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总时数 3.0 小时 (评测时 3.0 小时)
I mean, it's mostly fine? It's perfectly playable but considering how there's only one gamemode at the moment, its really not worth any sort of money. Feels more like a tech demo than a feature complete beta. I've been having fun with it so far but it really needs some more gamemodes as well as longer matches in order to hold my interest for more than a week. For free though, this really isn't bad. Maybe about a 5-6/10? I hope Capcom greatly improves the game by launch, and also doesn't abandon it like they did with Resistance. This has the potential to be something really good in the future but right now it's not worth money
发布于 2021 年 4 月 21 日。
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总时数 40.2 小时 (评测时 23.0 小时)
On Christmas day, a close friend of mine gifted me SiN, the often forgotten Half-Life killer. Launching in a buggy and unfinished state due to Activision (of course), the game was not nearly as popular as it could have been. Thanks to Nightdive Studios however, the version sold on Steam is mostly stable other than a few minor graphical glitches. SiN was Ritual Entertainment's first major project, coming hot off of the very well-received Quake Mission Pack 1: Scourge of Armagon.

For a first attempt, this is actually pretty great for the most part. The gunplay is extremely satisfying and the weapons all feel great to use, with the exception of the laser weapons seen later in the game, which are pretty contextual in their use. Movement is pretty similar to Quake 2, but feels more slipperier, and the player seems to have a forward lurch to their jumps, even if standing still. This isn't really a problem for the most part, other than the rare platforming segment but even those are pretty generous with the player. The enemy AI is a bit of a mixed bag. There are points where it's actually pretty impressive for the time and seemingly reacts quickly to what the player does, and times where they get stuck on walls. I'm not entirely sure if this is just a bug or simply strange AI programming, so I will assume the latter. I found the boss fights in general to be pretty mediocre, with the final being the best. Most of them are just fine, working as intended but never being anything special, but the Eon and Peon fight is just utter BS and incredibly unfun. However, something Ritual did very well is the level design. It feels consistently very tight, giving the player a decent degree of freedom in how to approach mission objectives and feeling pretty fair for the most part. The mappers for this game cut their teeth on Quake and it really shows, as a lot of the same qualities that game's levels had make their way into SiN. The lategame levels do suffer the same problem that most 90s FPS games suffer from however, being a severe drop in quality. While not nearly as bad as say, Doom 2 or Red Faction, I found myself enjoying it much less while playing through them. The levels are mostly really solid though and I can recommend the game on that basis alone.

SiN runs on iD Tech 2, the same engine that powered games like Quake 2 and Soldier of Fortune. The game has a lot of that engine's quirks as a result, such as jiggly models. The game looks really good for the time, with a high level of interactivity in the environments. It scales pretty well on modern hardware and requires practically zero tweaking to get running properly. Being a game that released around 23 years ago, it can also be run on practically any PC nowadays at 60FPS or more. The art direction looks similar to 90s comic books, giving it a fairly distinct visual style compared to say, Quake 2, which technical advancements aside looks quite bland in comparison. My only real complaint with the visual presentation is the lack of any sort of facial animation. This is a minor pet peeve of mine and it makes characters during conversations appear more like animated marionettes than people, despite being well-put-together otherwise. This especially looks strange when you compare it to it's main competitor, Half-Life, which did feature facial animation.

The game's original soundtrack (composed by Zak Belica) is atmospheric and sets the mood for each location you visit, ranging from industrial hard rock to soothing synth pieces. It's a shame the game's OST hasn't been released on digital streaming or even vinyl (a la Red Faction) so I could enjoy it in high-quality. Though I believe the YouTuber Accursed Farms released some of it courtesy of Belica, so check that out if you're interested.

The story follows John Blade, a member of Hard Corp (ha ha ha) dedicated to catching the elusive and supposedly sexy Elexis Sinclaire, the CEO of SinTek, a cosmetics company. She's made a new product that's begun to transform ordinary citizens into violent mutants, therefore Blade and his nerdy partner, JC, must put a stop to it. The game's narrative is pretty over-the-top and silly, and clearly Ritual did not intend for it to be taken too seriously. The radio banter between Blade and JC is often amusing and the overall voice acting is surprisingly pretty solid for a game of the time period. The story doesn't really feel like it knows exactly what tone it wants to go for, whether it be an incredibly violent game for adults or a Saturday morning cartoon for kids, but seeing how silly the game is overall I don't think this is as much of a problem as I've seen others claim.

