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Публикувани: 12 май 2020 в 10:58

Had a chance to try this now it was free; here are my areas that I suggest it could be better:
1. The tutorials for this are very dry & absent of engagement. No one wants to learn, "how many rocks, or twigs to build a stone scrub hatchet".
2. Creative mode is only good if you understand how to interact with the build menu to it's full creative potential. I played this game for 14 hours so far, the first 8 were spent trying to use the voxel tool to seal stolen cars in the game, and essential do what I've practiced many years in, "Grand Theft Auto" doing. Respraying them, investing more money than the value of the car, uno, the usual fair. I didn't even realize in creative mode you could lose the scrub where, and dress however the h e double-hockey sticks you want. . . (yeah, the game doesn't have the same liberally free vocabulary as GTA). You might say, " [CENSORED] Yogurt Cup [CENSORED] borgar with extra [CENSORED] and pickles".
3. I did 4 hours of smoothing, adding, removing, painting, 1/10 of an area the size of Rhode Island, and the background of destroyed, floating bricks just made me feel sad. It's like when your mum told you as a kid to go bring your favorite toy truck to play with in the public sandbox, but there's disregarded Bonk cans, scraps of broken toys all over the place, sand outside of the play area that needs to be put back in. Public servers with open sandbox are just that. So I took a pennisula, which isn't as cool as an island as a pirate base, given there were 3 unfinished boat hulls stacked vertically like a heavy sandwich, sitting in the waters.
4. What I built was nice, but not knowing how to remove bricks, I had to improvise. You'd think that was a n easy task; go look up my profile, you'll see I have over a thousand hours in Space Engineers, with some designs I was proud enough to snapshot & share. My skull cave seemed uneven, and hard to distinguish. The cave underneath it has a small two-room facility that looks like it was pulled from team fortress 2 well, but imperfect in beauty. I solve practical problems, but spending of hours in a dark unlit cave trying to finish something with Halloween music is [CENSORED] dang dag-nabit!
The lighthouse on top of the skull cave wasn't as smooth and round like the one on the start page of the game. Very square, the red/tinge spiral pattern was anything but even, and I couldn't get the lights to work, because I didn't know how. I threw serveral torches in there and it made it competent enough in a dark rainy setting, so that ship at sea would see the top of it, if not the coast : plausible. I preceded to build wooden docks to complement the look of an organized coastline; I built a 2 cannon bastion as well. I was most proud of the functional look with the added barrels, crates, tropical plants & palms, I even got a pair of lanterns on both docks to see where they were at night.
5. Despite what I did accomplish, have to mess with voxels, bricks that didn't line up right, it was just not quite the game I was looking for. I did take pictures of what I did, but I think in memory is where Ylands needs to be for me. I stayed up until 4 a.m. not realizing I was pounding sand so hard the first night; it messed with my head. I would say some of what the others have said about it being a cash grab, it's possible, I just felt trying it for free first made sense to see if it would be one I would want to play.

In short, it needs more polish, a little more attention to making learning it easier. I understand this is made by the same company that brought you ARMA; only so many people will play ARMA that understand it. Even then, I only played sandbox maps that I created; facing off creatures of the night with a pump-action shotgun, a Ford E-series box van as a faithful steed, on the roof of a Taco Bell. When you can do that and have a good time, it's great. Lazy developers that put in the beginning effort, and swap sales tactics to make easy money, get what they deserved. . . .not easy money, but an uninteresting game, that doesn't appeal as it did before. Next game title you produce, sell it as-is; all content in the game, comprehensive tutorials so everyone can learn it easy, and updates are just that: no downloadable content packages to buy.
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