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Nedávné recenze uživatele All Knight Party

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5 osob ohodnotilo tuto recenzi jako užitečnou
92.9 hodin celkem (83.8 hodin v době psaní recenze)
This is a fabulous, fabulous game. Its only major hindrance, in my opinion, is its DLC implementation, though I have found this to be the case for many of Arrowhead's games. Many DLC weapons and stratagems are fun and extremely useful. I personally do not believe that any of the DLC is NECESSARY. Even the all-terrain boots aren't necessary because wearing a jump pack gets you around just as fast, in a different way. The all-terrain boots are even a trade-off since you give up another perk.

If you are looking for a great cooperative experience with tons of opportunities for you and your friends to step on eachother's toes this is it. A satisfying shooter with a massive amount of potential viable loadouts and many different kinds of weapons. Great variety of enemies and how to combat them in the three factions. The game takes place over a large meta-war where you fight a three-front war against Cyborgs, Bugs, and the Illuminates (high-tech aliens). The war is divided into three branches for each faction, and you fight within a sector in order to gain enough community points to take over the sector and advance your war. At times the aliens will fight back and may gain territory back depending on if the community fights back hard enough. A small issue appears when two factions are defeated in a meta-war causing the remaining players to be forced to fight the remaining faction without an options to fight the others for variety. Not too big an issue since I believe all three factions are uniquely fun to fight, but can get annoying when you're burnt out on a faction.

You will enjoy firing projectile guns, explosive guns, lasers of many varieties, pilot vehicles, mechs, stationary turrets, call down artillery, bombing runs, FLAMING NAPALM WALLS, you will kill your friends by accidentally landing a drop on them, you will kill yourself by accidentally landing a drop on yourself, you will kill GIGANTIC ALIEN INSECTS BY PURPOSEFULLY LANDING A DROP ON THEM (git gud). You'll unlock pieces of equipment for purely visual customization of your male or female Helldiver (helmet, armor, and cape). Pub games are pretty fun, too! text and voice chat, and a friendly community (tends to happen with cooperatively focused games!). If you enjoy cooperative games with a hard focus on friendly fire, a jovial attitude, and some good ol' democracy, you'll love the hell out of Helldivers.
Odesláno 18. srpna 2017. Naposledy upraveno 18. srpna 2017.
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1 osoba ohodnotila tuto recenzi jako užitečnou
179.0 hodin celkem (78.0 hodin v době psaní recenze)
I picked this up interested in the parkour system and the concept of Dead Island done right. I didn't play DI more than an hour, but this game has kept me going for over 60 hours already, and I'm only 50% through the story.

Visuals:
This game looks pretty good! The fidelity is high for 2015, but most of what really works in this game is the clutter and environmental/world design. When you walk into a slums apartment in this game you can expect each apartment to be uniquely laid out with interesting, logical items laying around. You will find ovens with clocks that reflect the current time in the world and excellent use of lighting and color in general. At night purple UV spotlights cover safe areas and alert you to their locations when you need a place to go. Your flashlight ACTUALLY extends quite a distance.

The zombie skin looks flat at times, but their outfits look fantastic and even the regular zombs have cloth physics on clothes with minimal clipping. Animations in the game are good for the most part, especially on other zombies as you beat and kick them around. Ragdolls are well done, as they tumble realistically and all limbs can only bend to the extent of their natural arc. Gore looks visceral and satisfying, though I would like more blood splatter on the environments, it's not a big deal. This game runs quite well, the main FPS sucker being view distance, which can be lowered with small visual impact for a large FPS improvement. Environmental effects such as rain and fog look breathtaking, trees blow in the wind convincingly.

Audio:
I'm no audio tech, but I am impressed by Techland's offerings. Sounds effects are all excellent and beefy, with the separation and occlusion of sound very well done. You can always tell which direction the zombies are coming at you, even if you're not looking. Always a necessity for a zombie game. The occlusion is particularly good, there are times where you'll pass a hole in a wall in a skyscraper and only hear the wind whistling through as you're passing the opening. Great attention to detail. Combat sounds impactful and heavy.

User interface:
Love the look of the UI when you're running around in the world, very minimalist, but shows you everything you need. Impressive. The inventory and crafting screens could've used some serious work. You just get long columns of items that are sorted into categories, but not their own columns or boxes. It gets seriously tedious every time you want to craft a medkit and you have to scroll all the way down the menu, near the bottom, past all of these ridiculous weapon mods that you're not even looking for at the time. Could've really done with separate columns for different kinds of stuff. Overall, a small issue.

Gameplay:
This is where the game really shows you what it's got. The biggest difference between Dead Island and DL is the parkour system. I've got to say that this is THE best first person parkour system I have seen in a game, CERTAINLY outperforms Mirror's Edge for me, and certainly keeps up with Assassin's Creed at its best of times, from first person. Seriously good. Running is satisfying and quick. By the time you max out agility and acquire all the tools the devs provide you are a machine. You can scale a building in a vast number of ways extremely smoothly, quickly, and intuitively. The grappling hook you unlock is also a godsend, allowing you to move even more quickly and save yourself from what would've been certain death previously. The hook operates without physics, moreso as a point-and-teleport hook that pulls you quickly, directly towards your target without having to climb up the rope. Unrealistic, but in this game it definitely works.

