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บทวิจารณ์ล่าสุดโดย egg Immortal

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กำลังแสดง 11-20 จาก 54 รายการ
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
23.3 ชม. ในบันทึก (12.9 ชม. ณ เวลาที่เขียนบทวิจารณ์)
It's good.
โพสต์ 16 กรกฎาคม แก้ไขล่าสุด 27 กรกฎาคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
1 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
24.8 ชม. ในบันทึก (24.5 ชม. ณ เวลาที่เขียนบทวิจารณ์)
DOOM Eternal was developed by a big team which means a lot of people contributed to it taking the shape of a game we know and love today. There is an issue with that: at times it's hard to tell which kind of a game DOOM Eternal wants to be.

On one hand we have meticulously crafted combat system with all kinds of mechanics and quirks, and hardcore challenging gameplay. On second hand, we have intrusive and irritating tutorials and pop-up windows which nudge players into a single playstyle. With this kind of approach it feels like the game contradicts itself and tries to get people away from all these nuances of combat. Players still found all these mechanics, even though the game doesn't tell them it's there and shows trivial tactics instead. People have written posts and made videos on it, broadcasted their knowledge to broader public, but it's just a shame that DOOM Eternal doesn't want to allow its players to think for themselves. The game is challenging but it still holds your hand. Weird.

As for good things in the game and all those mechanics I am rambling about, I am too lazy to learn them. It mostly involves quick weapon switching, and for someone to master it, it requeires for you to change game's settings as it gets difficult to switch between them: too much action and just one long row of buttons. It's inconvinient to have more than 4 buttons above your controls - your hand has to move too far. The gameplay goes deeper for those who seek new ways to play and willing to experiment with their key binds. It's good enough for me to just know DOOM Eternal allows it. Very nice.
โพสต์ 8 กรกฎาคม แก้ไขล่าสุด 9 กรกฎาคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
1 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
132.5 ชม. ในบันทึก (111.3 ชม. ณ เวลาที่เขียนบทวิจารณ์)
If there's just one thing I don't like about Disco Elysium it is the time system. The story progresses only with new unread text. Certain events only happen after a few days; it also may take a while to pass some skill check, leaving you with nothing to do but wander around. When you only start playing the game you don't know which answers lead to which results. And when you have nothing new to read, the only option for the player will be is to go through same dialogues, but picking other options. Sometimes an option you didn't really wanted to choose. It is pretty bad for a game where you're supposed to play the way you want, and it also gets better only after a few playthroughs when you know what to do. It feels so exhausting when you are stuck not nowing what to do, and so great when you actually progress with the story and get to see how twisted in becomes. Because Disco Elysium is a masterpiece.

Disco Elysium is a game full of despair, wonder and hope. You will be asked to pick a side in... well, basically anything. With how small this game's world is, it is packed with all kinds of people. From computer scientists to dock workers, to artists and drunks, and finally - to you. The police. Most of the time you will be talking about politics, but don't forget about human part of the story. What really game shows is ruins of a better life. There are those who is poor and broken and those who is wealthy and solid. It's not just about communism vs. capitalism, each new encounter will challenge your beliefs: it just shows how different people are. You will listen to some and completely ignore others.

Politics seem like an integral part of Disco Elysium, but really it's just people. You truly start to understand this game with subsequent playthoughs only. The game is strictly linear and for many it will be a chore to get through the same events for the second time. But if you have patience (and if you upgrade different skills), you will notice that your perception of game's world changes. Playing for the first time you might think: "oh, it's a story about drunk cop who rehabilitated; it's a story about the struggles of working men in a face of capital; it's a story about stupid people who think they can rule themselves". No, no. It's a story about every thing.
Again, the plot won't change, your objectives don't change, only your character and their response to the world around changes. In Disco Elysium you make a choice: what character sees and what doesn't. With all the skills, you might get certain options in dialogue or miss it completely just because you didn't shape your skills in such a way. And you just can't notice these differences with just one playthrough, sadly. It will take you a lot of time to truly appreciate this artistic choice. It really reflects life and shows why we are that different. We develop different skills, different habits and lean towards differrent kind of knowledge. Disco Elysium is one of few games that use gameplay to the advantage of telling a compelling story. It is a prime example. You have a lot of things to learn from it.

