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0.5 óra a nyilvántartásban
Secret word: Stranger

Basically the same as the prequel, but way better. I like the new variety of questions.
Közzétéve: 2020. április 27.
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Még senki sem ítélte hasznosnak ezt az értékelést
0.3 óra a nyilvántartásban
Secret Word: Love

This game is silly, but fun. Don't trust those people who say that this is more than just a personality test, or that it says something about you which you might already know but "haven't realised yet". This just tells you one of the many possible things it could infer from your answers to the questions.

Why am I still giving it a thumbsup? Because I liked it, nonetheless!
Közzétéve: 2020. március 7.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
2 személy találta hasznosnak ezt az értékelést
13.7 óra a nyilvántartásban (13.2 óra az értékeléskor)
After playing this game I felt a review was much needed, even if only as a way to show how much this game meant to me while and even after I played it. If you simply want to know if I reccommend or not this game, then the answer is pretty straightforward: I completely and absolutely recommend this game. However, the reasons for that cannot be given spoiler-free, so be prepared and don't read starting from the next paragraph if you don't want to be spoiled. You've been warned.!



So, this is a game about a world where humans and monsters exist. Sometime ago, they fought and the humans won, banishing the monsters underground. You play as a human child who falls down a hole at the opening cinematic. Down there you meet a flower, called Flowey, who tells you about your LV, which means LOVE, and that to increase your LOVE you have to collect the white pellets of LOVE. In trying to do so, you lose all your HP and that's when I realized that this game was absolutely brilliant. You see, it's not that hard to figure out that Flowey is just spewing out ♥♥♥♥♥♥♥♥ at you - it's part of the whole RPG idea, that you can and will be betrayed by anyone at anytime - however, what you DON'T expect is that it'll happen during what you assume is the game's Tutorial Level. The game strips away all control you thought you had right away and that's a GOOD thing. Somewhere down the line we came to accept the fact that Tutorial Levels exist and that for the first part of the game we are somewhat safe: That's when we'll get to know more about the world we're in, the people around us, the game's mechanics and so on and so forth; and don't get me wrong, right after the encounter with Flowey you -DO- get that tuToriel (pun intented), but the simple fact that the game promises that you won't have to kill anyone, and betrays you right away was, for me, a major part of what kept me going.


This game's battle mechanics are very interesting. The battle system is turn-based with 4 commands: FIGHT, ACT, ITEM and MERCY, the first and third options being pretty straightforward. ACT can mean many things, which are enemy-dependant: you can CHECK the enemy, TALK to the enemy, CRY in front of them, PICK or DON'T PICK on them... You can even FLEX and FLIRT! All of these are actions that somehow affect the enemies and that's where the main mechanic comes into play: EVERY ENEMY in the game has an action (or a sequence of actions) which will make them give up on fighting you. Take for instance the enemy Aaron. You can FLEX against it, and after the third FLEX it'll fly away. When an enemy has been 'pacified' their names will turn yellow and you can then select SPARE under the MERCY menu. At the and of the first act, when you're leaving the Ruins, and you have to face Toriel, many people get distressed (you can check the forums); that's one of the best moments in the entire game. Completely and utterly heartwarming.

In-between turns you'll most often be faced with an enemy action. Remember what I said above about Flowey and the 'white pellets'? That's pretty much the whole game: During this phase you control a red heart which is enclosed in a rectangular box, within which you have to dodge the enemies' bullets that come flying at you. Later on, new colours of enemy bullets are introduced, which make for a more diverse gameplay experience. Each enemy has different bullet patterns and so require you to always be ready for action.

I've read many reviews complaining about this battle system, but I cannot understand. For me, part of this game's charm is figuring out the enemies' personalities so I can take the correct ACT to pacify them. The whole battle system is like a giant puzzle!


The overworld exploration is very interesting. You get lots of puzzles in the first few areas, but they become increasingly uncommon as the game progresses, and that's fine. There are lots of hidden areas, optional interactions and interesting things to see throughout the whole game. There are at least five dogs (not counting Temmies).


Character progression is great for such a short game. For instance, after you get the cellphone from Alphys the Facebook notifications JUST WON'T STOP, just like IRL, which I found hilarious. You can date a skeleton (I did). You can also wear a pink tutu and ballet shoes (which I also did).


