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Ostatnie recenzje napisane przez użytkownika Zukuu

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Wyświetlanie 71-75 z 75 pozycji
Według 3 osób ta recenzja jest przydatna
Według 2 osób ta recenzja jest zabawna
14.5 godz. łącznie
This is what happens when you have literally not understood what makes Dark Souls good and then take everything bad about it and make a game about that instead... and then add some anime on top.
Opublikowana: 22 grudnia 2019.
Czy ta recenzja była przydatna? Tak Nie Zabawna Przyznaj nagrodę
Według 1 osoby ta recenzja jest przydatna
2.3 godz. łącznie
I'm a diehard Gothic fan and completed every PB game. Gothic 1 in particular is among my favorite games of all time and to this day, hasn't been surpassed in world atmosphere.
What made Gothic special to me, was that the world and atmosphere. Not the characters, not the story, not the gameplay. You can reimagine everything, as long as it stays true to that. This absolutely needs to be recaptured, if you want to have any appeal with the game imo.

Here are my thoughts on the teaser, which I just finished.

Like I said, the world in Gothic was believable. Everything and everyone had a purpose, the world felt like it existed without you. When you arrive you are just another prisoner who has to deal with the situation he's in the best he can. Nobody cares that you arrive, because why would they? What was special in Gothic, is that YOU aren't special.

This is the opposite in the teaser. I felt like "the one", the "main character" and that the world just exists to cater to me as a player. The cut-scenes, the first forced fight, the explosion at the beginning all have immediately raised some major red flags. I come in, a big explosion and an attack happening.Then you have a forced forced fight where Diego comes and rescues you. It felt like Diego seemingly just waited for me. I'm also the new guy everyone has heard about suddenly.

The quest design has similar issues. It's too tailored to you as a player. Instead of just having as objective "deliver the role to the fire wizards" and being somewhat left alone in how to approach that objective and figuring things out along the way, you now have "find a sword", "deliver xx meat", "light the beacon"... it's not a believable world and immersion breaking. How would any of that exist without me being there? Does everybody need to do a number of fetch quests to enter the ♥♥♥♥♥♥♥ camp?! Instead of having a cutscene for everything, like when you pick up the broken sword and fight those scavangers, just let the player naturally find it while exploaring.

The cut-scenes instead of normal dialogue also rob the game of immersion instead of adding it. It's distracting and makes dialogue a chore, since you always trigger a short loading time and a fade to black... The dialogue woudl also better in a traditional box, not that weird limited-to-4-option box. Now I have to select every entry, read what I'd say and then pick the option I want, instead of just selecting it right away. Why the cryptic approach?

The constant popups as tutorial doesn't help that either. It was very annoying tbh.

Also, PLEASE disable the big item-markers. Instead of searching the world around you, you just go after these markers and pick everything up. The highlighting of the outline when you are near them is more than enough. The markers also go through walls.

The graphics are fine, although obviously need some tweaking, same with combat and animations. Music could be more inspired by the bleakness of original. The combat track is very unfitting. Please also remove the "ha ha ha" voice lines... those were worse than in The Room. lol The intro also fails to mention that the barrier can still be entered, but not exited. It was also not clear that they originally just wanted to engulf the mines and now have surrounded the entire island now. I'd also consider to add a slight color hue to the barrier. You hardly see it when you look up.

Overall I'd definitely play the full game, as that is my jam, but to be true to the greatness of Gothic, you need reconsider your game-design approach. It felt like a video game, not like you being a character in a world that would also exist without you.

PS: Props for the banjo player playing Herr Mannelig from the now cut concert from the original game! :D
Opublikowana: 14 grudnia 2019.
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Według 6 osób ta recenzja jest przydatna
Według 1 osoby ta recenzja jest zabawna
22.5 godz. łącznie (5.5 godz. w momencie publikacji recenzji)
Insta death pitfalls with sluggish controls, hitboxes and enemies that bounce you off those platforms. Oh the fun. Not.

Edit:
Tried it again after the update. Controls feel a bit tighter and it seems enemies don't knock you off horizontal platforms anymore, so that's great.
However after falling to my death after being hit by an enemy while I was hanging on a vertical wall, with NO WAY TO AVOID IT, I still don't feel like recommending it. Just poor game design.
Opublikowana: 17 listopada 2019. Ostatnio edytowane: 1 stycznia 2020.
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Producent odpowiedział 19 listopada 2019 o 16:34 (zobacz odpowiedź)
Według 1 osoby ta recenzja jest przydatna
5.5 godz. łącznie
With around 4-6 hours of gameplay, it's a short fun little game that doesn't overstay its welcome. The gameplay is heavily inspired by Pixeljunk Monsters. It's on the easier side of things and can be played in Co-Op, making it the perfect game for a casual evening. The artstyle and music are both great.

At full price it's a bit pricey, but I can recommend it on a sale.
Opublikowana: 7 kwietnia 2019.
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Według 7 osób ta recenzja jest przydatna
8.5 godz. łącznie
Promising base, but the world feels uninspired, incoherent and bland (not in a good way), the skill and ability system is HORRENDOUSLY unbalanced and very limiting and combat feels either like a piece of cake or has you die instantly.

75 Speech skill an hour into the game and you can't get anything done with it. Wtf?
Attribute checks have 9+ requirement - even in the beginning with no way to boost them later
You can spec a whopping 7 Abilities in 30 levels - all of which have to be done following a skill path with trash abilities on the way (edit: On hard at least, I heard you get 3 points per level on easy for some weird reason).
Radiation builds up instantly and is hard to get rid off completely.
While there are many NPCs, they have nothing interesting to say. The "rumor" option is just there for some easter-eggs and barely anything else.

It feels like a true Fallout 1+2 side-game, but fails to truly capture the same experience. It just feels like there was only a small team involved, who couldn't offer the same quality and care.
Opublikowana: 5 kwietnia 2019. Ostatnio edytowane: 21 czerwca 2019.
Czy ta recenzja była przydatna? Tak Nie Zabawna Przyznaj nagrodę
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