysis or getting any visual awards. The colours are very primal, really makes me think of classic Star Trek with the polar blues and whites and reds. It gets the job done, and I mean no offense to the graphics team, however it is 'average' by big name standards.
- Minimal combat. Personally, I love the amount of conversation and depths in the game, but I would have liked to see a bit more action. I expect far more of it in the second game, considering the ending of this one.

Neutral/Grey Areas
- Bugs. They exist. This is a temporary Con, but one that should be mentioned all the same. However, it is a mild one as the support staff seem quite responsive.
- Graphical hiccups. There are shadows cast by crew heads that don't react well to the texture meshes or the general line of the neck. I'm not an artist, I'm not sure what the issue is. Still, it's rather distracting. Technically a con but super super minor.

Opinion
The game was worth the money spent. It was a wonderful delve into a rich universe where I sincerely felt that my actions would cause a multitude of paths to open up for future content. How well that translates into the second game will be a strong determining factor in this one's final value, but I feel it was worth my time and expense.

TL;DR - Get it if you like story over action. If you want a many-levelled shooter, not the game you want.

Personal Rating = 7.4/10
Though I will site a slight bias as the game seems a bit more polarized to my preferences.
发布于 2014 年 1 月 9 日。
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总时数 13.3 小时
The plot was quite good and the characters were well written and very well portrayed. The action was good, albeit somewhat scripted (press Q to parry, murder opponent now, repeat 2-4 times) but good all the same. The only flaw I found with the game was the overabundance of load screens and load screen stand-ins. Still, I'd give it a 7.1/10
发布于 2013 年 12 月 24 日。
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