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Lisa Mc.Rad 最近的評論

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總時數 5.2 小時 (評論時已進行 4.6 小時)
They killed off Sonic the Hedgehog a second time and actually worked a lot better than the first time...
張貼於 2023 年 4 月 1 日。
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總時數 5.6 小時 (評論時已進行 5.3 小時)
Mort the Chicken is in this game.
張貼於 2023 年 1 月 30 日。
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總時數 74.4 小時 (評論時已進行 61.1 小時)
CrossCode is now one of my favorite RPGs of all time. That is a statement not to be taken lightly, I've played plenty of games over the time and the list of "my favorite games" is small. However CrossCode has all the markings of a great RPG, good story, good writing, good characters, good gameplay, good music, good quests. It's one of those games where you're bound to get attached to one of the characters at some point.

Story
CrossCode takes place in the distant future, where humanity has established colonies on other planets (yet hasn't found sentient life). Think of Halo before the humans found the Covenant. There is one moon which orbits a gas giant that has been colonized and terraformed by Instatainment, a video game company specializing in Instant Matter. Instant Matter is lightweight material that can be formed into different shapes that can be programmed.

As such, Instatainment colonized the moon for the sole purpose to serve as the "Playground" for CrossWorlds, an MMO that uses a device that reads neural input so that players can control the game with their minds. Yes... Like SAO, but this is LEAGUES better.

You play as Lea, an Avatar who awakes on a ship with no ideal who she is and guided by Sergey Asimov. Lea is also, literally, unable to talk normally. So she uses a couple of words that are hard coded. The rest of the game is about playing through CrossWorlds, meeting other players, and uncovering the mystery of Lea's past.

Gameplay

CrossCode is an action RPG, which uses a sort of twin stick system for its combat. You can attack via two ways: Long Range projectiles and Melee. As such, the combat is geared towards keeping a certain distance from enemies and knowing when and where to attack. However it's not as simple as that.

Players are able to charge their projectiles, allowing them to ricochet off walls. This is not only useful for angling shots to hit weakpoints on enemies, but is the key for the games plentiful puzzles.

Yes, this game has puzzles and lots of them. I'd say that this game would instantly please any Zelda fan, as CrossCode carries the old 2D Zelda puzzle philosophy. Most dungeons are based around puzzles where the player has to solve something based off a puzzle element or one of the elemental powers they gain. The dungeons feel self contained and their difficulty is nicely paced and clear cut.

The tutorial dungeon focuses on ricocheting balls.
The first dungeon focuses on elemental interactions.
The 2nd focuses on dual elemental interactions.
The 3rd and 4th focus on complex puzzle elements with their own sub elements
The 5th on these elements being active at the same time.
And the final focuses on a puzzle element that responds to every element.
Heck, even the DLC dungeon focuses on a puzzle element that responds to other puzzle elements.

And puzzles are everywhere, not just in dungeons but in the fights and exploration as well. I will admit that your love of puzzles might be a key factor on if you're going to get this game or not. If you're somebody who isn't into Zelda style games then this might not be for you.

But still, puzzles aren't the only big factor. Combat also gets better as you unlock more elements. Not only does each unique element have its own status effect, but its own skilltree. Unlike most games, CrossCode has a unique way with dealing with its skilltrees. Each unique skilltree is only active when its element is active (except neutral, which is always active). This way, elements also gain the attributes set in their skilltrees. There's also special moves that can be preformed with the SP gauge, that also serve multiple purposes.

Gear is also a thing, you can equip gear to any slots to raise attack, defense, resistance, health, and focus (which is how fast you can charge balls and shorten your spread time). These items can also give you bonus percentage for certain things like a stronger Pin Body effect.

Spoilers and Afterthoughts
Spoilers for the game ahead please do not read the spoil tagged session if you want to avoid spoilers for this game.
It turns out that Lea isn't a real human, but an Evotar. Evotars are AI clones of real CrossWorld players. Satoshi, brother of Shizuka (the Player Character in the prologue), created them when he developed the code for the neural interface. The game is able to access a large amount of brain activity, which could be cloned in a program.

