1
Értékelt
termék
287
Termék
a fiókon

Aaron legutóbbi értékelései

1–1/1 bejegyzés mutatása
3 személy találta hasznosnak ezt az értékelést
17.6 óra a nyilvántartásban (6.7 óra az értékeléskor)
Not finished the game yet so I will not comment on any story aspects. Anyways...
I will save some time by not talking about the game's graphics or art style, we've all seen cell shading before and it's nothing new at this point... Breath of the Wild yadda yadda. All I will say is that the graphics suit the game very well.

First, THE GOOD:

  • The platforming is easily an A+ from me. The controls are very solid and responsive without feeling jerky or unnatural. There are a bunch of different movement options (you unlock them as you progress) and you have a LOT of freedom when it comes to using them. If you liked A Hat in Time's platforming and movement, you will LOVE this game. So much so that I wouldn't be surprised if this game's platforming wasn't directly inspired by A Hat in Time.
  • The game has Metroidvania elements. Unlocking a new ability not only means progressing in the game, it also means being able to reach new spots in earlier areas and being rewarded for doing so.
  • Impactful customisation/build options. You can find/buy and equip 'Spirits' into slots which each provide a different effect. These can range from things like "extra damage when attacking midair" to simply being able to jump higher or dash further. You can also purchase extra slots as you play, allowing you to equip more Spirits. It feels very similar to Hollow Knight's slottable upgrade system, not that there is anything wrong with that. Again, I have not finished this game so I can't comment on the exact variety of 'Spirits' that exist.
  • Side quests actually feel rewarding. You don't often find yourself finishing a side quest only to be rewarded with a few hundred Rupees for your efforts... *ahem*.

THE BAD:

  • As far as I can tell, there is no map. Honestly, it's pretty strange for an open world game with Metroidvania elements to not feature a map of some sort. It can become a little daunting trying to remember where you've been and what places you need to revisit once you've unlocked a new ability. On top of this, there doesn't seem to be any form of fast-travel in the game despite there being a perfect opportunity to include one. The game has save points in the form of a 'Fire Statue' in each major area, so why not let us teleport between them like almost every other game of this type does? Upon playing further and completing the game, I can say that there IS in fact a fast travel mechanic that is unlocked as you progress the story. However, I feel as though it isn't a feature that really needed to be gated by progress, it should be available from the start.
  • Combat is very 1-dimensional. There isn't much to combat besides a basic 3-hit combo string and an unlockable spin attack. Combat also feels very light and 'floaty', your attacks don't feel like they have much weight to them. I can kind of understand that combat is not the main focus of this game though so I won't judge it too hard for this. The is a single magic spell which you just spam to do a little ranged damage on whatever you are targeting, as plain as it sounds. There is also a shield-like ability that is generally just not worth using most of the time, it also supposedly has a parrying mechanic but either I couldn't get it to work or it just isn't very good.
  • In a similar vein, enemy attacks are often not very well telegraphed. I often find myself being hit by an enemy without even seeing something that resembles an attack animation. Some enemies actually have pretty good audio/visual cues for their attacks whilst others just seem to hit you out of nowhere. Bosses and the worm-like enemies seem to be particularly bad for this. This is very odd for a game that provides a timed parrying mechanic.
  • The game leaves too much unexplained. It's very easy to find yourself getting lost because you're not sure where you need to go. Quest descriptions are very vague and there is no form of navigation assistance like waypoints to follow. I understand they probably didn't want to make the game feel too linear, but it wouldn't have hurt to show where the next major quest objective is in some way.
  • A lot of the time I feel like I'm second-guessing myself about the routes I'm taking. This is likely a side-effect of the freedom with movement options that I described earlier. A lot of the 'intended' routes don't really feel intended at all and instead feel like I'm sequence-breaking the game. Hell, even now I'm not sure if some of the near-miss jumps I've made were actually the intended way to progress.
  • The Dark Souls-like 'Estus Flask' health system doesn't really fit the game and feels like an unnecessary burden a lot of the time. Dying takes all of your money and places a ghost where you died, if you return to the ghost you get your money back. On paper it seems cool but in reality it just serves to waste your time. It's not like it's hard to run back to your ghost, it's just annoying to do so. The health system is especially annoying during 'Voids' (basically platforming challenge rooms), where each time you fall you lose 2 hearts of health and respawn at the start, but if you lose all your hearts you... get kicked out of the 'Void' (with a loading screen) and back to the entrance so that you can enter it again (with another loading screen) and start again from the beginning. It may as well just let you respawn at the start infinitely instead of wasting your time with two separate loading screens.

All in all, I would describe this game as a very healthy mix between A Hat in Time and Hollow Knight but with a questionable pinch of Dark Souls thrown in. If you like those first two games I highly recommend this one. Despite its negatives I can't say it's not worth its very reasonable price-tag. You will not be disappointed!
Közzétéve: 2021. február 7. Legutóbb szerkesztve: 2021. február 14.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
1–1/1 bejegyzés mutatása