78
Productos
reseñados
626
Productos
en la cuenta

Reseñas recientes de Lipucd

< 1  2  3  4  5 ... 8 >
Mostrando 21-30 de 78 aportaciones
A 61 personas les pareció útil esta reseña
8 personas encontraron divertida esta reseña
0.0 h registradas
While this doesn nothing to fix The Handler from running off face first into every monther and needing to be saved in the most obtusive of ways, this does make watching her antics and interacting with her far more enjoyable then her normal attire. It also fixes her face by a fair amount, and that's enough for many for a buy. The best outfit for her as well, so if you're getting any of them, let this one be it.
Publicada el 5 de octubre de 2018.
¿Te ha sido útil esta reseña? No Divertida Premiar
A 7 personas les pareció útil esta reseña
1 persona encontró divertida esta reseña
114.9 h registradas (18.4 h cuando escribió la reseña)
Released at the end of 2016 for the PS4, Let it Die is by all means an -interesting- experance, that thanks towards it's 'Free to Play' model, is something anyone can acually jump into and give it a shot, though with that comes a very clear understanding that those unwise in spending will find their pocketbooks far smaller in short order...

Let is DIe can best be called a 3rd person Hack-n-Slash with the general flow of 'explore floors, gathering gear and supplys to use to advance, while slowly building up a stable of fighters to use in different tasks and roles'. It has a very 'Diablo' like style of looting, though with how weapons come and go might make people think they were replaying 'Breath of the Wild'. You'll get used towards your gear breaking on you after a single floor or less of use, but thankfully once you gather blueprints, obtaning more copies is never a hard task. You'll also be using more then a single 'Fighter', training each one up to max out their stats for different roles, given that your base can be raided by other players eager to take your hard earned currency used for buying gear and upgrading your base for their own needs. That there are many, MANY to take account of, keep track of, and earn to use to enhance and make sure you're ability to keep moving forward is possible.

...That that feels like a lot already to take in, then by all means hold back from giving the heafty 40GB DL size a go, as the game only piles on system, after system, after system in turn on your treck upwards, and by the halfway point you're nearly commanding an army of Fighters to protect your base and run around doing objectives for you, as you blitz around the same floors for the 7th or 8th time restocking on materals for the next set of weapon upgrades to have stronger gear to take up the next main boss and at last progress towards the next stage of the game, all while chowing down on a ton of mushroom soups for new decals to make use of, hoping the RNG at last gives you something useful. It all starts to feel like an MMO of sorts, though beyond the raiding element you're rather alone for the entire experance.

But this is afterall a Grasshopper/Suda51 game, the same people who gave us such games like Killer7, No More Heroes, and Killer is Dead, and this game OOZES with that style of dark comedy and bizzareness only they can provide. From the odd NPC's you'll call allys, towards the assortment of weirdly crafted mixtures of machine and man, towards the just plain wacky mushroom infested wildlife, the game is pleasure to look at and offers a rather diverse offering of things, witch is good given the maps, small RNG aside, all start to play out the same in their cell crafted structure, and once you learn the 'hop spots', do very little but pad out the grinding elements. Thankfully the graphic settings is rather robust in allowing a player to treak it according towards their hardware, so as long as someone is using a 2GB VRAM video card, I couldn't forsee anyone having issues running this graphicaly.

But this is, afterall, 'Fre to Play', and with that, comes the all dreaded microtransactions. Right out the gate the game will show off two very useful things towards you, one known as 'Death metals', the preminum currentcy you'll need for a vast assortment of different tasks and deeds, though you'll quickly find out -most- of these tend to have a secondary payment option ( you COULD pay death metals for a mushroom soup, OR you could pay with the gold you collect... ), while many of the ones that don't tend to be a 'go faster' element ( you an instead of having to hunt down your defeated fighters and beat them up to recover them, just spend death metals to recollect them, or spend them on death to revive outright! ). The few cases to note where they are the -only- thing to push forward with is your storage space, where 2 Death metal = 10 more storage. If you're going F2P, focus on this outright and do your best to NOT spend your death metals on -anything else-, no matter how tempting it all might be. The other thing the game brings towards your payment focus is a sudo 'subsciption' of sorts. Pay $15, and for 30 days you get 'VIP' treatment. A special elevator that doesn't eat up your gold to go about the different floors, the ability to carry more items at once, among a few other boons that clearly feels like something you'd expect from a F2P MMO of sorts. When starting off, this stuff isn't very useful given the boons a new player already earns ( and at the time of writing, -will- earn thanks towards the current log-in rewards and events ), though while the game's story 'ends' at a selective height in the tower...the tower does keep going higher still...

