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Tralan 님이 최근에 작성한 평가

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11-13/13개 항목을 표시 중
53명이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
기록상 5.0시간
Yosumin! has a lot of things going for it, like the audio design, but it fails in the most important part of a puzzle game: gameplay.

Yosumin!'s gameplay is simple and repetitive. You simply have to make rectangles with a yosumin in each corner, regardless of what is in the middle of the shape (aside from some bonuses like extra level time or alternate objectives). The way the yosumin populate the board is completely random aside from a few unlockable modifier "treats" that don't affect the board that much. Such randomness isn't as much as a problem in games where you can "outskill" the board generation like Dungeon Hearts or Hexic, but Yosumin! doesn't have such tactical depth. The deepest the tactics go is removing all of a specific yosumin from the board to hope you can get all of the same type of yosumin in the corners to create an entire board clear (Yosumin!). Wingmen (pieces you can move anywhere) only become available after the first world and don't appear often enough to add any significant tactical depth to the game. The lack of depth causes the game to have a poor difficulty curve, shifting between laughably easy and annoyingly difficult as you eye your way through the board looking for matches.

Apart from the gameplay, though, Yosumin! hits all the right buttons. The menus are responsive and easy to navigate, the control in game is smooth and fluid, offering different styles of selecting yosumin to fit multiple gameplay styles, and the aesthetic is great.

The art is simple and clean, with no problems, but where the game really shines is its sound design. All the sound effects are satisfying and aid in enjoyment of the game. The yosumin themselves are cute and make cute sound effects that made me find myself smiling while playing. The best part in the game is the soundtrack though; the music is wonderful, reminding me of classic games like Katamari Damacy, and while it doesn't seem to have that many tracks, I found myself playing just to listen to the music.


Overall Yosumin! isn't that bad of a game, but I can't give it my recommendation to anyone looking for an interesting puzzle game. The gameplay is just too simple and Yosumin! ends up being more of an occasional time waster suited more to mobile devices than a puzzle game you want to sit down and play for more than ten minutes. If just an easy game to have open and occasionally mess around with is what you're looking for, Yosumin! might be for you, but for the puzzle game fan who wants to think and be challenged, look somewhere else.

PS: There is no support for this game from Square anymore. The leaderboards do not function and don't expect to have any achievements or cards any time soon. It also commits the cardinal sins of Japanese-made games by having Escape instantly close the game and lacking any support for resolutions above 800x600 without stretching.
2015년 12월 28일에 게시되었습니다. 2015년 12월 28일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
16명이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
기록상 3.7시간 (평가 당시 1.3시간)
A poor clone of Clicker Heroes, but with faux-anime girls. Normally that'd be enough to recommend the game on its own, who doesn't love anime girls?


Sadly, this game is missing absoutely all of the polish that makes Clicker Heroes enjoyable to play. The game lacks tooltips in many places and those that exist aren't very informative. Upgrades don't even seem to function. No stats. Messy menu. Poor click feedback. Just an overall poor effort. Hopefully with more development time they can polish the game up to snuff, but until then, what's the point?

Tap Dungeon.exe has stopped responding on close, even. Jesus.
2015년 7월 29일에 게시되었습니다. 2015년 7월 29일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
6명이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
기록상 10.4시간
When I first rented Monolith Productions’ F.E.A.R. on Xbox 360 back in 2007, I was very impressed with the singleplayer campaign. Despite not being able to complete F.E.A.R. before I had to return it to the video store, it left a lasting impression on me and I considered it a modern classic. The recent inclusion of the game as part of the Humble WB Bundle provided the perfect opportunity to re-experience the game and see if my initial impression of it holds to my more refined standards of today.

One element of F.E.A.R. that impresses more than even most newly released games is its beautiful visual effects and physics. Just about everything smaller than entire desks and tables, from office telephones and spinning desk chairs, to paintings on the walls, are physics based. Occasionally, this causes some issues (most of which exist in all games with lots of physics-based objects) such as corpses becoming embedded in walls and floors or clutter bouncing around when they should not, but for the most part lends itself greatly to the experience. It can be terrifying when you are walking down a dark hallway, trying to sneak up on an enemy, when you accidentally walk over a soda can, kicking it down the hall with a silence-breaking twang. The first time you enter a large firefight, enable SloMo, and begin exchanging fire with the Replica soldiers is breathtaking: dust fills the air as bullets impact nearby walls, creating actual holes in the walls rather than just placing a decal; stray bullets knock boxes of papers and electronics off shelves, breaking them; a grenade goes off nearby, knocking the hanging lights around, the game’s marvelous dynamic lighting and shadows changing the entire look of the battlefield; and the opposing forces’ soldiers react realistically, with custom animations dependent on where they are hit that are integrated well with ragdoll physics. Another soldier, panicking, runs away but stumbles and falls over while he attempts to call squad for backup. While these sorts of features are not a new creation for F.E.A.R., they are all used extremely effectively together to create impressive and satisfying scenes that leave a lasting impression, defining F.E.A.R. and setting it apart from other games in people’s minds.

While F.E.A.R. manages to wow with its impressive physics, lighting, and effects; intense soundtrack and Japanese-horror inspired ambience; and solid gunplay and fair difficulty, F.E.A.R. is not a perfect game and many of its elements and tropes undermine the level of immersion needed to truly be disturbed by a horror game. There are a significant amount of attempted jump scares that are ineffective and cheap feeling. The enemies, unless you're playing on the hardest difficulty, lack the power to instill a fear of death in you. Because of this playing on the hardest difficulty is an absolute must, even on a first playthrough. The highest difficulty is the only one that has fair and interesting feelings gunplay, since on lower difficulties enemies are just too weak and easy to kill. The improved gunplay and stronger enemies add both enjoyable skill-based gameplay and intense ambience that greatly improves the overall feel of the game.

Overall, F.E.A.R. is an overall great game that I would reccomend to anyone who enjoys first person games. Despite its age, it is of much higher quality than much newer first person and horror games. F.E.A.R. is a classic that everyone should experience as an important part of the history of modern gaming, regardless of your interest in the genres.
2014년 5월 10일에 게시되었습니다. 2014년 5월 12일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
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