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Mostrando 21-30 de 158 aportaciones
A 7 personas les pareció útil esta reseña
63.3 h registradas (13.2 h cuando escribió la reseña)
D4 bad, D3 bad, D2 good, Grim Dawn good, Path of Exile good. This is a combination of what I like about Grim Dawn, D2, and Path of Exile, with a perfect balance between having depth to itemization and character building, while not needing a degree in ARPGs (like you apparently need for Path of Exile). Last Epoch probably has one of the best theorized trading systems, with a system that benefits both solo play, and those who like auction houses, without either one intruding on the other. The combat is reminiscent of the Diablo series, taking the best parts of those games, removing unnecessary cooldowns, and adding depth through each skill having a skill tree, and each class having 3 different specs, which leads to build variety similar to that of Path of Exile. Last Epoch never felt stressful to play, and I never had to rely on a guide, with great in-game tutorials and UI/UX. I also never had to rely on 3rd party tools/sites, like loot filters or trading sites, as this is all built in.

The one word that constantly comes to mind when I play Last Epoch is “balance”. With releases like Diablo 4 feeling like an insult to your intelligence; Diablo 2 leaning too heavily into hardcore mechanics and confusing crafting; Diablo 3 leaning too heavily into streamlining and repetition; Grim Dawn and its needlessly long item affix list/descriptions; Torchlight’s easy simplicity; and Path of Exile feeling like a chore, with way too much going on it feels like you could never magically make a good build yourself, as well as having to rely on 3rd party sites and guides for everything. Last Epoch on the other hand feels like it struck the perfect balance between what’s currently available, and not falling into the same trappings as those games. What’s left is nit picks: maybe you dislike the graphics, or find the game not hard enough, but there will never be a problem that is as striking as any other ARPG in the industry.

Time will tell whether the developers can live up to the hype and anticipation of this passion project, but at least for now, this is probably your best bet on ARPGs until we have any playable build of Path of Exile 2. It also has no P2W or convenience options currently available, and the skins are seen as extra support for the game, so in that category alone Last Epoch is winning against most live service games. It’s also cheap, with no $100 DLCs like Diablo 4, or horse mounts that cost more than the game.

If you are a fan of ARPGs, just buy the game, you won’t regret it.

Extended review:

Nearly a week in, and the game has had its fair share of server instability and annoying bugs. However as the days went on, the server slowly improved, to the point where I could actually progress past the starting zone. While the bugs have persisted, I’m sure that they’ll be patched out. However this rough launch did a lot of damage to the image and review score of Last Epoch. No doubt that this will have a long lasting effect on the games growth, however I think that upon Last Epoch entering a new season, we could see it recover. The game right now is incredibly successful. Which is impressive given it exist within an extremely competitive space right now, which is a testament to its quality.

Currently despite its issues, Last Epoch is by far my favourite ARPG currently. While Path of Exile has more content, depth, complexity, builds, and a better currency system, it is simply too overwhelming for me to get into. By comparison, I’ve put in half the amount of hours into Last Epoch, and I have a better grasp on almost everything this game has to offer. The game simply offers enough complexity and depth for me to be interested, with assistance from the games raw and visceral combat, amazing music, intense sound effects, and pleasing artistic direction, while not being overbearing and seemingly impossible to learn.

You could easily get over a thousand hours currently, even just within the first season/cycle, as the amount of masteries, end game content/grind, and build potential feels vast. I keep getting inspired to play different builds/classes/masteries, and yet I’m probably going to end up with over 50 hours just on one character alone. With the games 15 masteries, and multiple builds just within those masteries alone, and a level cap of 100, you won’t run out of content.

The games difficulty was probably the most alarming thing early on, as the game starts off relatively easy. However upon fighting Lagon and the last boss of the campaign, I changed my mind, only to have it whip back to feeling too easy again, and then suddenly I’m fighting a hard version of Lagon, and a boss that’s even harder than that. Not to mention the amount of standard enemy mechanics that keep me on my toes, and the multitude of resistances and defence stats I need to balance with my damage just to keep alive, the game is challenging, but disproportionately so. I enjoy the game when it’s at its most challenging, but it’s not always there, and with repeated playthroughs, with power handed down from other characters, I’d imagine this would exacerbate the issue.

The game is great, however it’s not perfect. Hopefully with time the edges will be buffed out, and we’ll have a more finished product on our hands. Until then though, Last Epoch is an amazing experience regardless of its flaws.
Publicada el 21 de febrero. Última edición: 27 de febrero.
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A 4 personas les pareció útil esta reseña
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The VR experience is not the greatest, and for a game that charges extra money for its VR, I heavily recommend against buying it.