The soundtrack is... To put it simply, perfect. There was a not a single time when I didn't feel affected in some way by the atmosphere brought about by it. The art is also very good, SPECIALLY during the battles. The overworld spritework is 8-bit good.


I really don't want to talk about the story, specially about the endings (and yes, there are multiple endings). Just know that the first time you finish it you won't get the full story, even though it might seem a satisfying closure.


Now, onto the last and somewhat most intersting part: the metagame. Undertale is all about choices: Every single battle you get to choose between FIGHT and MERCY and, as much as many games these days say stuff about 'your choices really matter!' (I'm looking at you, Until Dawn), I've never seen one pull it off quite as well as Undertale did. Your in-game choices not only affect character interactions, battle sequences, equipment stats and ending, but also affect your FUTURE RUNS. Again, as in the story section above, I don't wanna talk about HOW this is done, but just be aware that EVERY run has some influence on the next run - and we're not talking about NG+ and the sorts, but your previous runs can potentially completely change the story for your next runs, even going as far as making the game unbeatable.

Another metagame is somwhat unintended, and it has the players searching around, messing with .ini files and memory adresses and whatnot to try and decipher the hidden existance of a character which isn't ever mentioned directly.


My closing arguments are: if you want a game which is both beautiful, interesting and has a beautiful story, but is at the same time very simple, then by all means try Undertale. I honestly couldn't love this game any more than I already do: It's already my game of the year.
Közzétéve: 2015. szeptember 25.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
34 személy találta hasznosnak ezt az értékelést
17.2 óra a nyilvántartásban (4.1 óra az értékeléskor)
Although this game presents itself very well and has had an overwhelmingly positive reception, I must beg to disagree. Let's start with what I liked about this game: The soundtrack. Oh my God, is it amazing! It's one of the most perfect OST-Game combinations I've ever seen! It simply ties in perfectly with the game, as if the story and the song were but one thing. Also, the story up until Act 2 is simply superb. I honestly had myself close to crying more than a few times and it deeply touched me multiple times.

But, that, as they say, is that. Nothing else good, to be honest. The graphical design is neither good nor bad, it's simply a matter of personal choice (one with which I agree). The controls/interactivity is, simply put, godawful. You get stuck on random parts of the scenery ALL THE ♥♥♥♥♥♥♥ TIME and the mouse control simply doesn't work for movement. The gameplay is awfully repetitive and gets annoying quite quickly and even though some might argue that 'gameplay isn't the point of this game, story is!' that isn't an excuse for a lack of interesting gameplay. The lack of multiple endings and the puzzle solving of interacting with the mementos is, in all seriousness, a letdown.

And finally we arrive at what let me down the most: the story. Now, as I said earlier, I absolutely LOVED the story up untill the second act. What happened after that, you might ask. Well, what happened was they completely and utterly thrashed a lovely and sad, but heartwarming story. Spoilers ahead. Throughout the first two acts we get to see how John and River got to know eachother, fall in love, get married, the troubles and whatnot they went through. Then we find out about Joey (what, to be honest, was more than expected at this point in the game) and the reason why John wants to go to the moon. All fine and dandy still. But then... They somehow manage to change his memories and make him happier memories. The thing is, how is that a good message? All they ever did was present him with a comfortable lie which, although comfortable, is still A LIE. Instead of an inspiring story teaching us how life, no matter how troubling at times, is happy in itself and that we should all struggle to learn to enjoy our life as it is... We get a 'you done wrong, your life sucks because of some bad choices made for you when you were very young and you should be sad about it'... Which completely ruined the experience for me. Honestly, I was playing this game from beggining to end straight, without a single pause and right after the emotional crescendo which was the revelation at the carnival, we get this absolutely mindblowing idea that 'a comfortable lie is better than the truth'. I honestly wish the game had had a different ending. For me, it was a completely waste of time and emotions. Why should you ever feel sad at all? Simply construct a comfortable lie for yourself and everything will be fine!

That's only my opinion, of course, but sadly I cannot agree with this game, despite the hype.
Közzétéve: 2014. november 26. Legutóbb szerkesztve: 2014. november 26.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
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