...and this, this is the real crunch for many, but the 'endgame' for Let it Die is what might break many people outright, as I think I can say it's really only for the 2% who -REALLY- want the game to push them towards the edge of their skill levels, as at that point the game goes from 'grindy, but playable', towards 'cash sink hell' lest you happen to just -not- die at all, something the title makes very clear isn't something bound to happen...

At the end of the day though, I would recommend people giving it at least about 5-7 hours or so, making their way towards at least floor 5 or 6, and having most of the basis systems as a result unlocked towards them. If it hooks you by that point, just don't put money into it unless you're REALLY eager to support this, at least till you hit floor 25 or so where the difficulty starts to really show itself. At least at that point if you back out, the only thing you've lost is some hours and the 40GB banwith it took to DL it.
Publicada el 27 de septiembre de 2018.
¿Te ha sido útil esta reseña? No Divertida Premiar
A 2 personas les pareció útil esta reseña
35.9 h registradas (31.0 h cuando escribió la reseña)
This is by no means a game for everyone. You will lose units, hard earned trinkets lost in a moment's lapse, a single event shifting the tides from an assured victory towards a total loss. You will be at times be pushed many steps backwards and will need to claw yourself back up progress wise. Yet in this game's harshness comes a rugged experance that might tickle those who haven't been challenged or stressed in some time.

Darkest Dungeon, released back in 2016, is a game that wants the player from the very offset to feel like they do not have full control of what happens. The different cast you get come with a multitude of random 'traits' that alters how they work both in battle, and the general exploration of the manor. This can lead towards cases where you find a very powerful trinket after battle...Only for your very unit to take it for itself and never see it again. Mannerisms that force your cast to interact with materals and things that can cause great harm and hassles for your team. More less once a charater's stress goes high enough, they can become unstable, mocking or lothing the very group they are working with and becoming harmful towards everything around them. All of these elements help tell the player that you are not some overlord who gets the final say of what happens, instead you are best giving direction and suggestions towards a cast of others who are supporting for the final end goal, to pludge into 'The Darkest Dungeon'.

With that the general gameplay flow is what you'd expect from a 'Rouge-Stratergy' game a-la Xcom or Xenonauts. You have your centeral base that you need to manage upgrades towards to both obtain new units, more less treat and care for the units that make it back alive after another run. Then there is the 'Manor' itself, borken up into 4 main distrects, with a final one being the 'win state' to clear. Unlike other games of this type, where you need to complete other objectives (Such as researching, or directly fighting bosses before) to make steps towards the Win State, here you have access towards completion right at the start, yet it's very clear from the offset that sending a team in without experance is sending 'lambs towards the slaughter'. So the other areas and bosses exsist to help train possible recruts up, more less obtain trinkets, and materals to better equip and upgrade them for the final challenge ahead. After an area and it's quest is selected, the player then gears up their team with food and supplys to assist in the crawling, with things like Tourches and Sholves no brainers to keep light high and to dig past rubble, yet other items like holy water and antidotes too have their uses beyond just curing status and buffing. Within an area there are many interactables called 'Curios', with each one doing something different. The main trick with these though is with selective items, one can obtain always assured results, instead of RNG'ed reactions, meaning a player after learning what Curios spawn where and require what items, can better equip their teams for more posative gains.

