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Recensioni recenti di Songers

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Visualizzazione di 11-20 elementi su 29
1 persona ha trovato utile questa recensione
783.9 ore in totale (168.8 ore al momento della recensione)
Great competitive game. Easy to pick up, but takes a lot of practise to master. Best played with a friend or two, on voice chat and good vibes. Lot of modes to play as well, not just soccer but there's basketball, hockey, powerups and variations in maps. Lots of free updates as well, great support from the devs.
Also loot drops for the gacha/cosmetic/collection players.
Pubblicata in data 20 marzo 2017.
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10 persone hanno trovato utile questa recensione
108.1 ore in totale (55.9 ore al momento della recensione)
Recensione della versione in accesso anticipato
Gameplay is pretty good. A game will take anywhere between 20 minutes to an hour based on your clan, win type and world size, the large size takes around 2 hours. New features are being rolled out regularly, however there is so a huge economic imbalance between the value of certain resources. AI doesn't play aggressively enough. With the added new units, unit group and selection can be difficult but it adds a small layer of depth. AI don't seem to build the new units either. Difficulty settings also seem to adjust your economic engine growth as the only type of difficulty, AI still behaves in the same way.
Still highly recommended though.

I have not played a multiplayer game.
Pubblicata in data 23 febbraio 2017. Ultima modifica in data 6 giugno 2017.
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1 persona ha trovato utile questa recensione
5.7 ore in totale (2.1 ore al momento della recensione)
Interesting Interactive Piece. No click-through tutorials, assumes player knowledge of interfaces. Not many things to click, focuses player. Keyword: Immersive eg. Read me files tell the player how to play, Dbchecker shows player process in how much data they have seen and what I think is key plot points in the volumes missing text.

Premise: game already starts with you having a search case “murder” - creating player interest and pushing them into the core loop.

Narrative: told in a non-conventional method, where the player gets bite sized pieces based on their search term (which is limited to the first 5 queries). You find search terms through watching videos since they are all transcript/keyword linked together in some way.

(Spoiler) Length : ———————Running time is 2-3 hours, however can be abrupt once some search terms (or % of db/plot points discovered?), where you get a chat message and taken to the credit sequence of the game. I didn’t really know the full story or what just happened and seemed disjointing in the experience, but could be a way in how the game creates meta around by getting players discussing the game based on where it left them.

Other: does a great job in creating a roleplayer experience as a detective (even grabbing pen and paper at times to write things down). Great use of FMV, makes the person being interrogated feel human (than if it was CGI/modelled). The simplicity of your interactions with the game would make it feel great to play on tablet (I played on PC).
Pubblicata in data 5 luglio 2016.
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3 persone hanno trovato utile questa recensione
13.6 ore in totale (11.6 ore al momento della recensione)
Frantic FPS. Movement and shooting feels superb for the style of shooter; a frantic and arcady shooter that requires players to strafe and jump, and switch targets often (strafing and shooting was core of Doom).

They reinforce this pillar of design with Glory Kills, a modern take and solution to the problem of modern shooters with regenerating health and hiding behind cover (which changes the pacing of action sequences). Glory Kills are animations of killing blows and require the player to be in melee range, bringing them into the fray of action - the reward is health and ammo. This adds an element of risk/reward, with the player having to make a decision based on the situation and dangers to execute a GK. Since health is a value that moves around a lot, it adds to the frantic set pieces and arena styled level design. This is a great solution for this style of FPS where regenerating health and hiding in cover doesn’t fit the pacing and pillar of this shooter.

Chainsaw is a melee weapon that can instagib depending on amount of ammo (big demons cannot be chainsawed) and in doing so, will drop tonnes of ammo. This interplay for health from GK, and chainsaw for ammo, is a nice ballet of moving to avoid damage, shooting, and getting in melee range to collect.

Upgrades are collectables throughout the campaign, and decisions can be made from the the player for their style of play (do I want to aim with a scope or fire rockets - allows for variability in each weapon archetype), but also unlocks challenges. There are challenges exist for most types of upgrades, they are sub goals that are given to the player, and for completionist whom might change their play style to fulfill them - but it is never too hard. Runes are upgrades that enhance your character (eg. find more ammo, higher jumps, faster GKs) and those challenges are related to the rune, weapon challenges are earnt through the total unlocking of a weapon and teach the player how to optimally use their weapons - all these challenges expand the player knowledge of the game and ways to interact without the use of tutorials and heavy text. Great systems that make sense.

