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目前顯示第 91-100 項,共 116 項
目前尚未有人將此評論標記為值得參考
總時數 25.3 小時 (評論時已進行 11.9 小時)
A fun cover shooter with a good variety of scenarios to engage in. Could do with some more varied level design though, it's a bit too corridory. The story, while initially interesting, suffers from poor writing and it all falls apart at the end devolving into total nonsense with the player forced into doing things that I suspect most players will find themselves strongly disagreeing with,

The game has a rather cool trust system. It never fully delivers on the promise it shows, but it's the best NPC rep system I've seen in a game, where various actions (not just fixed actions) will impact trust. Spectacular kill? More trust. Seen to not have pulled your weight in the last fight? Lose trust. I loved this system and would like to see a game pick it up that can put it to better use.

It's a game worth picking up on sale for about 10 hours of fun.
張貼於 2016 年 4 月 21 日。
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總時數 226.3 小時 (評論時已進行 152.1 小時)
Simply one of the best games of all time, and it puts other open world RPGs like Dragon Age: Inquisition to shame. It's epic, yet at the same time deeply personal. It's open world, but it doesn't waste your time with filler. The amount of content, actual meaningful content, is just amazing. The writing is superb, and even the simplest contract will be steeped in twists, turns and lore.

This game will not only be remembered as a classic for years to come, it has completely redefined my expectations for what an open world should offer. It dominated the 2015 GOTY awards in the media for good reason.

I strongly recommend turning off the question marks on the map. Not only will this prevent your OCD need to clear them, but it helps things like monster nests become a natural part of the wilderness rather than a checkbox activity. In addition, I found the game far more fun when I disabled the mini-map as it meant my eyes were on the world (and learning its routes and ways) rather than following the path on the tiny thing in the upper-right. This also makes Witcher Senses more meaningful as you feel like you're investigating, rather than simply following from point-to-point.
張貼於 2016 年 1 月 10 日。 最後編輯於 2017 年 8 月 23 日。
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1 個人認為這篇評論值得參考
1 個人認為這篇評論很有趣
總時數 1.9 小時
You arrive home after travelling in Europe to find the house empty, neither your sister nor parents appear to be home. There's a note from your sister indicating she won't be there. For some reason you decide to ransack the house. You are allowed to rotate objects for no reason. Nothing of consequence happens. The game ends.
張貼於 2015 年 10 月 28 日。 最後編輯於 2015 年 10 月 28 日。
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總時數 28.2 小時
An absolute masterpiece and a strong contender for the best game of 2014. This isn't something you'd expect from the developers of Serious Sam.

It manages that most wondrous of gaming achievements: the sense of discovery. I was immersed from the first second to the last glorious moments, and there's so many things to find. The writing and soundtrack are on point, and the puzzles themselves almost perfectly balanced and the pacing spot on.

This is a game of layers, and the length of the game is up to you. There are three endings, two of which tie into the main puzzles, while the third is tied to the bonus and more difficult ones. You'll likely find, as I did, that you want to finish ALL the puzzles, requirement or no, because they're just that good. There's only a couple of them I disliked, one of which required external tools to solve, another which seemed to break the rules the world had established, but other than that they're excellent.

If you've played Portal and wondered what's next, well this game is. It's such a natural spiritual sequel to that franchise, one which I would go so far as to say as surpassed its inspiration. Certainly it handles training you in a smoother and less obvious way.
張貼於 2015 年 10 月 19 日。 最後編輯於 2015 年 10 月 19 日。
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39 個人認為這篇評論值得參考
4 個人認為這篇評論很有趣
總時數 2,699.8 小時 (評論時已進行 575.3 小時)
Planetary Annihilation: TITANS is a standalone expansion for Planetary Annihilation, an RTS in the sub-genre occupied by Total Annihilation and Supreme Commander, both games it is clearly heavily influenced by. The expansion was provided for free to all Kickstarter backers of the original game (a pretty classy move) and is at the time of writing available to purchasers of the original for a 66% discount.

So should you buy it? Well, if you loved Planetary Annihilation, or thought it could have been great with more unit variety, deeper orbital play, more map terrain, and some experimental units, then the answer is a resounding YES. If you're looking for a deep story campaign then this still isn't the RTS for you.

Personally, I love it. It's everything an expansion pack should be. It introduces new units, terrain, mechanics, maps, a new game mode,.. It's still PA, but it's different in all the right ways. All these elements come together to provide a deeper, richer experience than the base game alone. Titans bring the experimental units people wanted, and do so while feeling accessible rather than wonder units you will never see in a normal game.

Almost all the new units slot into new roles which provide new opportunities for play, and in some instances change how existing maps will be tackled. Suddenly that lava at your back on Forge is no longer safe because Drifter hover tanks can traverse it. The river behind your base can now be crossed by an Atlas. The fortress planet you built could be visited by a Helios titan dropping a Manhattan mobile nuke on you followed by an invasion force through the Helios's on-board teleporter.

