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A 1 persona le pareció útil esta reseña
4.0 h registradas
Ratatan is very cute and has a lot of awesome music, and equally engaging gameplay. At no point would I say I was truly bored, and that's pretty rare for a lot of games made now.

Now, that is not to say there aren't downsides.

Like many people say, I wish there was a "thumb in the middle" option, because this would be one. The issues i'll state are not game breaking, but ones that make the gameplay more annoying.


Now for my biggest issue by far: Why do the bosses have so much health? Almost every regular enemy and mini-boss encounter requires the right timing and the right amount of strategy and finesse, which feels rewarding. The bosses on the other hand, have no reward for proper timing or strategy (like vulnerability to strong attacks while their open), and it becomes a very slow grind. Not only that, but they absolutely wipe your cobun if you make 2 wrong moves, so you're stuck in awkward phases where you are forced to stand back and charge MP, unable to engage with the game.

What should be changed when regarding the bosses, is their health bar be decreased by a small amount, they have a better telegraphed moves (not a constant neon light, but their model does a quick flash before they attack), or if not those then maybe some way to reward the player for strategically placing attacks. Maybe the boss gets worn down and does less attack damage. In its current state, it just feels like you are slowly chipping away at a wall, while your chisel has a high chance of breaking.


Another issue I had was in some of the common flying enemies. This could be an issue with the limited attack styles provided by this being a demo, but there were moments I was locked in a level for 30 or more seconds, because a flying enemy couldn't be hit by the arrows due to the archer cobun's very specific arc. There should be some sort of arrow lock-on within a specific small range for the archer cobun's, because without it, it's like trying to thread a needle- it's very annoying and time consuming.


My final real issue, is the cap at 9 cobun's. Some people already wrote about it too, but it feels very weak to be capped at such a small amount. It should've been that it's rarer or harder to get more when past 9, or the game scales the enemies in difficulty to handle you having more. apparently you can get a lot more after viewing the game's trailer on YT.


As stated prior, I really enjoyed this game, but i'm not completely sold on it when considering the issues (and some other reviews) stated. A lot of people have also made good comparisons to this and patapon. There's no shame in doing the same things again, when those things worked so well previously.

I hope the devs listen to these reviews, because they definitely have something good they're working with.
Publicada el 15 de junio. Última edición: 16 de junio.
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A 3 personas les pareció útil esta reseña
193.9 h registradas
The game is enjoyable, but of some level of principle, I can't recommend it.

Like a lot of reviews here, my issues similarly stem from the EULA, and the implications they provide. The main blow with this, to me and you as the customer, is our user experience. Modding is a huge part of this game and partly why the game can be so much fun, and the restrictions Take Two imposed basically kneecapped the possibility of the modding community of ever flourishing.

Most of the largest problems lie the heavy restrictions they've placed. Noteabally they've written against usage of copyrighted IPs, and restrictions on a multitude of vague platitudes like "hatespeech" or "obscene" content. In violation of these rules, you put yourself at risk of getting your account banned. Contrasted with Hopoos original EULA, they have basically made this game into another content license where the owner cannot do what they want with their product (and yes steam games are all technically content licenses, but most do not impose heavy restrictions on the consumer in this manner, or threaten them in such hostile ways like legal or criminal action- which is whatever Take Two decides as such).

Not only this, but for modders who wish to be (at the very least) credited or see some form of compensation for possible work they contribute to the game, now have no entitlement to do so. Once signed, all content belongs strictly to Take Two:

Take Two states: "5.3. Custom Content. Some of our Services allow you to use our tools, editing software, in-game functionality, or other features provided by us (“Our Tools”) to edit the Content to (for example) create custom levels, maps, in-game assets, designs, apparel, characters, livery, courses, games, or other content based on the Content (“Custom Content”). Custom Content includes, without limitation, all content created using Our Tools including in-game assets, maps, screenshots, videos, recordings of in-game audio, gameplay clips, and livestreams. You may only use Custom Content with the Services and/or only as authorized by us. You are solely responsible for the Custom Content you create and agree that such Custom Content will not violate this Agreement including, without limitation, the terms in Section 6.

