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Análises recentes de Natchos

Exibindo entradas 1–4 de 4
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I really wanted to like this. I really tried to like this.

But playing Humankind is just not fun. It is tedious without reward, frustrating without reason and somehow manages to be both preachy, handholdy and obtuse at the same time. The narrator is smug and annoying.
The game does not feel like its you guiding your civilization against the world, instead it feels like you're trying to avoid the myriad ways the game and the UI tries to trip you up.

The UI is cluttered but still doesn't manage to actually convey the information you need.
Why are costs for actions not visible until I hover for several seconds? Why can I not see the yields of a potential outpost until my army actually can place it (planning???)? Why is the grievance system not explained? Why is the annexation action interrupted by battle? (THIS IS SO BAD. Obviously the enemy would try to prevent annexation. If I can hold the position (win the battle) it should go through).

To give a example:
In my first campaign someone forward settled me. To show them a lesson I declared a surprise war (since war support goes up so slowly that by the time I could do a forward war the game would have moved on long past it). The slow ticking off the war support was annoying but understandable as a balancing mechanic. What was not was that battles do not give you war support, neither does ransacking outposts. The only thing that gives war support is occupying cities or forcing the enemy armies to retreat. Since the enemy had no units (bar a single scout on the other side of the map). This meant that for a war that I declared literally just to force the enemy away needed me to siege down not only his capital but also his newly established city. Why? Why is war support the only measure for demands? I would have been happy to do a white peace and with no army and no power-base that would have made sense, but due to war support being the sole measure (and ticking down every single turn no matter if I had won 99% of all battles) for getting a peace I instead needed to pursue total destruction.

None of this was explained at any point.

I only played this 5 hours, but I constantly needed to reload because the game just did not ever do what intutively felt right, nor did it explain how the choices worked.
Publicada em 25 de janeiro.
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23.8 horas registradas (21.5 horas no momento da análise)
This game is really good. I've spent way too many hours fighting my way through the ranks, eventually rough-and-tumbling my way to becoming a vassal to the Southern Empire and through some shrewd intra-personal diplomacy I got a fief, even though I quickly found out its a backwater out in the middle of nowhere. Pooh to me I guess Rhagaea, I guess you got the best of me.
Now, that is all a 10/10 game.
Why I'm giving this a negative rating is because the only army we can field, the one with all of the good troops in it are busy in a gdamn conga line in the aserai desert, stuck in a neverprogressing battle between some raiders and a random caravan. This is apparently an unfixable bug, meaning the campaign goes out the window. Honestly the time investment isn't too bad, I could of course start a new one, but knowing that this (or other similar bugs) could happen at any point in time really turns me off the game. This issue has been a known problem since 2020, but apparently fixing things and making sure games work post-release is a thing of the past. There USED TO BE A CONSOLE COMMAND TO FIX THIS (destroy_party). But this was apparently patched out in the last year or so :)
TL,DR: Campaign breaking bugs are still in game several years after release and the fix was patched out.
Publicada em 30 de agosto de 2024.
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Análise de acesso antecipado
An early access game that is already shaping up to be one of the best city builder games of 2023/2024. It's combination of randomized progression per map via rewards of different blueprints at set intervals and glades with contents ranging between dangerous events, repairable ruins and special resource deposits no map is ever the same and there is no global always winning tactic. I personally have not had any game-breaking bugs in a very long time and even minor bugs are fortunately rare.
With every single map rewarding you with permanent resources to upgrade the central hub and an overworld map that periodically renews itself there is a limitless amount of fun to had, with special "seals" maps providing a sense of permanent progression. The lore is currently at a "foundation" level with a good base to build on, but needing more fleshing out (as announced just yesterday being one of the focuses of the next big updates).

The company is also extremly active in both creating updates and listening to and interacting with the community and I for one hope that it can soon launch in a general release.

All-in-all a 9/10, with possibly the only complaint I have is that the games almost always ends right when you feel like your settlement is going well. Adding some sort of end-game criteria or crises at higher difficulties would perhaps add a bit off spice and make the difficulty curve on each map a bit smoother instead of progressing from scraping by, to surviving, to having it being a cakewalk.
Publicada em 21 de setembro de 2023.
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Good clean fun roguelike with a high amount of replayability.
Publicada em 1 de julho de 2019.
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Exibindo entradas 1–4 de 4