Initially, Satoshi and his other colleges were shot down, but an outside investor gave them the money to develop this technology further. This man was Sidwell, who proceeded to use Evotars as a way to extract information from real players to sell to the black market. However, since it's hard to extract the information via code editing, Sidwell resorts to torturing them instead.

He blackmails Satoshi (and designer Gautham) into developing and running the Evotars off on an unused part of the game. Satoshi literally dies from overworking himself to free his sister and Gautham becomes psychologically damaged over the fact that he's been torturing real people. This makes him develop the Blue Avatar, the mysterious figure who attacks you at the start of the game.

Gautham's motives are to simply fulfill his desire to "create the ultimate experience" and to see Sidwell's plan fail. At the end, he holds Sidwell's control of the area hostage and forces Lea to complete a dungeon and a boss fight to gain access to the Evotar Server.

You defeat the boss and Gautham gives you access to the server, before committing suicide by falling off the platform.

Depending on weather or not you complete an optional quest when the Final Chapter starts, you can get a good or bad ending that revolves around the future of Evotars.

If you get the Good Ending, you're able to play the DLC: New Home. This DLC explores C'tron and his odd disappearance before the raid at Vermillion Wasteland. I'm not going to spoil it here since its still like super new and all


For my thoughts, I think this is a very unique and fresh game that people should at least try once. The mechanical framing device isn't just some clever ideal the developers have, but you can actually see how it impacts the game and what not. But it also goes deeper than that, you can tell that the developers were big fans of early 2000's MMOs. When I first played the game I kept getting nostalgia for MapleStory, thanks to the music and visuals and the way CrossWorlds is built.

I will say that the game is a bit too reliant on timing based puzzles, which can be a pain. Thankfully you can slow puzzle elements down to a more manageable speed.

I'll also add that the standalone game's ending does feel like a cliffhanger, which the DLC does address. Yet there's still some lingering things that the ending for the DLC leaves out, yet I satisfied with it enough to be contempt with it if we don't get a CrossCode 2.

Otherwise, please buy this game and spread it around. I think it's a game where you can really see the devotion and effort poured in, a game which really makes an impact on anybody who plays it.
張貼於 2021 年 3 月 21 日。
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總時數 11.0 小時 (評論時已進行 9.3 小時)
This game hits an odd sort of way with me. For all that it says, it's not really a game that's focused on a core platforming experience. It's a more variety based game and I would say that its a mix between Super Mario Sunshine and Psychonauts. In terms of it's structure, it can vary wildly. It's something I kind of like since it did make tons of areas feel fresh and gave them their own identity.

Mafia Town is an extremely Sunshine-esque level, not just in it's visual design and actual aesthetics but also in structure. You get different time pieces that revolve around the town and the certain changes it'll undergo. For example one mission will have the vanilla mafia town and the other will have most of the water and floor be lava. You'll also get to explore different buildings and areas, which only drive the parallels further. This is where you meet Mustache Girl who's the game's main villain though she rarely shows up in the game.

Then there's Battle of the Birds which focuses more on the variety portion that I talked about earlier. The levels are smaller but there's more maps for this chapter. It's more based on writing and the game's comedic elements which are pretty strong. The Conductor and DJ Grooves are here, they're pretty fun characters (though I will say that the Conductor is a bit more fleshed out than Grooves is). This particular chapter has a points gimmick where your performance in doing certain tasks effects the boss for the save (and I checked it effects the save). It's a kind of cool gimmick in all honesty.

After that is Subcon Forest. This is the one area where they really break out that "variety" thing. Every time piece here has a weird thing going on. It's mostly because the "hub" isn't that impressive to go through. It's a lot like the lower section of Steam Garden from Mario Odyssey. Most missions will take place in a certain area or whatnot. This is the area where Snatcher is, probably the best character in the game. He's the most well written and Hat Kid's relentless torment of him is funny to watch.