The first issue I noticed was pixelation. The visuals looked extremely low resolution, and upon setting it to 4K, I only removed about 80% of this pixelation. I tried messing with Steam VR settings to fix this, but for some reason Steam VR couldn’t even adjust the resolution, or at least the slider wasn’t changing anything.

The next issue was subtitles. The subtitles are permanently in the outer rim blur, at the very bottom edge of my view. When moving my head to see the subtitles better, they tracked my head movement and moved with me. In short, you’re having to painfully look down at blurred subtitles, with some of them even being cut off at lower FOVs (my headset has a 90 degree vertical FOV).

Then a few menus popped up, and I couldn’t use my analog stick to go through them. I tried a custom community control layout using Steam input, but it didn’t fix this issue. I had to grab my Xbox controller just for this part.

The gameplay itself is fine, fun even. However with all these other issues I can’t in good faith recommend this experience.
Publicada el 14 de febrero.
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Nadie ha calificado este análisis como útil todavía
6.0 h registradas
A unique puzzle game that allows you to rotate, move, and connect pieces of a map, changing the very world around you. Carto was a lot longer than I had anticipated, but it never felt like it overstayed its welcome – with each location and puzzle feeling different, and every character flaunting their differences. The visuals are cute, the music is relaxing, and while first and foremost a casual game, Carto’s puzzles can be quite challenging.

You’ll know if this is your kind of game. No real criticisms. Pick up on sale if the price point feels a bit much for a 5-7 hour experience.
Publicada el 8 de febrero.
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Nadie ha calificado este análisis como útil todavía
1.6 h registradas (1.1 h cuando escribió la reseña)
Extremely addicting and competitive

Terrible controller support without using Steam Input to rebind (fixable)
Publicada el 7 de febrero.
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A 2 personas les pareció útil esta reseña
7.2 h registradas
Every little detail matters. Ib is a game with multiple endings, requiring multiple playthroughs. Through each playthrough you’ll have to play differently, and for 100% completion almost every interaction matters. This makes Ib a memorable experience, with every area, puzzle, painting, character, and dialogue sequence being ingrained in your brain. This level of careful attention to detail, and overall quality of that detail, makes Ib one of the best RPG Maker games to date.

The story itself is unique, and multi-layered, with repeated playthroughs containing details you’d miss on first glance. The game is also rather short, not feeling like a burden to repeat. The endings and extra interactions/dialogue sequences you’ll experience enhance your overall connection to the games characters and story. As someone who came into this with no expectations or prior knowledge, I’m ecstatic. Goosebumps covered me upon experiencing the true ending, overwhelmed with joy due to the trials needed to unlock it.

While the gameplay is simple, given it’s a RPG Maker game, Ib manages to explore various different puzzles, each unique, culminating to the completion of each area. These get progressively more challenging, with some even requiring the use of multiple characters to finish.

The games True Guertena Exhibit is the icing on top, as you explore an exhibit featuring all the games art work, music, and endings, requiring 100% completion to finish. Also the bonus content you unlock on second playthrough feels like a sizeable expansion to the games content/story, so you have more to look forward to outside of whatever ending you’re going for.

Ib is one of those games that feels “perfect”, with no real issues outside of personal taste or nitpicks. An indie classic that needs to be experienced.
Publicada el 6 de febrero.
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59.5 h registradas (42.1 h cuando escribió la reseña)
Reseña de Acceso anticipado
Imagine this: You slowly open your sons bedroom door, and on the other side you catch him in the “act”. In this brief moment he quickly reaches over to his school notebook to pull it over his crotch, and simultaneously he grabs his pencil and proceeds to rest his fingers on his chin, as to ponder. You know he wasn’t doing his homework, but nonetheless you pretend you didn’t see anything, release a sigh and close the door. This is the Palworld experience.

The Pal’s are useless. You teleport into your base to watch them looking at walls, picking up the same stone over and over, woodcutting thin air, and taking the longest possible pathway to any destination. Like your son, these Pal’s aren’t doing their work, but they sure as hell like to pretend they are.

I can’t get over how useless they feel. If you need something, go get it yourself. The only Pal’s that actually serve a purpose are the ones you have in your party, like Digtoise with his signature item that allows him to tear through stone/ore/coal like it’s nothing. While your base will accumulate stuff passively, it’s nowhere near as quick as it needs to be. I set up two mining bases, one for ore, the other for coal. These bases would sometimes net around 160 ore, but most times only around 70 ore a day, and in one trip I can get more than an in-game days worth of passive mining. I don’t know if this is a bug, or what’s going wrong, but no matter how many ways I try to optimize these bases, they feel useless. To see if my theory was correct, I played a second character, and while it took me easily 20+ hours to get to level 30 on my first character – the one where I relied on my Pal’s – it took me just over 7 hours to make the same progress on my second character, where I rushed a Digtoise and primarily did all the mining myself. Now I know this is early access, but these Pal’s need serious work on their AI, and I’d say gameplay wise this is one of the primary issues I’ve experienced.