It's a shame that business gets in a way of true talanted creators. As a franchise, Disco Elysium is stolen. I don't recommend you buying this game currently. If you do, you will support thieves.

Your choices don't matter in a grand scheme of things. The only thing that matters is who you are. So, what kind of cop are you?
โพสต์ 8 กรกฎาคม แก้ไขล่าสุด 13 กรกฎาคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
7 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
6.7 ชม. ในบันทึก (4.7 ชม. ณ เวลาที่เขียนบทวิจารณ์)
POST VOID as high octane shooter with trippy visuals. The game asks you to play active and constantly be on the move, but disorienting players is also one of its goals. Post Void's style is its challenge. I wouldn't call it a good game but it's a fun one.

First levels are one storey high, which makes it incredibly easy to land head shots. I had a run with a single straight corridor. All I had to do is keep holding W and occasionally click my mouse. You may expect to have some straight sections in your runs too, and structure gets better in late game. There is slight curvature to the floor to compensate for how flat levels are but it just isn't wavy enough to challenge the player.

Most of the time enemies stand behind the corner and start shooting immediately after player gets in their view. It's not the unexpected position of an enemy that's the problem, it is that they are prepared for the player. First levels introduce turrets as well, and these guys have a small delay when they shoot. They also may or may not spawn in large open rooms near the ceiling. It's hard to predict where they are or if you will see them at all. But because they have a delay when shooting at the player there is a time to react. Taking hit is an inevitability in this game.

Another thing affecting reaction is graphics. The game uses flat sprites. It's cute but in later levels, when verticality is added, it sometimes becomes unclear whether you land in an empty corridor or on top of the enemy. You just can't see flat surface when you're above.

In Post Void, after finishing each level you get to choose an upgrade or a weapon. But guns are not straight up upgrades. In case of Uzi and Knife they're downgrades. All weapons should be equally balanced so player would have incentive to choose them. But I found only two options optimal - Shotgun or basic Pistol. Uzi has insane recoil and slow reload, and Knife is close range, it doesn't work with bigger magazine or faster reload. Other guns just outclass them. The only use for Uzi or Knife is when you want to spice up your gameplay, but you could do the same if they had more upsides to them anyway.
Shotgun is an interesting one. While it reloads as long as Uzi, you just don't have to aim with it. Pistol is only strong if you make a head shot. Shotgun just kills everything in close range. With the amount of corners this game gives, enemy's advantage in the beginning of the game becomes their disadvantage with shotgun in player's hands. Really goes to show you the power of this gun and the problem of designing it. But still, without fast reload you might get into trouble later if cornered by one unkilled enemy.
Pistol remains the strongest weapon. You better aim with it but if you don't it's okay - just spam. Its fire rate is pretty good and the recoil isn't hard to controll. But if you picked another weapon later you can't change it back to pistol.
In short, every weapon here has it's own strengths and weaknesses. It doesn't make sense to put them in the same line with other abilities for the player since they're supposed to be clear upgrades. Although it appears rather fitting.

Most of the abilities are useless. Like 'Compass'. All levels, although are not strictly linear with start of 2nd act, still maintain one general direction and once you play a couple of times it becomes hard to get lost. 'Ghost' allows to not get stuck on enemies up close. One of the best skills. If it worked: it just slightly reduces speed decrease. It also makes the ability to run backwards faster useless - it's already bad enough when you are forced to go forward only. 'Exploding enemies' doesn't seem to be damaging surrounding foes. And the only good skill affecting them is making their bullets slower. The number of abilities is too small and I think there are so many things you could do at least with jumping or sliding. Other skills are just faster reload, more health or bigger magazines, and these are good but really basic. I would pay extra if this game had more creative approach to what player can do.

In this game you constantly loose health. To replenish it you have to kill enemies. When player is low on health large numbers appear on screen indicating 3 seconds left to live. And even less if you get damaged. The problem is that these numbers are so large it becomes hard to aim. Which isn't the thing you want when your life depends on your next shot.

POST VOID has a big room to grow. But, that said, it's still ♥♥♥♥♥♥♥ fun. The game feels fun because of sound design, music, visuals and really tight level design. It all gives this drive anyone who loves speed can enjoy. And I guess it only proves that terrible game design decisions can be overlooked with only a handful of refined ones.
โพสต์ 5 มิถุนายน แก้ไขล่าสุด 27 มิถุนายน
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
6 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
5.4 ชม. ในบันทึก
Class of '09: The Re-Up is a sheep in wolf's clothing.

