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Évaluations récentes de Zlondrej

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Affichage des entrées 1-10 sur 60
5 personnes ont trouvé cette évaluation utile
6.9 h en tout (6.4 heure(s) lors de l'évaluation)
Challenging, punishing and fun, but not for everyone.
Took me "only" 5 hours to clamb the entire way up.
Évaluation publiée le 1 janvier. Dernière modification le 1 janvier.
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1 personne a trouvé cette évaluation utile
1.6 h en tout
Based on the first impressions, it's a decent game, but LCD panels of majority of today's HMDs aren't good match for the game's dark visuals.

I'll probably have to wait for a HMD with better displays to play this game.
Évaluation publiée le 20 décembre 2024.
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20 personnes ont trouvé cette évaluation utile
1.2 h en tout
1:1 VR port of the original game, can't complain here.

It's important to highlight it's 3rd person game where you control the character like a puppet master. Just like the flatscreen game, and that's the point. Having wonky controls and physics is the core of the game. It's not a 1st person game.

Sadly, there's no crossplay with flat screen version.

Évaluation publiée le 11 novembre 2024.
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2 personnes ont trouvé cette évaluation utile
168.0 h en tout (113.7 heure(s) lors de l'évaluation)
It's not a bad game, but there's a lot of stuff and QOL missing:

* Inconsistent UX
* e.g. how do you close menu (there's no universal key)
* Building/snapping
* Foundation snapping is okay as long as you use the basic 2 or 4 m square foundations and maybe ramps. But titled corners are hell. 1 m foundations tend to cause misalignment issues.
* In general it works for the simple cases (generally rectangular stuff), but when you want something more fancy, then the snapping is hell.
* You need to construct and deconstruct a lot of guiding structures to build certain setups, that could work out of the box (e.g. converyor splitter/merged on ceiling belt, aligned with another conveyor port turned 90°).
* No fine adjustments (e.g. conveyor poles only in 2 m increments, only limited nudging capabilities)
* No vertical nudge
* Vehicles
* No road tools.
* Lackluster vehicle path tools (only some mistakes can be corrected, otherwise you have to re-record the entire path from scratch).
* No way to limit storage
* Can't have a storage container to produce only few stacks
* No circuits
* Can't fine control my production demands
Évaluation publiée le 30 septembre 2024.
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Personne n'a trouvé cette évaluation utile
328.6 h en tout (282.9 heure(s) lors de l'évaluation)
It's a fantastic and relaxing game.
Évaluation publiée le 28 septembre 2024.
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Personne n'a trouvé cette évaluation utile
44.0 h en tout
Crashed a few times, but it's pretty fun.
Évaluation publiée le 14 septembre 2024.
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Personne n'a trouvé cette évaluation utile
10.9 h en tout
The final nail in the coffin of the Outsider.
Évaluation publiée le 8 aout 2024.
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Personne n'a trouvé cette évaluation utile
28.5 h en tout
Good gameplay, interesting story.
Évaluation publiée le 5 aout 2024.
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1 personne a trouvé cette évaluation utile
257.4 h en tout (60.3 heure(s) lors de l'évaluation)
Okay, this was battle royale at first, the mode is still there, but it was slowly dying. You could rarely find servers for the original 3 person squad mode. Reborn game mode pretty much killed the solo and squad modes.

Well, the Caveman Studio made a major shift from battle royale to an extraction shooter and they did it quite well. Don't get me wrong, the ExfilZone mode is currently alpha and it's not bug free, but it's less buggy and more feature complete than Ghosts of Tabor after a year and half. Way more exciting gameplay, decent AI that can be quite punishing if you play it dumb, all loot have a purpose (event the junk loot thanks to special weekly collection tasks), there's quest based progression, reasonably distanced traders in the market, better map design and lighting and some pretty cool game mechanics.

Caveman Studios brought the true Escape from Tarkov experience to the VR after Ghosts of Tabor failed at it miserably.
Évaluation publiée le 17 juillet 2024. Dernière modification le 20 décembre 2024.
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Personne n'a trouvé cette évaluation utile
104.5 h en tout
Avis donné pendant l'accès anticipé
Escape from Tarkov in VR they said, that's what everyone wants right? Yeah, except this game is bad, way more grindy, not fun and full of design failures.

Devs are supporting mobile VR hardware, but did not take the performance of those devices into the account when including game mechanics. So now you have primarily night/dark maps that are in places so dark you can't see your feet. But at 1st level trader level, you don't even get a flashlight. Not that it would help as flashlight only illuminates very narrow cone, so if you shine at your feet, you may fully illuminate your big toe. This is an utter failure. You accidentally drop a gun, now you can never find it. The lighting of the maps is poorly made in general.

And the trader progression is so painful, grindy and not fun. Each trader has maybe 10 repetitive and boring missions. Of those, only 2-3 are maybe worth doing and you're limited to 5 missions in total (not per-trader). The missions that let you progress at decent rate have failure conditions and the ones that don't have failure condition take way too much time and give you minimal trader progress. In Tarkov, some missions are weird and not easy, but you get huge variety to complete and I had fun with most of them, even when they were hard. But the hard missions also gave me a sense of accomplishment.

The hideout is again something very obnoxious. To deal with, there are 20 different doors that are constantly closing and you have no way for them to keep open (I guess this is another performance optimization for Quest). You have to constantly walk from one room to another. There's not even quick teleport. Some people might enjoy looking at their piles of junk, but I'd much rather not want to spend that extra time in the "menu". The Tabor market is even worse as traveling distances are even worse when you want to to different trader. All that extra time just so you can look at "pretty" (not really, also useless) environment. Meanwhile, there's already a trading interface in the hideout, that's essentially identical to one on market. If only there was a way to buy through that interface.

Speaking of the vendors, it looks like devs were aware that selling is not fun, so they let you to press "sell all" button on items that you put onto the conveyor belt. That's nice, because then you don't have to spend that extra time figuring out which trader buys them at the best price, but then they decided to punish you for using that button by lowering your income by 10-20% or something.

Then there's power. You start in a hideout that is very dark, illuminated only by buch of flares and some emergency lights. The same happens in Tarkov, all good right? Except in Tarkov, it doesn't matter at all. You only need to run the generator to be able to craft stuff, the 2D interface of stash if unaffected by the lighting. In GoT however, you essentially need to run the generator just to be able to see stuff. And even then, the lighting is just barely enough. Yes, the gas if fairly cheap, but running up the stairs every game to fill up the generator just to be able to see is still annoying to me. The fact that you run a small portable generator to power the entire hideout, when there's large built-in generator right next to it is just a cherry on top.

So essentially, this game is not good take on EFT in VR. And will not be for a long time. The devs even shamelessly copied the Tarkov's game editions and it's nice they let you link the Steam and Meta accounts, but the fact that both platforms need to have same game edition sounds just like a greedy cash grab tactics. Base game on the secondary platforms should be enough.
Évaluation publiée le 22 mars 2023. Dernière modification le 18 décembre 2024.
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Affichage des entrées 1-10 sur 60