Does SiN reach it's goal of killing Half-Life? Not quite, it has some issues that prevent it from reaching that level of excellence, but it's still a damn good, if not great FPS in it's own right. The game is currently priced at $10, which might be a little steep for some, but it does include the Wages of SiN expansion pack, as well as all additional official content produced for the game after launch, if that softens the blow a little. Maybe wait for a sale, but nonetheless I'd highly recommend you check this out if you have any interest in retro FPS games and/or enjoyed Scourge of Armagon
发布于 2021 年 3 月 14 日。
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总时数 0.1 小时
Before I get into the nitty gritty, let me get one thing out of the way: this game is overpriced. $10 is too much for a nearly two decade old game that isn't even that great. Definitely wait for a sale.

Red Faction was developed by Volition, at the time known for the Descent franchise (with Red Faction even starting development as Descent 4), and later going on to create the Saints Row franchise. The game stars Parker, a miner living on Mars under employment by Ultor, a comedically-evil mining corporation who subjects the miners to terrible working conditions and regular physical abuse from guards. After a group of rebellious miners known as the "Red Faction" begin a revolt, Parker is basically forced into participating in this revolution as the guards begin to slaughter all miners on sight.

As for the story, an effort was made, but it really isn't up to snuff. It starts interesting enough, but it just kind of goes on and doesn't maintain that initial momentum (though the same can be said of the game itself). Some cool concepts are introduced but never really explored. None of the villains are given any buildup and as a result none feel intimidating. None of the characters are all that memorable either, with the vocal performances being okay at best, and dialogue writing being quite cringe-worthy at points.
The biggest problem with the story is the presentation though. The game initially begins very similarly to Half-Life, with an unbroken first-person perspective and a silent protagonist. However, about midway through the game, it switches to in-engine cutscenes with a fully-voiced Parker, who comes off as an arrogant ♥♥♥♥♥♥♥ for no real reason. This change is jarring, especially because the cutscenes aren't particularly well-animated. The game would have been better off keeping the Half-Life-esque storytelling.

As for the gameplay, the game touts Volition's proprietary Geo-Mod 1.0 engine, which allows for procedural terrain destruction (sometimes). It's a very very impressive engine from that standpoint and it does blow me away that they were able to accomplish that. However, it feels much more like a gimmick rather than an actual game mechanic. There are few instances where it's more useful than just finding another entrance into an area. It looks neat, but perhaps it was too ahead of its time to be a practical mechanic? The gunplay itself is pretty fun. I found that most of the weapons had a proper use for most of the game, however in the late game most of the older guns are made useless by the new ones you acquire. I found the enemy AI to be frustrating. It seems to zig zag in a particular way that is just perfect for dodging literally all of your attacks. Plus, the enemies aren't very visually distinct, so it's hard to tell who has a shotgun and who doesn't from a distance. I played on hard mode, and the difficulty was relatively fair for the most part, until the lategame, which introduces a lot of bull all at once. The mercs just aren't balanced, and the railgun mercs were the bane of my existence for a while. The friendly miner NPCs are borderline useless and usually get themselves killed instantly. The vehicle combat is fine for the most part. Not remarkable but it gets the job done, other than a particularly boring turret section near the end of the game.

Presentation-wise, this game isn't much to write home about. For a game released in 2001, the graphics aren't very impressive and are somewhat below-average, but for the most part aren't bad by any means. The environments are nicely rendered and the lighting can be pretty cool at points. I do think this game actually looks worse than a few games that game before it, such as Deus Ex. Red Faction suffers from a problem I like to call "half-graphics syndrome", where the technical rendering side of things is perfectly solid, but the art direction is very boring. Some of the robots and early game areas are really cool looking but eventually it just devolves into sameish looking metal corridors. On the audio side of things, the music for this game is surprisingly really good. The song "Faction" especially makes the player feel like a badass.

If this review has been somewhat harsh on the game, you may be asking, why is it marked as recommended? Because for some reason, despite the final stretch of the game being quite boring and/or total bull, the game is just enjoyable from a gunplay perspective. If you can get it for cheap (and it often goes on sale), I would say it's worth checking it out, even with it's many many flaws. As for the multiplayer, I haven't tried it yet but I heard it has a cult following. If you decide to check it out, I implore you to download the Dash Faction fanmade source port, as it fixes a game-breaking bug later in the game
发布于 2021 年 1 月 20 日。
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总时数 0.0 小时
Only provides two really short little areas, and in that sense it's probably overpriced even for $5. Nevertheless the areas are pretty well made and if you can get it on sale it comes recommended for me.
发布于 2020 年 11 月 5 日。
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总时数 5.6 小时 (评测时 5.4 小时)
The Stanley Parable is a game that I had heard a lot about. Less so about the actual game, and rather the experience itself. Sure, I was aware of some of the surface-level gags, such as the two doors and the Adventure Line, but otherwise, my assumption was that it was just another YouTuber game that would eventually fade into obscurity. A good friend of mine purchased the game for me for my birthday, so I decided to give it a shot.