Anyone can bring up societal problems, not everyone can give an answer to them. That itself brings up the question: do we even need to answer raised questions?

I guess this visual novel should serve as an answer. Behind this bold and striking presentation we have a clear frustration with the world of today. And all these problems are well-known. Making such stories, developers just use them as a way to vent, and players (readers) use it to validate their own worldviews. But okay. Every teacher is a pedo or white nationalist; men want nothing but sex; every girl is a manipulative ♥♥♥♥♥... So, what now? If the world is so ♥♥♥♥♥♥, why live in it?

But then, what about everyone hating on anime here while this visual novel exploits anime-style and directly adresses the player as some loser in the intro? What about all those Jeffrey messeges in first novel? What about the video we get to see here? There's probably so much here that we don't know. Or don't know yet.

Am I crazy? Yeah, it's just another thing where artist whines about how everything sucks. Probably.
โพสต์ 27 พฤษภาคม แก้ไขล่าสุด 29 พฤษภาคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
1 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
1 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
5.5 ชม. ในบันทึก
Class of '09 is a sheep in wolf's clothing.

Anyone can bring up societal problems, not everyone can give an answer to them. That itself brings up the question: do we even need to answer raised questions?

I guess this visual novel should serve as an answer. Behind this bold and striking presentation we have a clear frustration with the world of today. And all these problems are well-known. Making such stories, developers just use them as a way to vent, and players (readers) use it to validate their own worldviews. But okay. Every teacher is a pedo or white nationalist; men want nothing but sex; every girl is a manipulative ♥♥♥♥♥... So, what now? If the world is so ♥♥♥♥♥♥, why live in it?

To make money off games like these, I guess.
โพสต์ 25 พฤษภาคม แก้ไขล่าสุด 5 มิถุนายน
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
4.2 ชม. ในบันทึก (3.7 ชม. ณ เวลาที่เขียนบทวิจารณ์)
What really sells Chop Goblins is how much game-y it is. Pretty weird thing to say about something that doesn't try to experiment or present some unique with its gameplay at all. The only thing that could be said is that Chop Goblins features lack of jump button just like in first comers of the FPS-genre like original Wolfenstein and first Doom. In that sense, it's definitely retro besides the graphics.
This limitation for the player resulted in more grounded look towards the design of Chop Goblins. While the arenas themselves can't present a challenge for similar game with the ability to jump, here (it seems) player will have to think twice before moving forward. Carelesness is something that most modern shooters try to aboid by giving more options to escape, but this game goes the other direction and asks to just consider your movement.
Strictly speaking, shooters are always about navigation more than anything else. Even the act of shooting a target can't be done without putting your cursor on it. While movement shooters present an additional challenge with more options to navigate, it can be argued that they're temporarily break the 'shooter' gameplay for one moment and become only about 'movement'. Getting rid of options to move helps focus on combat more closely.
Obviously I'm not saying that movement shooters are bad in any way, I just wanted to point that out.

I care for this little silly game too much to admit. It's short and won't waste any of your time.
โพสต์ 11 มกราคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
5 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
28.5 ชม. ในบันทึก (12.4 ชม. ณ เวลาที่เขียนบทวิจารณ์)
DUSK is very simple. Probably, that's one of the strongest sides of this game, considering there's nothing to stop you from just jumping in and starting a massacre. The gamefeel is one of those things you can't relay in a review, especially in the text form, but I think it's safe to say that most people (myself included) find the controls satisfying.

Another thing that draws in is the setting and directional choises. The game doesn't contain any cutscenes, it never asks you to take your fingers off keys. Everything that is shown you have to see for yourself. While the game looks downright ugly, it really captivates your attention with the ideas of levels themselves. Something that is very much enhanced by soundtrack. Sometimes DUSK feels like a game a kid with lots of imagination would make if they were given a sizable budget. And I don't mean it in a bad way; on a contrary, it feels like someone's dream come true.