5.4. Rights to Custom Content. Take-Two reserves all rights to and ownership of all Custom Content under applicable law. If, under applicable law, your creation of Custom Content results in you holding any intellectual property rights in such Custom Content then, in exchange for the rights licensed to you in this Agreement, you hereby freely assign us, upon the creation of such Custom Content, all right, title, and interest in and to such Custom Content, including without limitation, all intellectual property rights throughout the world for the full duration of such intellectual property rights (including all revivals, reversions, and extensions of those rights). If, despite the foregoing assignment, you for any reason retain any intellectual property interest or other rights in the Custom Content, then you hereby grant to us an irrevocable, worldwide, royalty-free, non-exclusive and sublicensable right, to use, reproduce, edit, modify, adapt, create derivative works based on, publish, distribute, transmit, publicly display, communicate to the public, publicly perform, and otherwise exploit such Custom Content within or via the Services or for any other commercial and non-commercial purpose related to the Services, including but not limited to the improvement of the Services, without compensation or notice, for the full duration of the intellectual property rights pertaining to such Custom Content (including all revivals, reversions, and extensions of those rights). Without limiting the foregoing, the rights licensed to Take-Two herein explicitly include the right for Take-Two to allow other users to use such Custom Content as part of our operation of the Services."

Again, contrasted with Hopoo's EULA, they did the polar opposite.

Hopoo states: "4. Modifications; Feedback. If you create modifications of the Game (“Mods”),
you will only own the software code for those Mods..." and "...You consent to Hopoo contacting you about your Mods and Hopoo’s potential use of such Mods, and you grant to Hopoo an option to negotiate a worldwide, royalty-free commercial
license, whether exclusive or nonexclusive, to your Mods (“Option”). Hopoo may invoke the option at any time during the term of this EULA, and for twelve (12) months thereafter (“Option Period”). During the Option Period (if Hopoo invokes the Option for an exclusive license), you will negotiate in good faith exclusively with Hopoo regarding any license to your Mods."

These changes, I can only imagine, are insanely demoralizing for mod developers, and effectively kills off a large portion of would be contributers.

I'm not going to preach as a figurehead for the modding scene, and frankly I don't care for a lot of people in them, but they still do deserve their due ownership of the things they've created. Not only this, but as stated throughout, this hurts us (the customer) in the grand scheme of things, as it majorally hurts the longevity the game could have had.

Some other things i've seen stated are a new anti-cheat implemented too, but I don't know about that, however I felt it was worth mentioning too.

Overall, if you're conciously supporting this, you aren't a bad person. Just understand the massive implications decisions like these, and your fincancial involvement has, on the greater gaming industry. Companies do not want you to own your product, and you shouldn't reward them for it.
Publicada el 20 de mayo. Última edición: 20 de mayo.
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A 3 personas les pareció útil esta reseña
1 persona encontró divertida esta reseña
0.1 h registradas
You break into someone's house angrily because you crashed your car, or that's what I can only assume, because there's absolutely no explanation to why you're doing things the way you are. While you do this, the game attempts to scare you every second with the lamest whoopee cushion baby "boo" tier scares. I've played GMOD horror maps with way more direction and restraint. Just play Cry of Fear. This sucks.
Publicada el 14 de abril.
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1 persona encontró divertida esta reseña
6.5 h registradas
I agree on what most people highlight; Jet Set Radio has awesome music and art. However, what people do need to highlight is the absolutely terrible controls.

There is not a shred of hyperbole in me saying that I was a few seconds away from breaking my controller in half during the final minutes of playing. There is such a burning rage that engulfs every fiber of my being, when this game WANTS but DOESN'T allow me to pull off consistent and smooth movement. At first you think there's a steep learning curve, but no.