Now, it's hard to describe The Stanley Parable without spoiling it. Mechanically, all it involves is wandering around and clicking on random objects while The Narrator describes whatever you are doing. I will not go into more detail than that. What I will say, however, is that the game is one of the most impressive efforts I have ever seen in both video game writing and programming. Galactic Cafe really pushes the aging Source engine to its limits, with fantastic scripting and dynamic maps adding to the supposed mystery of this game. It's really quite surreal, how this game starts off fairly unassuming yet continuously peels back to form a greater mystery. The Narrator is of course, hilarious as always, and without saying much, he has greater vocal range than you would assume. I would also highly recommend not looking up anything about the game, or any walkthroughs, as the game is best experienced when you find everything out on your own.

If you're at all interested in surrealist and otherwise innovative gaming, The Stanley Parable is definitely something to check out. The only criticism I could see is that the price tag of $15 is a little steep for the amount of content (It took me around 4 and a half hours to 100% the game), but considering the age of this game, I would imagine it goes on sale quite often.
发布于 2020 年 8 月 16 日。
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总时数 3.9 小时 (评测时 3.6 小时)
(Edit 2: Unfortunately, Cobalt-57 has made the decision to cease production on Absolute Zero and will be delisting the mod from steam. If you intend to play the mod regardless, you can download it by pasting "steam://install/812440" in your web browser, or download the mod from the official ModDB page.)

(Edit: the bug where the medical cabinets would not work in Unforeseen Consequences has since been fixed. Thanks!)

I want to preface this review with this: I acknowledge that Half-Life: Absolute Zero is nowhere near a completed state. I am not reviewing Absolute Zero as a finished mod. I simply want to give the development team some useful feedback, as I understand that's very useful to an in-production project.

Firstly, I want to go over what I like about Absolute Zero. Overall, after around three hours of gameplay (though I didn't finish it, for reasons I will mention later), I can safely say that I would recommend Absolute Zero. It's a good mod, although it does have some noticeable issues that hold it back. The mod accurately recreates the early development concepts of Half-Life and it successfully implements many unfinished concepts in a way that feels natural, as opposed to incredibly forced like many other mods of its ilk. Visually, it's quite good looking, considering the intended art style and the age and limitations of the GoldSrc engine. Design-wise, Absolute Zero doesn't do much to change the pre-established Half-Life gameplay, though it doesn't need to, other than the addition of colored vials which give Gordon Freeman certain abilities (reincarnation after death, immunity to toxins). The level design (the levels that are completable, I mean) is great. Just like what Valve managed to pull off with the original Half-Life, the environments manage to feel like living, breathing areas while also being intuitively designed and most importantly, fun. The PantherEye is a great enemy, though unfortunately underutilized. Like every great FPS enemy, it has a certain pattern one needs to memorize to evade or kill the beast. The area it is introduced in particularly compliments the PantherEye's AI. The HECU Sergeant is another well-implemented enemy. It's certainly great to see more variety among the HECU marines, and the sergeant's windup for his minigun prevents the enemy from being too overpowered. The mod also delivers a very tense, often creepy atmosphere, which is always commendable, especially within GoldSrc. I particularly loved the area where the headcrab zombies would burst out of the walls. It made the map feel dynamic, and it made me feel a little more paranoid wandering those halls.

However, as I said earlier, Absolute Zero isn't perfect. It's got some serious issues that I hope can be patched out when the mod fully releases. Firstly, the mod is very buggy. Now, this is to be expected in an unfinished development build, though I figured it would be constructive to list what broke in particular. The health chargers in the earlier part of the mod often didn't work at all for me. They would play their animation, yet I wouldn't gain any additional health. The scientist (and to a lesser extent, security guard) AI needs some serious work. They often will not follow you despite the player giving them the explicit order to do so. There was a particular part where I tried and tried to get a scientist to use a retinal scanner, but he refused to. The guards are a little too aggressive, charging into the fray immediately and almost killing themselves. Speaking of the scientists, sometimes their voice lines will glitch out, looping infinitely. In the map a1a4f, the sewage door doesn't open, preventing progress, though from what I've read, the developers are well aware of that issue already. Sometimes, though infrequently, level transitions would break, leaving me in an infinite loop. On occasion, the game would just outright crash (something related to sound volume?). Shadows would sometimes glitch out, revealing hidden enemies, such as headcrabs hiding in the ceiling.