On top of this, servers have huge issues with lag and server memory leaks. There is an infinite load bug, and many ways to have your character stuck in an animation, with no way of switching weapons/firing and sometimes moving. You get these problems back to back, where the servers lagging, you get stuck in an animation, relog only to get stuck in an infinite load screen, restart game just to temporarily fix these issues only for them to happen an hour later.

If these major bugs/performance issues get fixed, as well as Pal AI, the game is actually really good.

The visuals, gunplay, and feeling of chucking a sphere and catching a Pal – this is the core of the games design, and they really nailed this part. The exploration, while simple in scope, really works, and even has some “wow” moments with massive landscapes unveiling themselves behind steep mountains/cliffs. The game isn’t just a joke or a bad clone of the games its heavily inspired by. It’s genuinely really good, and with enough time you’ll learn to appreciate the thought that went into Palworld’s progression, map layout, and spawn locations.

However, gameplay wise there are a few things I didn’t quite enjoy. Base building requires a tedious amount of steps and cursor placements to make things connect. You have a lack of parts to really make your dream building come to life, and most of the time it will come out looking like a stubby stone cube. Not only that, but good luck with raids, as future raids will setback your little condo completely, with fire that your Pal’s aren’t smart enough to put out. Pal’s also need a lot of stuff spaced out for their AI to work properly, as well as flat land with no steep drop-offs for them to get stuck in.

Another issue is climbing. Unlike Breath of the Wild, you cannot use jumping to grab onto the ledge at the last moment. Instead your character just slides down the cliff face.

Balancing in Palworld is weird. Grass types have practically instant animation attacks that shoot really fast, but pretty much every other type doesn’t. Making them super annoying to fight, regardless of level. Leveling up stats is super unbalanced. If you don’t focus on weight/health you’re going to slow the game down a lot, making multiple trips back due to being encumbered/dead. In fact, weight is so important because wood/stone/ore/coal is ridiculously scaled, where even at the start you’ll struggle after cutting down a few trees/rocks. Stamina and damage on the other hand feel useless to get up, because mounts remove stamina issues, and you never want to overkill enemies you’re trying to catch for leveling.

Last point is music/sound effects. While not an issue regarding bugs/gameplay, I feel like there needs to be more variety and less repetition to these sounds. I’m becoming increasingly more aggravated by the battle music/crackling fire sounds as I play. Also picking up multiple items will blast out your ears with 100 sound effects stacking on top of each other.

Overall, the game has a lot of issues, but it’s an early access title and the developer seems aware of a lot of these issues already. The game is good despite all of this, and I’d even go as far saying it’s better than any Pokémon game I’ve played in the past decade. While it doesn’t carry the same charm as the Pokémon series does, if you want something akin to a real time Legends Arceus or Scarlet/Violet, with better exploration, more gameplay loops, more fun to be had with friends, and in some cases better optimization (singleplayer definitely the case), Palworld provides that experience.
Publicada el 26 de enero. Última edición: 26 de enero.
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Introduction

Unpacking is a charming game – one that targets a specific type of audience. Whether you like interior design, or you’re OCD, or you just want to have a relaxing casual gaming experience, Unpacking delivers flawless execution within its niche. The music, pixel art, small interactions, and thought that went into every possible placement makes this game feel “perfect” at what it does.

Cost

If there were more interactions, levels, and maybe even custom levels, co-op, etc., it would start to show its worth, but seeing as I 100% the game in 3.1 hours, it’s questionable why the asking price is so high. Not that the game is in anyway bad or not deserving of a high price, but it’s double a blockbuster movie in pricing, or a third of a triple-A game (roughly) - which is something to consider. I could see myself putting in more hours just to get each layout looking picture perfect, but even that would only maybe take an hour or two.

Gameplay

The gameplay is as it shows: you unpack several boxes, making the house a cluster of different items you have to sort into different locations around the house. Some are obvious where they need to go, others are not. While the game is quite lenient on placement, meaning you could just spam paraphernalia around, there are certain specific story related placements or things that just wouldn’t cross your mind. One in particular, without spoiling anything major, would be a picture you put on a picture board, however you pin it up by stabbing through the face of someone in the picture, giving you a clue as to what you might need to do with this particular item. Also, as you progress, things that were deemed okay placements before, are now seen as bad placements as you get more room to store items. It’s not hard to figure things out for the most part, and all achievements are quite obvious/easy to get. If you take your time, and you really put thought into your design, you should have little-to-no issues, and the game might be even more enjoyable that way. Or you could be like me, and try speedrun each level, ending up with a sense of “chaotic order” by the time you're done with them.