There are a lot of little aspects that really make the freerunning work well as a gameplay mechanic. For instance, the forward roll, an unlock which allows you to fall from great heights without taking damage as long as you press the duck button before you hit the ground. The camera will follow suit, so it becomes imperative that you understand how far the forward roll takes you until it stops, as, when rolling, your camera will roll along with it, so you must be able to gauge whether the roll will carry you right off of the surface you just landed on or not. Another effect is Crane's balancing when on thin surfaces, such as light posts or the tops of fences. He will tip side to side, balancing himself. Turning the camera harshly to the right will cause him to tilt to the right, compensating his weight for the rapid movement. This will affect aim with guns and bows, not only being immersive and reactionary, but altering gameplay.

A lot of what makes the free running shine is excellent world design. In AC I find that a lot of the time you notice the contrived bits of buildings meant for your hands to grab. In DL everything looks exceptionally natural and intuitive at the same time. Handholds don't stick out as obvious points placed by devs, and look like they would be on that building no matter what, logically drawing your eye. There are other actually contrived things such as spike traps on walls, trash bags laying on the ground to break your fall, planks that extend past the edge of a building allowing you to jump that extra bit farther just to reach a deliberately distanced roof. These are all explained by the other survivors placing traps and access points for each other in order to traverse the world more easily. A society learning to live in the apocalypse by adapting.


While the free running is excellent it doesn't carry the entire game by itself. An intuitive first person melee system is the predominant form of combat. Horizontal slashes are performed with normal attacks, and vertical slashes with a heavy. Your character automatically vertically slashes if you are looking towards the ground (necessary for beating zombies who are down). It's satisfying due to slow-mo death cams, gore, and great impact audio. Weapons have durability, break quickly, and can only be repaired 3-5 times before they break permanently. I adore this fast moving durability system as it has you using new weapons and trying out new mods and upgrades constantly. Heightens variety a lot.

The game surprised me in the way that its melee weapons work. It is essentially Diablo with some crafting and upgrading. As you loot you will find weapons in chests and other places that have rarity from gray up to orange and yellow, altering their stats. From there you can modify the weapon (with crafting) to do elemental damage such as fire, electricity, bleed, toxic, and impact. You can also attach pure upgrades found from looting that can modify damage, swing speed, and durability of the weapon allowing for personalization of each weapon. I deeply enjoyed the stereotypical ARPG bend to the melee weapons, a very interesting quirk for the game to have.

Story:
When it's not taking itself seriously the side characters are funny and self aware, lampooning many aspects of games, RPGs, and questing. I enjoyed most, if not all of the side characters. The main story has a tendency to be very serious and sad, which the game does not pull off as well. Most of the voice acting is passable if only due to the variety of accents and nationalities since the "olympics" were taking place in Harran right before the apocalypse, but the overall dialogue and voice acting is just all right. I did enjoy the protagonist's voice acting, though he probably could've used some better direction.

Overall, I play DL for the deep, multi-faceted gameplay, excellent atmosphere/immersion and I enjoy the characters and events on the side. Just a warning: This game has a unique difficulty curve. It begins as a true survival game with hardy zeds and improvised weapons, and quickly becomes a showcase of humanity rising above the zeds, triumphantly, and satisfyingly. A fun journey from struggle to true power.
Odesláno 28. června 2017.
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5 osob ohodnotilo tuto recenzi jako užitečnou
14.2 hodin celkem (11.0 hodin v době psaní recenze)
This game is a roguelike first and foremost, with some great 90s styled fast-paced shooting. Primary and secondary fire, very quick movement with a heavy emphasis on strafe jumping, and stat upgrades as well as items that can affect your moveset and style of play. You get scrap from killing enemies and finding chests, and you can upgrade your weapon's primary and secondary fire from randomly placed vending machines for free. The goal is to get to the end of your level, which will require you to unlock doors in a variety of ways as the game progresses, all whilst upgrading your stats, modifying your weapon, picking up weapons, and augmenting your moveset by purchasing items from the shop. Things like double jump, jump jets, a drone that shoots enemies with you, small health regen for killing enemies, etc. You'll also find one vending machine per level that takes scrap for shields and ammo.

Overall, I have been having a very good time with the way the game feels. There's great joy of movement, strafe jumping is incredibly easy to understand and get a hang of, but quite challenging to master due to the high speeds you can reach. The shooting feels very good, in my opinion. The guns lacked a bit of oomph upon release, but with each patch tweaking the SFX of all weapons it has moved closer and closer to great gun-shoot-feel. A lot of the great feel comes from the gore, which is very well done. It's very rewarding to see the carnage you've wrought and the physics involved.