It's also backwards compatible, so TITANS owners can revert to classic PA at any point and play with people who don't have the expansion.

The expansion also adds a much needed interactive tutorial to solve the issue of the brutal learning curve that existed in the base game. The normal difficulty for Galactic War has also been made easier so new players aren't tricked into what was previously a pretty tricky mode. Still, I'd recommend you go from the tutorial to skirmish first so you get all the toys to practice with.

I've had great fun playing it so far, and I look forward to hundreds more hours with the game. Especially as Uber have continued to update the game with further technical improvements following release.

EDIT: and now with the Legion Expansion community mod adding an entire second faction to the game the value of this has improved even further.
張貼於 2015 年 8 月 19 日。 最後編輯於 2017 年 1 月 10 日。
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總時數 11.6 小時
I've been a big fan of the new format Telltale have been employing, favouring dialogue and storytelling over puzzles and navigating the environment. While I could go for a bit more on the traditional puzzle side, I can't argue with the success they've created for themselves.

Tales from the Borderlands moves even more heavily into the area of dialogue than their previous offerings. And it works great. The dialogue is both sharp and genuinely funny. The central cast are likable and play off one another well, and playing as two of them gives you a great opportunity to shape what the central relationship actually looks like. More importantly you're never without a line that will allow you a dry retort, or simply give you a chance to make yourself look like an idiot. Never has been being an idiot such fun.

I can't comment on how well it fits with Borderlands other than the aesthetic (which is spot on), but for anyone who is a fan of the Telltale format they owe it to themselves to get this series. Three episodes in and it might be their best yet.
張貼於 2015 年 6 月 27 日。 最後編輯於 2015 年 10 月 19 日。
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82 個人認為這篇評論值得參考
2 個人認為這篇評論很有趣
總時數 8.9 小時 (評論時已進行 1.5 小時)
A beautiful game with a lovingly built procedural engine. Unfortunately there's not much more to it. The game is designed to be replayed, but each game is too long, and there's simply not a lot of depth to it. You must collect all the shards, but each shard is gathered in pretty much the same way. While the lands vary in looks, they all play the same, and while the variety of NPCs seems exciting at first it all comes down to not being seen. In the end the problem becomes that there's just not a lot of game there.
張貼於 2015 年 1 月 12 日。
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22 個人認為這篇評論值得參考
4 個人認為這篇評論很有趣
總時數 23.1 小時
This was the year of the RPG and this was one I was really looking forward to. A strong pitch which felt like it laid out realistic goals, along with a spokesman who was hitting all the right notes. Yet what they delivered was so very bland. A combat heavy game with an incredibly shallow TBS component, one where it felt you did little more than maximise your damage each turn and terrain had little to no impact. Compared to Shadowrun Returns/Dragonfall, which had built their entire editor around creating good combat layouts, this was weaksauce.

More than that though, the characters and story were dull. You have a team of nobodies, which would be fine if you had a strong combat system to back it up. The personalities you do collect are at a Baldur's Gate 1 level, and less memorable than those. Not one of the NPCs, party or otherwise, stands out.

It just all came together to form a rather dull experience, and after a while I found I just sort of stopped playing. I couldn't find anything to motivate me to push on. That the primary mystery is spoiled during a joke death scene was just the icing on the cake.

It leaves me worried for Torment.
張貼於 2014 年 12 月 30 日。
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4 個人認為這篇評論值得參考
總時數 14.3 小時 (評論時已進行 10.1 小時)
So I'm coming towards the end of Halfway (I presume) and thought I'd talk about it. I ran through it on the hardest difficulty.

It's a simple squad TBS with RPG-lite elements, one that would work rather well on a mobile platform I think. But it doesn't feel like a mobile port, nor does it feel too simple to bother loading on your PC. Streamlined might be the term.

There's probably nothing in the combat you haven't seen before, with each character getting two actions to move or shoot and they can be combined for a single more accurate shot. You have half-cover and full cover, with corners allowing you to step out to shoot before returning to cover where enemies can't see you (corners are key to victory). Each character has a passive ability and an active ability, along with some base stats you will be given limited ability to boost over the course of the game, but generally they're going to do at the end of the game what they did at the beginning but simply better.

Rather than the typical overwatch you have retaliate. You don't fire on enemies as you spot them, you'll only return fire if fired upon. I thought it would be useless, and generally you'll want to spend your points, but it really helps keep the combat mobile and prevents it bogging down into two sides staring each other down.

The way ammo handled is a nice touch. Different guns have different magazine sizes, but all ammo fits all guns and a reload exhausts an entire magazine no matter how much ammo was left in your gun. That four shot sniper rifle might be powerful, but it's going to plow through ammunition.

The maps provide a nice variety in which to battle, some tight maze spaces, some a series of rooms, some long corridors, some wide open. You're given plenty of opportunities to make the terrain work for you, and like with most TBSs of this type you should be prepared to withdraw to stronger positions rather than mindlessly holding your ground and taking the best shot. When ♥♥♥♥ goes bad, it goes bad fast. Enemies do a lot of damage compared to your shield and health values at the top difficulty and with three or four hits you'll be down.