Level Design is fantastic. Not just from environmental/artistic merit, but the design of the corridors and arenas and set pieces are fun (dying and replaying doesn’t feel too punishing since you can still complete your challenges this way) - and different difficulty settings have different spawn waves (tailored to what mode you are playing and not just number changes). There a few platform jumps and puzzles, but plenty of action. These platform jumping pieces have a subtle green glow to where you should jump and mantle, not enough to be in your face overpowering (press x to climb!) but enough that doesn’t leave the player clueless.

In between action/set pieces there are times where it slows down so you can explore and get those collectibles. With locked areas and the doomesque use of keys, you revisit areas in the level and fight these set pieces in different angles and different ways - a good reuse of content without the linearity of modern shooters.

The 3D Map mode is awesome too.

Music. It is DOOM. Mick Gordon really captures the essence of original doom music. Sound is amazing too, and somehow there are sequences and mixing that marry the music and sound, the tempo of shotgun reloading and a musical thump behind it, or glory kills after glory kills and the humming of a noise mixed with the music. I don’t know what musical music they used here, but it sounds great. Even from the first 3 minutes and the intro.
Pubblicata in data 5 luglio 2016.
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6 persone hanno trovato utile questa recensione
7.8 ore in totale (5.0 ore al momento della recensione)
Card based RPG. Really simple design that takes from multiple genres and systems and really ties it in together.

The core gameplay in combat revolves around picking out cards, however the deck is predefined by your character class, and what items they have equipped. For example, a magic class with have magic attacks, and by equipping physical based attack items you can hybrid types of attacks. There is two types of attacks, magic and physical. There's also blocking, and other effects (quick strike, unblockable, draw a card on hit etc) - but that's all the major combat complexity there is. A very streamlined and understandable system. Enemies will generally show you their next move, so you have to make a decision based on your hand pulled from your deck (enemies get first strike unless you have a card to do so) - a great design choice for empowering the player to make good decisions. A lot of the game revolves around RNG, and there is an element of rougelike (permadeath, randomised dungeons), however the dungeon objectives and some room tiles are the same.

Moving in the dungeon is a great use of the card like mechanic. From a hand of dungeon cards, you can pick up to three, place a room tile, enemy or gold. You do not control the hero, but instead lead it with the placement of gold (they like shiny things), enemies and rooms they can move into. Since your hand is random, each dungeon even in a replay feels very different. A player can optimise and plan a little ahead depending on what tiles they've placed before. This dungeon card system is a great way to put together dungeon crawling with card based mechanics, and really fun when you can plan ahead. The variation of dungeons, with bosses make some dungeons hard in the early game so providing a layout where you can grind low level mobs to get equipment is important - if you have the hand for it. Successful dungeon runs will give a permanent perk to the hero that completed - so keeping your heroes alive for the perks is a good idea.... if you can manage it.

Progression is in the form of building and upgrading your castle, which allows for new classes to choose into dungeons, buffs and droppable/equipable loot. Since the player will unlock all of these anyway, it's just smaller decisions for the player to progress through without penalties - there is an expectation that the graveyard will be full of heroes. Each dungeon the player goes, the character resets in level and items and will have to regear each time. At the end of a run, it is all converted to gold for the upgrades in your castle.

Really elegant in design, the music and bard dialogue frames the atmosphere, the aesthetics aren't too hardcore for a dungeon crawler and the UI and actions could be ported to mobile and gain a wider audience.
Pubblicata in data 5 luglio 2016.
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Nessuno ha ancora trovato utile questa recensione
0.4 ore in totale
The two most overrated games in history meet in an Ætherpunk world!
Pubblicata in data 9 maggio 2014.
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1 persona ha trovato utile questa recensione
8.7 ore in totale
Hey, let's say I'm ubisoft and I want money. I know! LETS MAKE ANOTHER ASSASSINS CREED!!!!!!!!!!!!!!!!!!!!! FREE MONIES!@!~~~

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Pubblicata in data 24 dicembre 2013.
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Nessuno ha ancora trovato utile questa recensione
94.4 ore in totale (94.3 ore al momento della recensione)
I spent a lot of hours playing this game with friends in PvP. Unique teamplay and coordination is required. If you play the solo/coop mode, you are basically playing Call of Zombies: Zombie killing simulator 4. Don't be that guy.
Pubblicata in data 24 dicembre 2013.
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2 persone hanno trovato utile questa recensione
4.0 ore in totale
This is a poor man's Last of Us. That's not so such that's a bad thing. It's just not very good, or engaging, or fun. Which I guess is something I look for in a game.
Pubblicata in data 24 dicembre 2013.
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Nessuno ha ancora trovato utile questa recensione
18.4 ore in totale (18.3 ore al momento della recensione)
Indie game of the year for only 3 years running!
Pubblicata in data 24 dicembre 2013.
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