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Πρόσφατες κριτικές από τον CaliberPlex

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Εμφάνιση 11-20 από 109 καταχωρίσεις
1 άτομο βρήκε αυτήν την κριτική χρήσιμη
21.6 ώρες συνολικά (9.3 ώρες όταν γράφτηκε)
Κριτική Πρόωρης Πρόσβασης
An incredible twist on the Lethal Company formula. Cannot recommend this promising early access title more!
  • Hands down the most notable feature is the travel system in between levels. It's like a mix of Sea of Thieves and Keep Talking And Nobody Explodes. There are individually manned terminals that need your full attention to use efficiently, but are elaborate enough that you can't just hop back and forth by yourself to juggle everything. Information has to be carefully and swiftly relayed between teammates to properly run the sub from A to B. The travel system heavily encourages teamwork and it feels incredible when the sub runs like a well-oiled machine where me and my teammates communicate well and we get to the next expedition site safely. And when things go wrong, it gets SUPER intense. The bickering that ensues as a result where the whole crew is yelling at each other over not doing their jobs right is oddly fun XD
  • Like Lethal Company, the inventory system is very sparse and insanely limited; literally just one hotbar slot and your hand. The inventory system heavily limits your actions, forcing you to think wisely about what to take and who takes on what roles.
  • The module system is also very limited but encourages cooperative behavior as everyone can only carry two modules. Simple but fun.
  • The underwater controls are smooth and the dash system is great to force you to take your time as it punishes panicking by stunning you in place if spammed.
  • The enemies are both brutal, most killing in just 1-2 hits, and their designs are very interesting and intimidating.
  • The environments are well designed, most rooms having a pretty unique look from the rest of the map. The level generation is quite superb and rather flawless. The rooms seem to perfectly merge with each other despite the elaborate and complex vent systems and I haven't run into any level generation that's meshed incorrectly.
With all that said, being in early access there isn't much to do once you hit the deepest layer. Some of the tools and mechanics get a bit stale. There's only a small handful of enemies (about 6-7) and the enemies that are available can be really janky and unfair sometimes (looking at you Mothman or whatever tf the vampire squid cocoon-looking ♥♥♥♥♥♥♥♥♥♥♥♥ is). The game tells you VERY little, relaying most of its information through shortly worded posters on the walls (though this is arguably a good thing as the learning experience is more fun blind). Still for just its initial early access release, it's incredibly well polished and fun to play. I can't wait to see where this game goes in the future!
Αναρτήθηκε 24 Ιουνίου 2024. Τελευταία επεξεργασία 24 Ιουνίου 2024.
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0.3 ώρες συνολικά
Simple escape room game, but with that said this is not much of a "game." I wasn't on the edge of my seat or excitedly searching for clues, I was just confused and following a guide every step of the way. Nothing really extraordinary to write home about. The puzzles were pretty vague though the pieces were in place to solve it. The quality could've been a bit better. Cool experiment on an escape room game in the SCP universe, but ultimately I will never play this again. Way too overrated for what is a 15 min slog fest. Boring as hell. Maybe if there were more escape room scenarios or something this would've been more fun. Great starting point for a much larger escape room game, though.
Αναρτήθηκε 24 Μαΐου 2024. Τελευταία επεξεργασία 24 Μαΐου 2024.
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2.1 ώρες συνολικά
Very fun and simple puzzle platformer. Lots of fun imagery, simple but good humor, and an absurd premise of a defective bee/wasp traversing the industrial insides of an Ibis bird. Incredibly short, takes about an hour to beat and (using a guide) another hour to 100%.
Αναρτήθηκε 24 Μαΐου 2024.
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0.2 ώρες συνολικά
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Αναρτήθηκε 3 Μαρτίου 2024.
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1 άτομο βρήκε αυτήν την κριτική αστεία
1.3 ώρες συνολικά
Cool fishing rod line physics. That's about it. I cannot get into this game for the life of me, it's just so damn boring...
Αναρτήθηκε 3 Μαρτίου 2024.
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0.4 ώρες συνολικά
uhh its a game I guess. It's a sweet story and the way you build a personalized tree is cool, but this would've been better expanded upon and made into a gameplay mechanic in a larger game. Absolutely nothing wrong with the game, but honestly I don't think it's really worth playing even with it being free. Just kinda steals away 5 mins of your day and that's it.
Αναρτήθηκε 3 Μαρτίου 2024.
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3 άτομα βρήκαν αυτήν την κριτική χρήσιμη
0.0 ώρες συνολικά
On one hand this DLC introduces some of the most detailed and nice looking scenery in the entire game, more new cool fish and horrific abberated variants, and some new mechanics. On the other hand, worst outer region main quest out of the five you do, mediocre mechanics like ice and a really trivial new enemy, the abyssal squid achievements are stupidly grindy, and most if not all of the new mechanics will never leave the Pale Reach region. IMO, it's not worth it beyond 100%-ing the game. Absolutely LOVE Dredge's base campaign, but this dlc is mediocre.