Though one could assume then that once figured out the Curios, more less upgraded the hub enough that they could trivalize this game for the most part, and that's where they would be wrong. The biggest thing with this game is to understand that even with the best laid plan, the most well oiled and geared team, RNG can become unkind and things will go wrong badly. A random crit that throws someone into deaths door, a boss dodging a vital attack to finish it off only to slay your team right after, even just the basic need of hunger getting towards everyone pushing their stress past their limits. As a player, you need to bite at the bit that "It is possible to commit no mistakes and still lose. That is not a weakness. That is life". Expect the first time you fight a boss go horribly wrong as you try to grasp it's gimmick, expect your first exploration to end up being a desaster even on a difficulty jump.If you're the type to get hyper angry you lost your best unit towards 'Random BS', this is clearly something to walk away from, as that will happen, and you'll be pressed to work around that as a result....At least till mods are discussed.

Yes, for those looking for an easier (or for some reason even HARDER) experance, the modding community for this game is large and massive, making an assortment of mods to cater any need. More classes, more trinkets, the ability to hold more units at once or to rebalance classes and foes in an assortment of different ways. You can in many cases tweak the game to better fill the style you want from it, and while that perhaps takes away from the -intended- design, there's something to be said about the openess and freedom such mods bring about, and might even be worth the entry price alone for many who love such ♥♥♥♥♥♥♥♥ and features.

Overall thought, I think I could suggest this game, just with enough warning and direct explernation that this wasn't a game made to draw in the most buyers, nor is it one that's made to feel directly 'fair and balanced'. The chips are always stacked agenst you time and time again, yet it is because of that this game offers something very little else in todays market is replercating.
Publicada el 18 de julio de 2018. Última edición: 18 de julio de 2018.
¿Te ha sido útil esta reseña? No Divertida Premiar
A 1 persona le pareció útil esta reseña
6.2 h registradas (3.3 h cuando escribió la reseña)
Graze Counter is what we know from the 'Bullet-Hell' style of STG's: Lots of 'popcorn' ships you need to keep an eye out for, tons of bullets covering the screen, and a 'gimmick' that needs to be learned and mastered to net high scores and to keep the 1up's flowing. The gimmick here is pretty spiffy in that Grazing both bullets and foes, you'll both charge up your 'Graze Counter' and your score multiplier. On the Gaze Counter, this makes for the games 'bomb', as you can ether burn it after it's charged at 50% for a massive bullet clearing and high damaging beam attack, or wait till it hits 100% for the same beam, but also with a bullet asorbing shield. Regardless of how it's fired though, the Gaze Counter feeds you Golden stars, that in turn will fill the 'Break' bar. Once 'Break' is full, you can go into a fully powered hyper mode for it's duration, netting you far more valuable Red Star's, more less locking the score multiplier at it's maxanum.

With all of that in mind, the flow of the game is to Graze bullets and ships as much as you can get away with, pushing the score Multiplier up towards it's x1000 cap, and then going to town raising up your Break to then cash out at the best times. It's a flow those who've done games like The Hurricane of the Varstray would be rather used towards given the entire "build up on bar, to then build up another' element. The element of Grazing though does make this a far more 'risky' game, as it asks of you always to be sitting pixels away from death. Yet the game's not notably difficult (Unless playing on it's hardest diffuclty, or Unlimited that introduces mass amounts of death bullets) thanks towards an 'Option Select' you can change at the start. By default your ship has a shield to take a single hit, and then will recharge that shield after some time, if you find this system perhaps too easy, or too sluggish, you can change it to ether always make your Graze Counter provide a shield effect instead, or when you enter into Burst make you fully invurnable till it's over.