Unpacking has a lot of LGBTQ+ themes, and I’d argue that while the story itself explores other areas of life, and the overall game is about progressing through life as a whole, the LGBTQ+ narrative is the most overarching. This might be a turn off for you, or maybe something that you’d enjoy – however it’s not obvious, with it being its 15th tag, and subtly hinted throughout each level. It’s up to you whether you care about this or not, but I thought I’d add this to my review, as politically divisive messages like this might not be everyone's cup of tea.

Conclusion

Unpacking is a cute and casual game, one that covers a woman’s life, with each object you unpack telling its own story. The music has a certain melancholy to it, giving a sense of nostalgic depression, as you interact with all her belongings – some new, some old, some upgraded, some hidden, some forgotten, and some destroyed. Explore the different hobbies, lifestyle choices, passions, jobs, and relationships, as you organise her into each new house/space. I thoroughly enjoyed my experience, despite how short it was. It made me reflect on my own life and the different objects that have passed through it, and the stories that they tell.

I recommend getting Unpacking on sale, and spending time with it, not rushing the experience; think about each item, and try to uncover the stories hidden within...
Publicada el 9 de enero. Última edición: 9 de enero.
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0.6 h registradas
I was initially interested in checking this game out because it was one of David Szymanski’s first titles published on Steam. From a gameplay perspective there really isn’t much going on, as you walk aimlessly on an island, clicking objects, mostly to gather information about who, what, where, and why. However, the pacing and story is dictated by how you explore the island. Text appears when in certain spots or when clicking on certain objects, making the whole game a walk and stop experience, as you walk, have text appear, and then stop to read it before continuing to walk. If you don’t stop the text disappears before you have enough time to read it. This hurts pacing and gameplay. While the writing itself was interesting, and the story intriguing, I did find it hard to get invested enough to actually piece together the information presented to me. It is a mystery involving multiple characters, and while I had some idea of what was happening, I felt lost as I got to the credits without having a moment of disbelief or any enhanced feelings at all. “Was that truly the story?”, or did I miss something? This does put a damper on an otherwise great atmospheric title, and I definitely think that the issues I faced were more so an outcome of this being early on in David’s career as a game developer.

The sound design, music, visuals, all create an amazing atmosphere, filled with well written paragraphs, that come together to give you an experience. I think ‘The Moon Sliver’ is largely what you make of it, and if you pace yourself well and try to get as immersed as possible, I bet you’ll have a better experience than me. Even knowing this I am reluctant to go back in for a second playthrough to try “get it”, which is heavily influenced by it being a slow walking simulator – not exactly my cup of tea. However, the game is cheap, and a better experience than most games at this price point, so if you’re still interested despite my criticisms, I recommend giving it a go.
Publicada el 7 de enero.
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From the royalty free music, to the Photoshop filtered backgrounds, to the length of each playthrough being around 4 minutes long... I simply cannot recommend this game. Maybe for less than a dollar or free, but I just don’t see the appeal. The writing is very direct and simple, the art isn’t anything interesting, the background music is annoying, the game lacks any settings that mainstream visual novels have, there really isn’t any redeeming factors.

This comes across as a game devs first attempt at making a game, something they would upload for free. From that point of view, I don’t want to be overly harsh, but at this price to effort ratio I feel like you’re getting ripped off regardless of what you could possibly get out of this experience.
Publicada el 7 de enero.
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Very fun; you hit things.

Battle Leap ability is useless once you get high movement speed. Battle Pound ability stops his normal attacks, and has too big of an animation to be worth using. Tornado Stance is extremely good for wave clearing as his normal attacks overkill enemies, meaning its reduced damage is worth it to be able to hit more enemies faster. Turtle Stance and Siphon Stance are really good for ogre fights if you’re losing health a lot, and Hawk Stance is really good for extra damage against ogres – however if you are using a controller, sometimes it’s too finicky to go through the radial menus to activate these stances mid fight, so this class is better suited for mouse and keyboard. Lightning Stance is the most confusing, as I don’t really see much use in it, especially with how many mobs have lightning resistance. If you build into health, damage, and movement speed, and let your equipment fill out the other stats, you should be clearing really fast, but not fast enough to solo the bigger maps, as you have no towers. Health is arguably the most important stat on the highest difficulties, as you can easily just upgrade your weapon damage to make up for lack of damage, and movement speed the next best stat so you can clear faster to make up for lack of towers.

Overall, Barbarian is a fun class, but his abilities aren’t well thought out, and due to lack of towers I recommend having at least one other person to play with.
Publicada el 17 de octubre de 2023.
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Mostrando 21-30 de 158 aportaciones