The main pursuit could've been expanded upon with some sub islands on the outskirts that had some objectives involving the Ice Breaker, the Narwhal should've been larger or had some friends so it would be an actual threat, the Narwhal should have been something that needed to be hunted like in "The Bitter End" pursuit, the Ice Breaker could've been an alternative to buying the Packed Explosives but only could be used once, and the Abyssal Squid needs some hints towards how you catch it in open water. Stuff like that would've certainly carried this DLC much farther than it actually went.
Αναρτήθηκε 25 Δεκεμβρίου 2023. Τελευταία επεξεργασία 26 Δεκεμβρίου 2023.
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1.0 ώρες συνολικά
Lots of fun stealth actions you can perform whether that's blending amongst the crowd or sneakily killing guards one-by-one. The story is a bit janky, but it's compelling enough to keep me going. Some mechanics like the Blend action and throwing daggers are super overpowered and can be abused in such idiotic ways. Objectives get a bit repetitive after awhile, but they all remain rather fun since there's only ever one type of objective in a section of a map. So though you have already done "kill x targets" multiple times, it's the locations and obstacles you have to adapt to that make them fun. Honestly this game was ahead of it's time in a lot of ways.

The only reason that I was INCREDIBLY tempted to give this game a bad review before I even started the game however was the fact that it is EGREGIOUS how much effort you must go through to just play the damn game. Despite having ports for consoles, the controller settings are disabled by default which requires modding the game to run. More importantly, the game has massive lag spikes for no ♥♥♥♥♥♥♥♥ reason and the only way to stop them is by TURNING OFF YOUR INTERNET. How stupid is that? Ubisoft really dropped the ball on their best ips. You'd think they'd respect the original game for getting them to where they are but nope.

So if you do want to play this game, you can't play with wifi on. If you want to play with a controller, you have to mod it in. But other than those absurd hiccups that I never expected to run into on a AAA title like Assassin's Creed, it's a great game.
Αναρτήθηκε 17 Δεκεμβρίου 2023. Τελευταία επεξεργασία 17 Δεκεμβρίου 2023.
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5 άτομα βρήκαν αυτήν την κριτική χρήσιμη
1.8 ώρες συνολικά
Κριτική Πρόωρης Πρόσβασης
Lot of really cool and unique abilities to play with. The enemies are all crazy and wacky, yet somehow very distinguishable with the obvious threats being easy to pick out among the crowd of THOUSANDS of enemies. And despite most negative reviews complaining about the leveling system, I personally found the risk/reward of having to sacrifice your inventory to build up lvl 3 abilities to be very thrilling and a rewarding struggle to get stronger abilities.

There were only three major things I didn't like:
1. The tutorial was just a manual thrown at you rather than an actual tutorial. I'll give the game the benefit of the doubt as it's still in early access, but holy crap I was so confused for the longest time before I actually figured out how to play. In particular, the inventory capacity and the upgrades system threw me for a loop. It took me forever to realize I couldn't buy more abilities because my inventory was full. There's zero indication that there was a correlation between those two (though the inventory system was a very simple system to grasp once I actually figured it out).