Overall, the games short but strong 5 stages, 8 ship styles ( 2 starting, 3 unlockable new styles, with 3 'advanced' takes on the starting 2 ), and it's gameflow will make this a rather fun STG to pick up and play on and off.
Publicada el 15 de julio de 2018.
¿Te ha sido útil esta reseña? No Divertida Premiar
A 9 personas les pareció útil esta reseña
0.0 h registradas
Jake Kaufman, mostly known for his work at Wayforward, really got to show his stuff with this OST. Mixing elements both from the orignal BLACK LABEL OST along with Ketsui's own, bounded together with Jake's own brand of Rythem makes this a winner in every possible way. Buying this itself doesn't 'add' anything towards your copy of the game mind you, but it does give you the OST in both MP3 (320kbps/44100Hz) and FLAC for your music player of choice to enjoy these tracks outside of playing the game.
Publicada el 1 de julio de 2018.
¿Te ha sido útil esta reseña? No Divertida Premiar
A 4 personas les pareció útil esta reseña
1.5 h registradas
Reseña de acceso anticipado
Quake Champions is a very -vexing- game, because while it wants to be a revival of such things like Quake 3 Arena (From maps, weapons, and many of the movement options) intergrated with more 'modern' features (Skills, differating Health/Armor between 'Heroes', excessive customization options), it seems unable to grasp the worse features of both that should have been discarded (Very 'loose' programming that causes the game to eat up tons of RAM, countless bugs and faults that causes gameplay to suffer, exsessivly slow credit earning to make unlocking anything the largest pain of all without putting -MORE- money into this game) and gives you a game that's an aggervating mess to put up with. With the recent map changes too where if you no longer can choose your game mode, instead having to pick between 3 different maps in a vote pick with everyone else, it's becoming clear that this game's on it's last legs and it's not even out the door yet...Save your money for something else, and for F2P's, save your time and effort as LoL gives you better payouts then this game ever would.
Publicada el 17 de junio de 2018.
¿Te ha sido útil esta reseña? No Divertida Premiar
Nadie ha calificado esta reseña como útil todavía
63.5 h registradas (61.0 h cuando escribió la reseña)
Released back at the end of the PS2's lifecycle in 2006, Final Fantasy XII really did push the system towards it's limits in a number of ways, for the grand scale adventure with it's massive large sprawling maps, towards the visural effects for Esper and Quickaning attacks, towards even the smaller details in story sigments with how fine detailed a lot of the face details and expressions are done. At every corner this game was chock full of detail, yet at the time of many didn't take it as such. Given how combat felt and played out, it had gotten the nickname of 'FFXI Offline' in many circles, others stating with the Gambit system it wasn't even a game you 'played', but instead 'watched', and many people viewing Vaan as chances are the worse protag to come out of Square-Enix in a very long time.

Now, 12 years later, the game's allowed a second look see both by those that prased and scorned it, and I don't think another game's stood the test of time quite as well as this has. For starters this release is based off of the "International Zodiac Job System", an updated release that only happened in Japan just a year after it's release in 2007. This in turn changed many factors of how a player advanced in the game, the largest being how the Licance board, what was once one large board every charater shared access towards, was now broken up into 12 smaller 'class' boards, with each character forced to pick a board and then be locked into it. Other changes like now Quickanings having it's own meter instead of draining a user's MP fully, and Esper's time out extended drasticly and allowing full control over them really does change how one approtches and handles the challenges the game tosses at you as you advance it's lengthy story.

On the story, while it's not uncommon in Final Fantasy to have the cast involvement around mystical relics of an era far gone, powerful beings at work, and political themes of the world being evaluated, this is one of the few to have such a story feel more....Grounded. The cast, even with many of their backgrounds, always feels like their involvement in the events isn't as direct as previous games have done such. It's a very refreshing, if at times convoluted, take on such and it makes the cast you use feel more 'human' and relatable as a result. Even Vaan becomes more agreeable once the starting sigments get done, and we learn more about why he's even on such an adventure, though admittily a player might not breech that part till some 15-20 hours in.

