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Pot Pies tarafından yazılan son incelemeler

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Bu incelemeyi yararlı bulan henüz olmadı
kayıtlarda 13.1 saat
This game cracked the detective genre in a way that I never thought possible. It made me realize that most detective games have you solve meta-narrative puzzles and then trigger a cutscene every now and then where the character solves a chunk of the puzzle for you (I love you, Professor Layton, but this game has laid your flaws bare).

Return of the Obra Dinn gives you a puzzle: what happened to the passengers and crew of the eponymous Obra Dinn. It gives you a few sketches of the crew and passengers, a map of the ship, a book to record the "who", "how", and "why" of each person's fate, and a magic compass that lets you view a corpse's last living moment.

That's it, and it's fantastic. Corpse's last memories frequently have their own corpses present in them. Through this, you can hop from one grim moment to the next in reverse chronological order, observing each critical event in the Obra Dinn's ill-fated journey.

Through these memories you're given just enough information to piece everything together, and the reverse chronological nature of the discoveries makes everything a whole lot more intriguing.

Every memory gives a small bite of information, but leaves a larger question: how did this moment come to pass? Going backwards through the ship's journey lets you slowly find out where everything went wrong, and what started the chain of events that left the Obra Dinn floating unmanned back home.

It's a truly fantastic experience that lets you live out the fantasy of being a detective with a wall of photos, sticky notes, and scribbles on a cork board, all connected with red yarn. You get to sit and chew on each nagging question, and unleash an incredible level of satisfaction as you start piecing things together.

I've never played any detective game or solved any puzzle that was as satisfying as this. It's a truly singular, incredible experience.
Yayınlanma 9 Ocak.
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kayıtlarda 447.0 saat (İnceleme gönderildiğinde: 370.1 saat)
This game is really something special. I had played Planet Coaster a bit before this game, and found myself frustrated with it and would quickly end any sessions I attempted. The freedom of creation was simply too open-ended. Every thing you wanted to create required a godly amount of dedication to complete and execute well.

By contrast, Parkitect limits you to a smaller grid-based construction system. Not only is it more reminiscent of the original Roller Coaster Tycoon games of yore, but the limitations to your creations actually end up helping you create something more special. Coasters are restricted to grid-based discrete track additions, and I really think this is the best way to execute a theme park tycoon game without requiring a huge time investment for every single coaster.

I found myself completing every single campaign level, as well as every DLC campaign level without using a single blueprint, something I found myself resorting to in Planet Coaster often. There could definitely be more depth to the game, I find the flat rides available pretty plug-and-play after so many campaign levels I've used them in, as well as the shops and other park buildings available. However, the decoration items are top-notch.

You're given a base set of modular pieces that can all be recolored and placed as you please. For decoration, you're not restricted to the grid system if you want to branch out. You can go from free placement of decor, to staunchly held to the grid of the level. Further, you can change the grid system all the way from the largest 1x1 grid that the coasters work off of all the way down to a 9x9 grid that resides within the original 1x1 grid. It lets you choose to work off of even-numbered grids or odd-numbered grids, depending on if you want symmetry or a middle point to work off of.

The game truly lets you choose how you want to play, but however you choose to do so, it's there to keep you from straying too far. It's my favorite mix of creativity and helpful restrictions. The devs are responsive and update the game with new blueprints nearly monthly based off of previous months' build competitions. I myself have a blueprint in the game of a flat ride that I dressed up and put into that month's competition.

I frequently come back to Parkitect to reminisce of the days when I played the original Roller Coaster Tycoon and at the same time explore the new features that the devs have put in.

In short, if you want ultimate creativity and a total sandbox to hone the park of your dreams, buy Planet Coaster, just don't be alarmed if every coaster and ride takes hours upon hours to bring up to your standards. If you want a game where you can achieve 99% of that creativity without having to be frustrated with smoothing and dragging track segments and building pieces for hours, buy this game.
Yayınlanma 30 Mart 2022. Son düzenlenme 30 Mart 2022.
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kayıtlarda 65.5 saat (İnceleme gönderildiğinde: 20.6 saat)
This game has become the quintessential bridge building game. The gameplay is great and varied, with plenty of challenges presented in the regular levels as well as the "challenge levels" section where previous levels need to be re-completed with new, harsher requirements. The graphics are simplistic but refined, your viewpoint can be set and forgotten or dynamically changed while the bridge traversal simulation is playing. Replays are saved for your creations and other peoples' solutions are viewable after completing a level. The game runs smoothly on low specs, and beautifully on higher-end rigs. The devs carved out a reasonable scope for their game, and absolutely crushed it. If you're looking for a simple but perfectly executed bridge building game, this is it.
Yayınlanma 30 Mart 2022.
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2 kişi bu incelemeyi yararlı buldu
kayıtlarda 2,127.7 saat (İnceleme gönderildiğinde: 480.2 saat)
Others have already reviewed this game based off of its incredibly steep learning curve, Paradox's ultimately shadey pricing and DLC practices, and its appeal as a grand strategy game. I will try to articulate what the allure is, at least to me personally.

I have such a complicated relationship with Europa Universalis IV, and yet I still think it is one of my all-time favorite games. The pure freedom of being able to choose any country, setting your own goals, and setting out makes the game infinitely replayable and infinitely open.

However, it is also the single most frustrating game I have ever played.

I came after the age of video games being brutal and unforgiving in their inability to save progress. As such, I have always enjoyed the comfort of having previous saves to fall back on.

Europa Universalis IV allows this, but to get the game's achievements, and to find that sense of truly conquering the game and its difficulties, you have to play on Ironman mode.

Parodox games has, for a long time, had its Ironman mode. Achievements are enabled, difficulty settings are locked, and reloading past saves is disabled.

It's that simple, and it's that enraging.

See, certain achievements require you to utilize the full length of the game's playthrough, all the way from 1444 to 1821. I've never actually ended the game by reaching the end date, instead I either get my achievement, or my campaign is crippled and I abandon the save.

Losing what can be dozen or more hour investments after making a crucial mistake makes the achievements that much more tantalizing, but makes failure that much more frustrating.

Most of the time I will end up binging Europa for hours at a time for a few days in a row, most campaigns end in failure. But it's the successes that get me coming back.

Reconquering the Iberian peninsula as the tiny nation of Granada would not have been such an achievement if it had not taken me dozens of tries and restarts, honing my strategy.

Toppling the Ottoman Empire as The Mamluks would not have been so fulfilling if I hadn't had to fight so hard to take down a more powerful opponent using wits instead of purely superior numbers.

Achieving the Incan destiny of colonizing the entirety of the South American continent would not have felt so significant if I had not been taken down over and over by superior European settlers only to finally fight them off.

I'm five-hundred hours into this game, and there is still much more for me to learn about it. I still haven't reformed the mighty Roman Empire, much less conquered the world. Each time I've tried I end up closing the game in frustration.

But inevitably I come back to it, ready to try again. That's what really matters, isn't it?
Yayınlanma 19 Haziran 2018. Son düzenlenme 19 Haziran 2018.
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kayıtlarda 327.0 saat (İnceleme gönderildiğinde: 178.1 saat)
Erken Erişim İncelemesi
It's good
Yayınlanma 24 Kasım 2016.
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