I cannot overstate this enough: The game does not function without the upmost pin point accuracy. There is absolutely no room for error. You must exactly land everything on the DOT, you must have lightning quick disengagement of the jump button, and you must control a clunky camera that loses tracking. None of it is improved by the fact you move like a pallet of bricks on wheels- sharply turning is plain horrible. On average, it feels like trying to shoot a basketball off the moon, with the basketball's speed and point of view. They at least needed some minor leniency, like a larger rail grip radius.

With all that being said, you could easily guess how I feel about the levels.

There are just so many levels with disjointed and disconnecting rails, which not only kill momentum, but also require jumping and reengaging onto the next rails with the previously described INSANE ACCURACY. If you do not have insane muscle memory, you WILL end up failing jumps constantly.

It's really annoying considering the game's aesthetic is futuristic and alien, and they barely use that design philosophy for weird and fun playable areas. When they do use it, it'll be in service of the most annoying specific things, like hitting tricky small railways to travel higher. One level has an incline that requires you to travel up it at a high rate of speed, to then land on a tiny specific rail, which then takes you to the graffiti. It is so extremely aggravating with everything in place.

There's also a "fight" level that requires you to chase down rival gang members, and spray paint their backs. You get 700 seconds, but you have to spray paint each guy 10 times. What ensues is a repetitive chase sequence that barely works well. You never get enough speed through boosting and grinding, and so you have to run into their faces and pound the L button hoping you spray them. Colliding with them also makes you take damage, and with enough damage you get knocked to the ground, and when you're knocked to the ground you cannot spray paint their backs. So the whole mission is basically you repeating the same movements in a path, hoping you get lucky and spray paint them, all on a timer. It sucks and is not done well.

Also, How are you even supposed to tag the helicopters? I don't even know why it's there.


The worst part of all, there's a good gameplay loop deep down. It has its positive moments, but when a bad moment comes up, it sets things back to square one. Just listen to the soundtrack on its own, and watch someone who has autism play this. I wouldn't reccomend the game.
Publicada el 12 de marzo. Última edición: 12 de marzo.
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A 2 personas les pareció útil esta reseña
3.0 h registradas (1.9 h cuando escribió la reseña)
(Prefix: This was purchased for 2.39 on sale, so your value and enjoyment derived from that point, may vary.)

This game shouldn't be divisive.

First and foremost, the major observations and complaints in most of the reviews are real things within the game. There is slow movement, a time limit, no checkpoints, a credit system, and a low weapon variety. However, from my perspective, these read WAY worse than they actually play out within the game.

I'm sure you've noticed, but I do think this game deserves a little defense. Maybe it's partially the awesome art and concept winning me over, but in general, this game is genuinely fun.


I want to primarily touch on two of the complaints that stuck out to me the most, being the movement and the time constraints. Both are very over-stated in many of the negative reviews. Yes you do move slow, however even in tandem with the time limit, neither of these were a problem at all. Same can be said for the jet pack. The game is generous with the time it gives back, which you will inevitably get by destroying crates. You have room for error. I have not timed out once in my few times of play, throughout 5 of the levels i've played, multiple times.

Honestly, I'll kill all the birds with one stone. I argue in favor of the time, the exclusion of checkpoints, and credit system because:

𝗧𝗵𝗶𝘀 𝗴𝗮𝗺𝗲 𝗶𝘀 𝗻𝗼𝘁 𝗱𝗶𝗳𝗳𝗶𝗰𝘂𝗹𝘁.

Not to say it isn't fun; you feel powerful and cool plowing through everything in your path. Now if it were simply that, with no time, no credits, with mid level checkpoints, this game would be baby easy and 𝝗𝝤𝗥𝗜𝗡𝗚.

Even if you could get more credits, or just mid level checkpoints, those would still make the game too easy.

All of these things in tandem work with you, making you get better at the game; they force you to memorize levels, enemies, boss patterns, and make you learn not to make mistakes. The time investment for all this is very little, too.