I just outlined all of the bugs and glitches I experienced in my time with Absolute Zero, however, there are some problems that I experienced that aren't due to a technical error. Firstly, the video settings have been downgraded from the original Half-Life. There is no anisotropic filtering, anti-aliasing, or vsync of any kind. I understand this may be an artistic decision, though I feel the mod would benefit from the option, as it is a little immersion-breaking to see the floor in front of me get increasingly less detailed the further I look. Moreover, I feel Absolute Zero would benefit from a field of view slider (though I understand this is a fault that Half-Life has as well). I managed to adjust the FOV via the command console, but small quality-of-life improvements go a long way. The mod could also benefit from a higher framerate, as for me the game was locked at 60FPS. Higher framerates (particularly 120FPS and above) make gameplay feel and look more fluid, reduce input latency, and may make screen tearing and stuttering less noticeable. From a design standpoint, movement feels slipperier than Half-Life, causing the crate puzzle to be unnecessarily more difficult. The section where Black Mesa is being bombed by the HECU is incredibly unbalanced and unfair. The bombs give you very little margin for error and make for a frustrating experience.

Overall, I would recommend Half-Life: Absolute Zero. It's a pretty good mod that does a lot of things right, even in such an early state. Just go into it knowing that it's not even close to completion, and you'll have a fun time.
发布于 2020 年 7 月 10 日。 最后编辑于 2020 年 10 月 12 日。
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总时数 120.4 小时 (评测时 21.0 小时)
While this port has some issues, overall this is an incredibly solid remaster of my favorite Halo game, Reach.
发布于 2019 年 12 月 19 日。 最后编辑于 2020 年 11 月 25 日。
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总时数 6.7 小时 (评测时 6.2 小时)
yes good game i play this during my circumsicion
发布于 2019 年 12 月 15 日。
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总时数 51.0 小时 (评测时 49.0 小时)
抢先体验版本评测
The amount of effort that Crowbar Collective put into Black Mesa is absolutely astounding. I'd say this ranks amongst the best video game remakes of all time.
发布于 2019 年 11 月 26 日。
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总时数 58.4 小时 (评测时 48.8 小时)
DOOM is an incredible game. Out of the 7 (soon to be 8) entries in the series, DOOM 2016 is, in my opinion, the best. Now, that's of course not to say that DOOM is a perfect game. It isn't. However, it's fantastic.

The single-player campaign captures exactly what Doom fans came to love in the 1993 original. Run and gun, if you stop moving you die. While further games did deviate from the formula and still managed to be enjoyable, DOOM 2016 shows that if it isn't broken, further refinement doesn't hurt. It's not a shocker that DOOM 2016 is much more complex than DOOM 1993. The game further refines the Doom gameplay loop by adding such features such as glory killing, jumping, and the ability to look up and down. This game is just pure, unfiltered fun, especially since the arena-based levels are so well designed. I love the monster redesigns, as well as the designs for the new monsters. Mick Gordon's original soundtrack is fantastic and perfectly encapsulates what makes a DOOM soundtrack a DOOM soundtrack. The story, while fairly par for the course as far as FPS stories go, is decently-written and well-acted, which is surprising from a DOOM game. All in all, the single-player is the finest aspect of the game.

Graphically the game looks fantastic. id Tech 6 is a total powerhouse, allowing for pristine and ultrarealistic graphics, while still remaining incredibly well optimized. I am absolutely astounded that I can run this game at max settings and still get 200 FPS. Did you know that this game runs at 60 FPS on PS4 and Xbox One? That it runs on Switch at all? I can totally understand why MachineGames and Arkane Studios chose to use id Tech 6 for their future projects. Now that id Tech 7 is on the horizon to launch with DOOM: Eternal, I can't wait to see what setpieces id Software will be able to power.

The game isn't perfect though. DOOM 2016's multiplayer is a loose link. It was outsourced to Certain Affinity (and Bethesda Game Studios Austin post-launch), presumably because id was totally swamped with the main game. Now, it's not a bad multiplayer mode. In fact, it's quite competently-made and enjoyable! Certain Affinity was no stranger to multiplayer FPS games, working on games such as Call of Duty: World at War and Call of Duty: Black Ops prior. However, it's also a bit on the generic side. Although it's fun and certainly has a lot of content, as well as three decent multiplayer expansions (which were later released to all players for free. Good move id!), it feels fairly standard. It's quite good and I enjoyed my time with it, but I soon moved back to games with better multiplayer experiences. Needless to say it didn't hold my attention, although it is quite solid.

Snapmap is the level creator. It's no replacement for proper modding tools but it's really, really cool that players on PC, PlayStation, and Xbox can all create levels and share them with the rest of the DOOM community cross-platform. While I haven't personally used the tools myself, seeing the stuff that DOOM fanatics have made in their spare time is quite inspiring, carrying the tradition of DOOM's modding community being the best. Unfortunately, DOOM fans playing on Nintendo Switch are not able to enjoy Snapmap, as Panic Button, the studio behind the port, decided to prioritize multiplayer over Snapmap.

Should you buy DOOM 2016? Yes, absolutely. It is totally worth the $20 asking price
发布于 2019 年 11 月 1 日。
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