The upgrade system I didn't realize was ESSENTIAL for playing the game until I grabbed all three of the first upgrades and magically was getting so much more health out of nowhere. The upgrades should be small optional benefits like the late-game ones that focus on specific builds do rather than unlocking entire mechanics like gaining health for leveling up abilities. The health progression mechanic in particular I think should just be a base mechanic considering how vital it is, with the upgrade simply increasing the amount of health you get like it already does.

2. Some of the mechanics in this game just completely jump the curb with power levels. The coffin(?) enemies (whatever the guys with the black armor with the gold cross on it) would tank everything and there was no way to tell that I was ever killing them, so initially I just assumed they were a "you're wasting too much time, get out now" esk roadblock like the Ghost from Spelunky that would spawn after a set period of time and were invincible.

But in reality you just need to get A-tier abilities to kill them, which the jump from the regular eyeball ability to the demon/shadow/god/whatever one that I made was like going from a candle to turning on a light switch. All of a sudden they all became as easy to kill as the normal humans and the boss got shredded in seconds. And as mentioned previously, getting that health for leveling abilities upgrade is a night and day switch with how much easier the game becomes. Absolutely asinine how many crazy hurdles there are and they definitely need to be tweaked to ease the player into those situations rather than just thrusting them into it.

3. More of a personal preference rather than a flaw, but I simply don't like the survivor genre. I honestly didn't look into the details of the gameplay that much which is my fault, but the lack of control and completely automated combat is boring at best and aggravating at worst. I personally think this game would be a lot more fun if you had to manually activate some of the aiming weapons rather than it being automatically activated so it had more of a punch and was easier to control, but that'd just ruin the whole appeal of the genre wouldn't it? That's the only reason I am choosing to refund this game rather than keep playing. The gameplay loop was starting to get stale even with the sudden revelations I was making.

Overall I think the game has tons of potential and the negative reviews are just steam users being petty at best review bombing games that don't deserve the hate. Love all the charm and personality the game has from the wacky weapons and enemies to the hilarious "there will be cool end screen things here and there later on" post-it notes left on the completion screen. More stuff like the end screen IOU notes would be great. I wish everyone at Konfa Games the best of luck on their path to full release! Keep up the great work!
Αναρτήθηκε 3 Νοεμβρίου 2023.
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7.1 ώρες συνολικά
For the time it came out it's quite revolutionary with the super in-depth parkour mechanics. But as for the game itself, I honestly can't say I had too much fun with it.

The parkour mechanics were very convoluted imo. On one hand, there are several different ways you can reach an objective for most roof sections which made me really feel like I was actually Faith and was a professional parkourist who had to figure stuff out as they went. On the other hand, the parkour mechanics can be super finicky and end up confusing actions for one another (eg wallrunning vs 180 degree walljumping vs 90 degree wall jumping vs grabbing a ledge). Plus there were lots of parkour sections that were really confusing for no particular reason and honestly should've been pretty straightforward considering once I figured them out I could freerun them easily.

Combat encounters are unclear on whether you should run or fight, making parts where there was only one forced option nearly impossible to tell in some cases. There are a variety of different weapons that enemies will carry, each with their own unique stats, but for the most part you're punished every step of the way for taking on enemies. There's a gameplay hint that suggests isolating a single enemy so you aren't overwhelmed, but how exactly am I meant to do that when they all take the same path to get to me? There's a very unique parry-like mechanic where you can grab their weapon during a shove attack and one-shot them while also taking their weapon which is cool, but it's super inconsistent even with the added benefit of the slow-mo ability designed specifically to better pull off parries.

The story was messy, had zero stakes for me to be invested in, and the ending was terrible. I persevered hoping there would be some new parkour mechanics introduced or some new combat mechanics, but past maybe the 2nd or 3rd level and beyond a unique enemy that can both keep up with the player and is adept in melee combat I'd pretty much seen everything. Maybe Catalyst polishes the rough edges of Mirror's Edge (no pun intended), but honestly Mirror's Edge hasn't aged well at all and seems super overrated.
Αναρτήθηκε 4 Οκτωβρίου 2023.
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Εμφάνιση 11-20 από 109 καταχωρίσεις