Now the most legitimate criticisms to me, are weapon variety, and the dash. You can't switch weapons throughout or after levels, and you only get 3 normal weapons, and 3 special weapons (or so i've seen).

Regarding the dash input, it has a clear pause between attempted constant dashes, for whatever reason (I assume so you can't spam). It's minorly annoying.

My personal critique would have to be the shield. The shield you get in this game is a one way shield- you block whatever comes in front of your direction. Sounds good? Well there'll be a few moments where objects fly behind you, and you can't rotate your shield fast enough. Enemy attacks also wont block, if you block seconds before they hit you. You cannot block in air either. The shield also has a "damage" limit; I never found it to be an issue.

Frankly, jumping over objects is usually more successful than blocking. It would've been way better if the shield you got, was simply a full body energy shield.


To close, I think a lot of the reviews of this game are unfair. They have a few valid criticisms, but (I reiterate) all of the ones regarding the mechanics would make the game boring. I personally found it a fun, well done, straight to the bone, game. The spritework is awesome, the animation is great, you feel like a powerful tank, the guns are fun, and the music isn't half bad. If you like 2D action games, or even platformers, I would suggest you try this out.
Publicada el 27 de diciembre de 2024.
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Nadie ha calificado esta reseña como útil todavía
0.8 h registradas
This isn't high octane action by any means, but it has some good movement and level gimmicks. The art direction is cute and high quality, while the music is good and relaxing, too. It almost feels more nintendo than the new 3D mario games.

The only downside is that there's no real consequence for failing. You can die, and that's it; you go back to the checkpoint (which are generous).

Lives are an obvious a must for any platform game, and acts as a backbone. They're the reason you learn to play the game at all. Without stakes, it almost feels pointless. Nothing is stopping me from just moving straight and trying to spam jump platforms or doing things with low effort. You're hoping people will intrinsically care to not mess up or cheese things. If the game had any sort of fail state or timer, I might like it a bit more.
Publicada el 12 de noviembre de 2024.
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Nadie ha calificado esta reseña como útil todavía
139.9 h registradas (35.4 h cuando escribió la reseña)
MGSV was the last major publisher game with soul.

A lot of people who have negative opinions of the game (I interpret) have clouded judgement based on the mess that was behind the scenes, and the drama feuding between konami and kojima; what we could've gotten vs what we got. The perspective is understandable and fair, but the game we got is still extremely good, and forever unique.

The general gameplay loop is its most unique and fun aspect. It scratches the kleptomaniac itch. Scout for soldiers, find the best, crawl across landscape planning a way to abduct the ones you want, build stronger merc group and lead raids or do mercenary missions, repeat. This is what'll keep you going for hours. Not to mention your soldiers upgrading over time, and other activities like collecting animals, equipment, and materials. It's simple and effective.

The stealth gameplay is one of the most player attentive i've experienced. Every move and decision impacts the outcome of a mission. The examples to give are too many, but some include soldiers being alerted by sound, being alerted by lights being shot out far from them, being alerted by missed shots, haze acting as a cloak, FOV changes based on time of day. Its not all, and maybe sounds very basic at face value, but very few games tend to get those all simultaneously right, while being fair to the player.

In regards to the mainstream opinion, I feel the story and concepts are not as overly serious as people claim it is. The main story definitely has darker moments when compared to prior metal gear games (GZ beats it, though), and less personal funny interactions with side characters, but it balances out with its a fair share of comical and "rule of cool" moments throughout the game. Diamond dog, finding a cassette tape of a guy with diarrhea (you can use in port-a-pottys, and soldiers will walk away), prisoners yelling "ya ha hooo" when fulton extracted, inflatable soldiers traps, and a sonar arm that makes a matrix sound for some early game examples. It isn't too depressing, and has that metal gear charm.