Then you get the 4th chapter, Alpine Heights. It's radically different compared to the other chapters of the game. It revolves a lot more on platforming and is actually open. Well, not exactly open, but I'll explain. You visit the area in two "states" the normal one and the finale one. The normal one involves Hat Kid traveling to different landmarks in the area and collecting their respective time pieces. These landmarks are self-contained platforming challenges that the player must complete in order to get the time piece. And the finale is going back and forth to those same areas to defeat certain flowers. There's no important characters here since its so loose, which makes the impact of this chapter feel less than the others.

The final chapter contains a small platforming section and the fight against Mustache Girl. I've been somewhat avoiding the boss fights here, but there actually really good. They remind me a lot of Shovel Knight where the boss does certain random patterns that you can attack at certain points. Very fast paced and fun. Easily the highlights of the game and where it stands out among others.

And from the base game's standpoint, the biggest issue comes out. There's not a lot of game here. The chapters feel pretty short and going through all of the story content doesn't take that long. I know it's an indie game, but I do feel like the game should've had more chapters. Or at least harder stages or something like that.

I also don't really like the hat and badge system. This is where my Psychonauts comment comes into play. Hat Girl is able to equip badges to give her certain abilities as well as hats that use unique functions. The issue is that the hats are pretty gimmicky. There's a "sprint" hat that allows you to sprint, there's a "brew" hat that allows you to throw potions at specific targets and that's it, there's an ice hat that only interacts with ice pannels. They don't really contribute much to platforming rather than certain gimmicks. The biggest reason why this is a point here is that Hat Kid doesn't have a big move set. You can jump and double jump and dive. That's all you have. There's no Mario like movement and the hats don't do much to fix it. And this is the area where I think the game drops the ball, because the feel of it is so nice. And you start to realize how little you can actually do. In fact, I'd reccomend mods like Cappy or Lila's Headset because when you actually play the game with tools that can enhance the platforming, it feels really good!

And that being said, the modding community for this game is some of the best on Steam. You're going to get stuff that goes above and beyond what other mods do. There's a Celeste themed mod that not only gives you a skin to look like Madeline, but also gives you a badge that allows you to climb walls as well as a hat that gives you the dash from Celeste! Honestly, I hope some of these mod creators get picked up because the amount of effort they put into their mods is insane.

As for the DLC, I'd say that Seal the Deal's chapter is one of my favorite levels since it's based around knowing the area and getting through it as fast as you can. It starts to really understand what works for the game and its a damn fun chapter despite it being only 3 missions long. I've yet to do any of the contracts or finish Nyakuza Metro, but what I've played of it is pretty nice.

I feel like if the developers got a better footing for the sequel, it would be a very good game. There's a good game here, but some things fall a bit short. However, mods are great and you should download some of them to enahnce the experience. There's even level mods for this game!
張貼於 2021 年 2 月 15 日。
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總時數 200.4 小時 (評論時已進行 158.9 小時)
So I know why you're here, looking at these reviews.

"Is this program any good?"

Buddy, this is a 10 dollar art program that is dedicated for pixel artists. Not dedicated in the light sort of way, but SERIOUSLY dedicated. This is one of the few art programs I know where you can actually still make sprites with indexed colors, something that MUGEN requires for its sprites.

You also got some neat animation tools and some sprite mirroring stuff, if you really want to get into making sprites this is worth the grossly undervalued price. I mean it, this thing should honestly sell itself for 20 bucks, 15 at least. I literally only used this project for Sprite Art. Not because it's bad for other things, but because everything else sucked compared to this. The only time I didn't was if I forced myself to use an in-program sprite editor because I was too lazy to do sprite changes on Aesprite and even then I missed using it.

So go ahead and please download this program.
張貼於 2021 年 1 月 28 日。
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總時數 568.0 小時 (評論時已進行 515.3 小時)
it is funny video game
張貼於 2018 年 11 月 21 日。
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