With that note, the length and content of this game is extreme. FFX gets praise for it's many side quests, obtanable secrets, and the excessive boss fights one can do beyond the final fight to test their skills at, and FFXII takes that a step farther even. From the very excessive 'Hunt' system of finding powerful foes to take down, towards 'Rare Foes', monsters that only spawn under selective events, towards the many hidden Espers providing very challenging boss fights to obtain summons after victory. Each one can have you working for hours on end to complete them all and fill out your Hunter Book as a result. Then the game's many hidden secrets ( Invisable chest, 1% spawn rate chest, items only obtanable by using the Daimond Braclet, ect. ) and it's fights to truly push your mental ( Yiazmat, the new 100 floor trial mode ) will far extended this games playing time WELL beyond the expected 40~ish hours for the base story.
Publicada el 20 de febrero de 2018.
¿Te ha sido útil esta reseña? No Divertida Premiar
A 2 personas les pareció útil esta reseña
33.4 h registradas (24.5 h cuando escribió la reseña)
A fun game that takes some of the more interesting elements from Rouge-Based games but offers a more real time arcade like shooter experance.
Publicada el 27 de noviembre de 2017.
¿Te ha sido útil esta reseña? No Divertida Premiar
A 11 personas les pareció útil esta reseña
3.6 h registradas
Released back in December 15 2015, this spunky Doujin STG's had quite a face lift.

What started off as a heavy story focused and kinda dull Star Force clone with it's own shield and super mode gimmick, has ended up finding it's own little nitch in the world of STG's and really shines as an enjoyable experance. The story itself is kinda convoluted with it involving two factions fighting over space while a Rouge AI enacts war on both of them with it's near endless army of self building drones and ships. As you clear the game with one set of the cast, you unlock their 'counterpoint' to play as to give you a different perspective of the events unfolding and how everything connects in the end. It's not bad by any account, but unless you know Japanese, the English translation reads off like a Babblefish dump without any editing applied at times, leaving many dialogs disjointed and some infomation given out the total inverse of what it should be! Beyond that though, each piolet has their own shot spread and movement speeds, yet there's not much difference from each other beyond that.

The real core fun of this package really comes from it's gameplay, given it's rather enegetic music for each stage, the mass amount of targets it tosses at you at any second, and how utterly coverd the screen will become with bullets and medals galore. This games gimmick evolves around a two part system, the first involving it's shield/burst bar. As you shoot and take things out, you fill this bar, where at 50%, if you where to die, you instead lose half of the max bar in turn of releasing a barrier that will block all other bullets for a second or two, allowing you to better adjust. The real key though is to fully fill this bar up so you can enter 'Burst' mode, that powers up your normal shot by a mass amount, that in turn will turn any bullets from the foes you destroy with it into stars, that in turn fill up your second bar, the 'Grabuster'. If your Grabuster bar is at 75% or higher once your Burst ends, you'll enter a 'super' mode, where while you can no longer fire, your ship on the other hand now deals insane amount of damage by ramming itself into foes, while turning foes, shots, everything on contact into medals that all get collected and multiply off each other towards a max of x512. As you can guess, the games flow then becomes building up enough of the first bar the burst, and then actervating the Grabuster in high wave and shot enviorments to score big, all while avoiding fire to not set off the shield pre-emptivly.

This game's not just amount the madness that ensures thanks towards the Grabuster though, as it really does push you to stay focus in a screen bloated with things going on. Every stage now has 6 'Secret' bonuses you need to find and collect, each one giving you a sizable score boon both doing and after the stage. Added onto this is an assortment of hidden 'sub weapons' that while not very useful on the main stages, are very importent for boss battles, as you get rewarded mass amount of points for doing a 'full break' on a boss ( destorying it's sigments before advancing towards the next step ), and your normal weapon will more often then not deal too much damage towards the core to pull this off. Along with this, you have the 'fabled' Star Force mid boss, with the proper bonus of you take it down before it comes together, and a wide net of acheavements to hunt and clear out for those who seek to do such in earnest. For those who rather not grind away at the rather lengthy 12 stages ( that loops at that, so 24 in all! ), the game comes with some time trail modes in turn if you just want to shoot some stuff up and aim for a high score in a bite size time alotment.