I don't want to brush under the rug the stuff that is/ went wrong. It's not a flawless game by any means. Lonely sandbox at times, reused levels, bad vehicle controls, predictable NPC pathing, environment's bumps may toggle you out of crouch, and enemies can (rarely) see you at impossible angles.

I will reiterate, it could've been better, but what is provided is over all a very solid and fun game.
Publicada el 22 de agosto de 2024. Última edición: 27 de agosto de 2024.
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9.4 h registradas
Leaving a short review.

For one, considering you're a space marine, you aren't able to withstand many attacks. You die way too easily. Even with the shield upgrade you get later on.

The game gets repetitive too. Only toward the end do they try to change things up, and that gets annoying in its own way, with a certain enemy who can singe you in probably 10 seconds.

The environments are amazing, though closed off, and empty in areas you can explore. The story and characters are nothing to write home about, and got/were pretty dumb. Captain titus is just very bland and is just a generic "good guy", which doesn't really work in (what i'm constantly told, but don't see in most GW 40k media) a dark fantasy universe.

The major highlight of the game was the sound design. The chunky sounding guns and fight sfx raised my testosterone while playing by a few NG. The gunplay was fun at times too.

Those few positives don't outweigh the negatives for me, and now that the price has been increased to SIXTY DOLLARS, I cannot give this a recommendation.
Publicada el 21 de abril de 2024. Última edición: 11 de noviembre de 2024.
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18.5 h registradas
Warning: Do not buy this version, it has been broken for years, and seems it will remain. I'm giving it a negative solely for that reason, like many others. Seek any other way to play it (specifically one where rockstar and T2 don't get money, because they truly do not deserve it in their current state)

As a game, I enjoyed it quite a bit through the stealth scenes. However, I want to give a warning to those who may go into this thinking it's a majority stealth game: It is not. For the middle to the end, it becomes a bit of an awkward stealth shooter. There are a few missions were stealth isn't a viable option (very few to no shadows), and the missions are simply run and gun. I really would've appreciated if stealth could've been done in tandem with those levels, by way of level modification via light source removal.

Some levels and sequences even go as far as feeling like they were rushed, with how little versatility there is in the situation's approach-ability (Standout examples being: the mall, 2nd part of the train station, after pigsy). To say the least, the game will randomly lose creativity in its level design, which is unfortunate.

Another issue (however lesser) would be the melee combat. It's better there than not, but it's very weak (even with weapons) and not at all viable. Understandable, for how rockstar seems to want you to feel, but isn't good in practice.

Other minor uncategorized issues, were view distance on NPCs and environmental "cloaking". NPCs have a really crazy view distance, and I wish it had been lessened, and maybe different on certain ones. I would also constantly think haze would count as cloak, but it doesn't weirdly. Same for areas that're dark; some areas and environments are a little deceiving.

Regardless of my gameplay issues, Manhunt is still a very fun and thematically unique game. For the few things it lacks in its middle to tail-end gameplay, it masters in the violence, story, and characters. As sad as it is to think about, chances are we will never get a product like this, where it also takes itself seriously, again. The only things that come close to this thematically, are kane and lynch 2 or some of the swat games (ready or not sorta), and barely. Its themes do a lot of the leg work, but in combination with the gameplay, make this worth while in my book.
Publicada el 20 de abril de 2024.
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0.3 h registradas
Cool conceptually with quality animation, but it is not a game. I know how point and click games are, but this felt very bare bones and made it very obvious I was in a straight line, as if I was just watching a movie.

My other issue is that the narrative is a little too abstract. I get my time in this was 15 minutes, but to compare with a similar game The Neverhood, that allows you to find some explanation about the world you're in really quickly. It's still a surreal and weird world, but gives you some background to keep you interested. Now, it doesn't need to be at the level The Neverhood took it, but some explanation would have been preferable.

I ended up refunding it for these reasons. Though, despite that, I would like to see other projects come from these guys. I just hope they decide on one thing or the other; A movie or a game.
Publicada el 11 de abril de 2024. Última edición: 28 de junio.
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