However it does show that simplicity also one of the main downsides of DUSK. The game is so simple, you could call it primitive. Player has very standard set of guns and even more standard set of enemies that not vary throughout the whole game. Excluding only a couple of examples, most enemies are just the same concept put in different skins. They walk and shoot. Sometimes they shoot homing projectiles. Sometimes they shoot grenades. Maybe sometimes they fly. But they never show some complex behaviour. It becomes painfully obvious when you meet first few bosses - they're just the same enemy but with a huge healthbar on top. And if you might think that this would change later in game, I have sad news for you. Really, nothing changes in the way you play throughout DUSK. You don't learn any skills, none of the enemies really test them or push you to your limits. Because every enemy acts the same, you can't expect change in player's behaviour. To really understand why it's true just jump into endless mode for a couple of days, and see how long it takes before you stop having fun. DUSK is so simple, the gameplay feels solid and familiar. Something you already accustomed to and want more of. But if it weren't for presentational choices in the campain, this game easily might've been forgotten because of how shallow game design is.

While I enjoyed my time playing, I just can't be sure that it were enemies or arenas since first ones are uninspiring and second ones mostly serve to set the scene. That's why it should be said that most of the design choices left to be perfected. DUSK is more of a good David Szymansky game than it is a good shooter. Overall, it's okay.

If it wasn't for YES/NO recommendation approach on Steam, I would've left OK review. I'm only setting it to negative because there are more chances someone will read this.
โพสต์ 3 มกราคม แก้ไขล่าสุด 14 กุมภาพันธ์
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
2.4 ชม. ในบันทึก (1.9 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Dread Templar is not a bad game at all.

I don't really play FPS a lot, but I am interested in this genre. Dread Templar picked my interest, so I decided to give it a go. Movement feels good and responsive, guns shoot, music rocks, enemies slay and are being slayed too, retro-style graphics are stylish but detailed enough to contain more... details; power-ups are plenty but the currency you pay for installing those upgrades is not, which is a good thing - it makes you choose between preferred guns and therefore between playstyle. But that's pretty much it. Dread Templar has seeds of a good game scattered here and there, but they did not grow in some memorable and engaging mechanics.

The music is just there... it's not a bad music, it's just metal. Metal everywhere. Even when you're just walking with no one in sight. Feels goofy.

Save system is weird. I mean, where is autosave? I'm not against having an option to save in different slots but after two hours of playing I started question myself why would I need different slots anyway? It's not like if I find more secrets the ending would change, is it? And why do I need to press several buttons to save in the only slot I use? Too much work for something trivial. Also, sometimes (at least in the first chapters) these checkpoints at which you can save are close to each other which doesn't really makes sense. You can save here or 50 metres away, it won't really matter.

The enemies lack some sort of interactivity. Yes, they are different in their attacks, but all you can really do is shoot them. The only reall difference in that sense is target's size and (sometimes) speed. But it honestly looks uninspiring and feels boring to just walk and shoot. Would be cool if some enemies reacted to your arsenal differently depending on what guns you are choosing to use. Because for now it seems like you just need to use weapons that deal more damage. That is until you run out of bullets.

Also, explosions. I want to see their impact. But really you don't see the explosion itself, there is no immediate visual responce. Yes, enemies die around some radius, but it's not as satisfying when you actually see fire and smokes. Just a side note.

Normally I don't ask for a refund of games I find nice, but for now I'm not in a position when I can buy whatever I want. Right now it cames down to a question whether I should keep Dread Templar or not, and I decide against it simply because I didn't find my limited playtime promising. The only thing I hold against Dread Templar is lack of more nuanced directional and artistic approach. It's just a game. Not bad, not good.
โพสต์ 30 กันยายน 2023 แก้ไขล่าสุด 10 ธันวาคม 2023
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
0.3 ชม. ในบันทึก
I honestly would want to play more than couple of minutes if bullets didn't come through an enemy and would actually kill them. But it's not the case for me. Dying in one hit seems like a nice decision for increased difficulty but combining with that bug, it doesn't make sense to me.
Also, the tutorial takes you 2 minutes to complete, but I see many people complaining about it. I find it weird, but agree in some way - it is very basic, nothing interesting. It is a tutorial after all...

Great start, but there is definitely some room for improvements. And I didn't even play everything Revenant has to offer.
โพสต์ 10 สิงหาคม 2023
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
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กำลังแสดง 11-20 จาก 54 รายการ