Otherall, for it's asking price, inclduing when on sale, it can offer quite the fun experance, and it's rather beefy with extras ( even if it involves replaying the game a few times over with not very different ships ) to keep you at it for a while at least. The story modes a lot better for those who can understand Japanese, though some people also enjoy some really corny 'Engrish' as well, and the gameplay leads into a dynamic no other STG really offers as well.
Publicada el 26 de junio de 2017.
¿Te ha sido útil esta reseña? No Divertida Premiar
A 2 personas les pareció útil esta reseña
7.3 h registradas (4.0 h cuando escribió la reseña)
If there was ever a love letter towards it's fanbase, DARIUSBURST Chronicle Saviours is that towards the Arcade players who have done this type of gaming for nearly 30 years ongoing.

Taito's flagship title, next towards Space Invaders and Bubble Bobble, back in 1987 set the world on fire with it's multi-screen ( 3 in fact! ) set up and large display with vividly colorful planets and massive bosses with destructable parts. Since then the series has evolved in a number of ways and different playing styles, but the astetic of shooting down large robotic fish and water wild life 'swimming' in space has always stuck firm and made it stand out in an ever growing crowd. Fast forward towards 2009, nearly 12 years since the last Darius, G-Darius released, when we would at last return towards the Tuna Sashimi killing spree we all missed, with quite an overhaul at that.

Darius Burst main gameplay trick comes about with the Burst Beam function. By dealing damage and cancling bullets, you build up the Burst Bar, allowing you to use the Burst Beam, a powerful tool that can ether travel with your ship, or you can deploy it at a location and angle of your choice to fire and cut down waves of foes or null streams of bullets. With this in mind, the game has little fear in tossing foes at every angle and side of you, forcing you to learn how to make the best use of this tool both to shoot them all down, and to keep yourself alive doing the large scale boss battles, that return in full force.

Now, 6 years later after a number of revisions, arcade releases and content updates, we now stand at Darius Burst Chronicle Saviours and it's such a jam packed package it's hard to find any single point to begin. For starters, this release comes with the Arcade release of the game, Another Chronicle, in perfect emulation. Another Chronicle worked by unlocking new ships and features based on both playtime, and success rating of people playing on it, inclduing in its Chronicle mode, a large network of 'planet' like hubs, each one with a massive assortment of challenges and objectives that would take any single person a lifetime to obtain, but was made to be worked on as a group. For the steam release, this carrys over with the 'Arcade Cabnet' feature, 180 emulated Online cabnits via steam allow you to pick one and work on these yourself JUST as if you where in the arcades! Of course you can always pick one of the one's already completed, and see how the game is with everything unlocked as well just the same.

On the note of unlockables, this game offers 8 different ships to make use of, 4 of them made just for Darius Burst, while the other 4 are outright callbacks towards the previous games, being Darius, Darius II/Twin, Darius Gaiden, and G-Darius. Each one has thier shot type and weapons based off of their title gameplay ( outside of the G-Darius, that loses the Capture system in place for earning Options, and using those for the Alpha Beam ) and offers an utterly freash experance towards the game as a result. It's also wonderful to be able to use the older styles in a newer setting, letting oldschool fans take great glee in using fan favs.

With that, comes the real killer app of this package, Chronicle Saviours mode. This mode alone is the thing that is the real love letter, the thing that wishes to go "Thank you for sticking with us for so long." In essance, it's Darius Burst answer towards a 'Story Mode' for a STG, breaking it up into different sigments, each one with it's own assortment of stages and the like, give tell of Darius and it's colony planets fought vs the Belser Army's ever growing and advancing numbers.The real notable part of this is using the noted ships from previous games changes the music towards that as well, more less covers each game's story in some way to at last perhaps reach an ever conclusive ending towards the entire series as a hole. The only other game to give out such a swan song in such way was R-Type Final.

Overall, this package is beefy, and if you've ever loved the series in the past, it's about time to come back and give it's last hurrah a good playing.

As it starts and ends with:
This one's for the fighters
This one's for the soldiers
This one's for the warriors
Freedom~
Publicada el 3 de diciembre de 2016.
¿Te ha sido útil esta reseña? No Divertida Premiar
< 1  2  3  4  5 ... 8 >
Mostrando 21-30 de 78 aportaciones