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Recente recensies door LittleDansonGuy

1-6 van 6 items weergegeven
91 mensen vonden deze recensie nuttig
2 mensen vonden deze recensie grappig
1.2 uur in totaal
I am a huge Metroidvania fan. The exploration, the art, the movement. It's all incredibly fun when done right. Unfortunately, I feel Chasm misses the boat on a very key thing that makes a game a very strong "modern" Metroidvania.

Combat: The combat completely lacks fluidity. Ther best way to explain it is that the frames of your character moving and making contact on the enemy seems... slow? Something just doesn't click. The animation lasts too long, forcing you to be hyper critical about which attack you're willing to make. The dodge back mechanic suffers from the same thing. As soon as the animation finishes, there remains this awkward couple of milliseconds where you're just waiting. That same "frozen" animaton state exists with the sword as well.

I think if the combat had just a touch more fluidity, I'd be completely down for this game. I'm also a little uninterested in the whole "procedurally generated" levels that many Metroidvania's are going with. Take your artists skill and make it static. Let them throw all of that passion into a handful of very delicately created levels.
Geplaatst 31 juli 2018. Laatst gewijzigd 31 juli 2018.
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2 mensen vonden deze recensie nuttig
24.8 uur in totaal (14.1 uur op moment van beoordeling)
Recensie tijdens vroegtijdige toegang
The whole Rouge-lite thing is not my cup of tea... Unfortunately, I thought with folks saying it's a Metroidvania, maybe I could get into it. I really rely on tight platforming in these kinds of games. This game SERIOUSLY lacks any kind of strong platforming. A few double jumps does not a Metroidvania make. Everything is also super flighty and you cling to every freaking small ledge and rope. Very frustrating. They also put a lot of cheap gimmicks in with level design and enemy design. Really goofy stuff when you have more then 3 or 4 enemies on a screen. Rouge-lite = RNG. Personally, RNG and Metroidvania do not mix... Early Access, though. Hoping for my opinion to be changed.
Geplaatst 24 juli 2017.
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82.3 uur in totaal (37.1 uur op moment van beoordeling)
A Metroidvania Masterpiece

I consume these games within hours usually. I love platformers with the Metroidvania style of progression. Hollow Knight is a completely new take on the genre that many find stale and oversaturated. It's difficulty is top-notch for the first 5 to 10 hours and becomes a little more "standard" as you acquire upgrades and skills. The story is pretty rich and interesting if you're willing to take the time to piece bits together. I also love all the NPC's. Each of them has their own unique charm and personality. Definitely makes returning to them interesting.

The combat is incredibly diverese for a game of this type. It's a pretty standard swinging of a sword, but the acrobatics and movessets needed to kill certain enemies is ver interesting. I found myself not using the "magic" system the game employs simply because I found the melee combat so rewarding. The bosses are also all so unique. Much like a "Souls" game, Hollow Knight's bosses require patience and practice. You'll become an expert at dodging their attacks after a few good tries.

The platforming was good, but I felt could have used a little more flair. There were some sectionc with some fairly annoying corridors of insta-death and resetting. However, all of my qualms through most of the game was squashed with one parrticular platforming level. It's an important lore piece, so I won't spoil the name, but the platforming skills needed to complete it were great. I made me approach other platforming sections differently. The pogo-ing off of blades and saws was so thrilling and rewarding with each "checkpoint" hit. Beautifully done, Team Cherry.

Team Cherry is also releasing free content for this game, which is amazing. Looking forward to more from this incredible team.
Geplaatst 11 juli 2017. Laatst gewijzigd 11 juli 2017.
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2 mensen vonden deze recensie nuttig
22.7 uur in totaal
So... incredibly... repetitive.... I could barely finish it. Seriously.

The story is the only thing remotely keeping this sad "game" from falling apart. Hangar 13 and 2K should just share that facial animation tech with the industry and maybe bow out for a while.
Geplaatst 18 oktober 2016.
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36.9 uur in totaal (30.9 uur op moment van beoordeling)
The time it took for the interim patch to release was laughable. The fact that this game launched in it's initial state is a riot for 2015. Nonsense.

But, after the patch, though things still needed work, I was very pleased.

Loved the story. Looking forward to the DLC that Rocksteady themselves are developing... let me play what I paid for WB.
Geplaatst 8 september 2015.
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28.6 uur in totaal (27.3 uur op moment van beoordeling)
The only game I found worthy enough, these days, of actually playing until I hit 100% completion. Extremely fun and a 'Solid' PC Port. K/M Controls could use a LITTLE bit of tightening, however. Still a 10/10 for me.

I played it like a fiddle... because I'm pretty good.
Geplaatst 5 februari 2015.
Was deze recensie nuttig? Ja Nee Grappig Prijs
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