There are some divisive aspects of the game including reloading, procedural generation of levels/enemy placement, and disposable weapons you find in the environment. I feel that reloading is a very fun part of the game. The way the system works is that each primary weapon (shotgun, assault rifle, and railgun) has a primary and secondary fire. The secondary fire requires you to have a full clip of ammunition in order to use it. If you have fired shots from your clip already you must reload before being able to use the secondary fire. Reloading with bullets still left in your clip will discard them. This causes each reload to become a tactical decision on whether the bullets remaining in the clip are worth their use, or if you should immediately reload to gain the utility and (usually) AoE that the secondary fire brings you. How much use the remaining bullets have are up to your skill and aim.

Being aware of your remaining ammo is an important aspect of gameplay. I don't think reloading is inherently bad. The marketing was geared towards 90s shooters, but the devs did not ever state which gameplay features and mechanics would be taken wholesale from those games. I think the reload mechanic shows forward progress in the genre and a modern touch that drastically affects gameplay. It will be a personal choice if you like this feature or not.

The procedural level design and enemy placement is a bit hit and miss depending on the RNG you get, though I believe this will be improved over time. With procedural placement and generation there will never be the same deliberate human touch as hand-designed levels, but I believe we must all face the fact that this game is very heavily a roguelike in its gameplay loop, and procedural gen. is an absolute necessity to prevent the game from becoming more about memorizing enemy placement and paths than about thinking on the fly and exploration.

Lastly, you are not stuck using your primary weapon the entire game. As soon as you start 1-1 you will find weapons lying around on the ground. There are many different kinds, around ten, perhaps a little less, but I'll be honest in saying that I'm not sure if I've found them all yet. I am positive there are more secret weapons I haven't found as well. Each weapon you pick up will have a full clip without the ability to get more ammo, and lack a secondary fire. They are different weapon models than the primary guns, though there are primary gun equivalents, such as an SMG that is like the AR, a rail gun, and a shotgun (that looks like Halo's shotgun). There is also a pistol, a gun that is like the needler, a green slow projectile firing weapon, rocket launcher, grenade launcher, and even more.

Once you run out of ammo for each weapon it will then be ready for disposal. Disposal usually involves using the weapon as one-time use melee club, throwing the weapon at any enemy, or throwing the weapon using it as an explosive (some weapons have explosive ammunition that results in the a grenade-type use when exhausted). There are also a few more clever ways the weapons work and are disposed, but I won't spoil. These weapons are a great way to add variety to the gameplay without removing from the commitment of choosing a primary weapon. Since you can't get more ammo for each weapon (short of finding another of the same type in the environment, so technically you can refill ammo) it is usually wise to save each weapon until a scenario deserving of its use occurs. I usually run with the shotgun, so having an SMG or rail gun disposable is extremely handy for situations where I need long range. Obviously using another gun will save you primary weapon ammunition, so they can be used for those situations as well. I quite enjoy the disposable weapons and find that they add variety to the game, but don't take away from the weight of choosing your primary, whilst also assuring that you will have opportunities to get long or short ranged options, depending on what you lack when you start.

I'd also like to touch on replayability. The game has two forms of meta progression. A mode of play called Murderzone, that is an arena wave-based game mode. I haven't played this mode myself, but I have heard that the deeper you get into the mode the more items are unlocked for use. I am not exactly positive on this, though, as I haven't played the mode. The other means of meta progression are the teleporters. Every time you clear a zone (three levels to a zone) you will find a broken teleporter at the entrance of the next zone. In order to fix each one you will need three parts per teleporter. Each part is always found in the zone directly preceding the teleporter's zone. The first is always bought in a shop. The next two involve performing sorts of quests in order to get them. Each teleporter allows you to directly start your run from the different zones, so you can play whichever zone you prefer. Some people may find a lack of persistent unlockable items a black mark on a roguelike. I find the replayability in this game to be in the learning and mastery of movement and gunplay, as well as finding secrets and little easter eggs (of which there are many).

Overall I have had a very fun time with STRAFE. I find the shooting satisfying and the aesthetic of the game incredibly pleasing and immersive in a strange way. While you can get away with backpedaling from enemies as they follow you, the game is not meant for that. You move significantly slower when going backwards, it's much faster to just learn how to strafe jump in order to get around faster, whilst dodging enemy fire, and also allowing yourself more creative shooting angles. You ignore deeper mechanical depth by solely attempting to backpedal, and will also get yourself hurt often if you don't jump due to enemy projectiles and others sneaking up behind you. But if you want to play the game that way, no one will stop you (:

If you like roguelikes and a good fast-paced shooter with some unique mechanics I would certainly advise you pick this game up. Less than $20 is a fantastic price for a game of this nature. Barely more than a movie, and I would say much more entertainment than a movie.

Also, the game stuttered often on release, but after its patches and updating my graphics drivers it's buttery smoooooth.
Odesláno 15. května 2017.
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