Enemy variety is weak; there's shooty mobiles, close-combat mobiles and turrets. It varies the mobiles a bit by introducing shields and then later armour along with the ability to attack twice, but by this point I'm feeling that I'm ready for the game to end as I'm playing out of the same tactics book each battle. It doesn't help that the armoured enemies drag out the battle by being huge bullet sponges at the same time as the more powerful assault rifles have huge damage ranges leading to a feeling of unnecessary randomness.

I found that as the game went on the usefulness of various characters changed, which I liked as it helps with introducing variety. Early on it was all Linda and her shotgun and self-healing, but as shields came into it I found I stopped using her. Likewise, other characters who I found useless became invaluable as better equipment came along. Right now I have at least three characters I would never go on a mission without. However, sometimes you're forced to because the game imposes a limit of 2-4 characters depending on mission, and some missions will have mandatory characters so you have to use pretty much everyone at one time or another, forcing you to learn how to use them and in some cases realise that ability you wrote off is actually pretty good.

The story and the characters themselves are incredibly flat. It starts out promisingly with a little mystery, but it soon moves into generic sci-fi territory. The characters themselves are dull as dishwater; you can talk to them between missions but they don't have anything interesting to say. Likewise, they will sometimes converse on missions (especially their own optional side-missions), but again it's a case of speaking a lot with nothing to say. Most frustrating is how the game actually builds up a series of relationships between all these people, but the writing isn't capable of doing anything with it.

The lack of character identification is easily the most disappointing part of the game because you don't give two ♥♥♥♥♥ about these people and their struggle, it makes it a series of TBS puzzles in a game which should deliver more.

All-in-all I think this was reasonable fun, and I'd recommend picking it up on sale if you're hankering for some squad TBS.
張貼於 2014 年 9 月 29 日。
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82 個人認為這篇評論值得參考
2 個人認為這篇評論很有趣
總時數 6.5 小時
This is a pretty good little conspiracy and if followed sequentially you get a taste of what's coming in day 1, get a glimpse of the end in day 2, and in day 3 you see it from the conspiracy side. It's a sad little tale where really, no one is happy and the "heroes" lose. I liked that there's not really a big event that's the cause; wheels were in motion before the logs you start reading, and you feel those wheel get a little oiling during the course of events, then turn some more. There's no magic gas or anything behind it all.

The problem is it's less of a game than Analogue. You have enough power over the three days for every log, every single one. So why make me pick? It's completely pointless, you may as well just have fed them to me in a set order. In the original you had a log percentage and you felt like you were investigating, unlocking new avenues as you passed logs to your AI companion. There's none of that there, you unlock the next six logs, read them, then repeat with the next six and so on until you run out of power. There's no reason not to read them in sequential order.

There's also a lack of variety. You had the terminal in Analogue to mix things up a little, plus the bit with the reactor added a little drama to the proceedings. Here it's just so... bland. You read logs, then shut down. Repeat for three days.

There isn't a climax to the story either. You just run out of logs. Contrast that to Analogue where you find out why the Pale Bride doesn't speak, or why everyone on the ship is dead.

It isn't helped that Hyun-ae's route is so unchallenging. There's no conflict, no drama, no tension. How can a relationship survive between someone in a screen and someone in the physical world? Won't the investigator eventually leave her? ♥♥♥♥ that, here's a message about AI bodies to completely dissolve any potential for dramatic tension. The opportunity is also completely missed to draw parallels between your relationship and that of Mute and her security lieutenants, the way she had seen them come and go. What happened when you died and Hyun-ae lived on? Nope, nothing. What about charges against her for her actions on the ship? Nope, answered, no tension. What about her being part of the contract and thus taken from you? Ignored.

Hyun-ae and the story are just completely disconnected from one another, and the new log format doesn't help. She doesn't make any substantive contributions to the narrative, just little one liners here and there, generally along the lines of "harsh" or some such.

I even felt the music wasn't as good this time around.

I hope and pray that when I do it with Mute further down the line that it will be better, because there's someone with a more personal investment in events. There's also that achievement for reading all the logs again on day 3 with her, which would suggest she reviews them in a new light.

I should be interested in the replay, but I can't get enthused. In Analogue I didn't need to re-read logs I still remembered, I could pass them straight to the AI to get the new content. You can't do that here, and I'm not sure I can face the idea of slowly... scrolling... through... every... log... again. It's a game designed to be replayed which isn't designed to be replayed. Or played at all really.

The game really only does one thing better and that's that it ties the side characters more tightly into the story. In Analogue you could know nothing about the Smiths and it wouldn't change a thing, but here all those people provide a window into how society was changing, and the impact it had on people.

I come out the end of this really disappointed. There's a good story underneath it all, but it misses every opportunity to be more.
張貼於 2014 年 8 月 19 日。
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