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Nedávné recenze uživatele kanino ka lang

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Zobrazeno 61–68 z 68 položek
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5.4 hodin celkem
good plot and gameplay mechanics, soundtrack is pretty fair too. overall a great game considering this is independently developed by a single person.
Odesláno 9. května 2020.
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15.0 hodin celkem (1.7 hodin v době psaní recenze)
Wanted to ride the feels train so I played DDLC with minimal spoilers read then I thought it wasn't that bad, what's this warning for, and how could this be scary. Great game and it's free...



... but let's just say you don't pay with money.
Odesláno 4. května 2020. Naposledy upraveno 6. května 2020.
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0.7 hodin celkem
deep and relatable
Odesláno 28. dubna 2020.
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12 osob ohodnotilo tuto recenzi jako užitečnou
1 osoba ohodnotila tuto recenzi jako vtipnou
32.8 hodin celkem (32.0 hodin v době psaní recenze)
Literally the best RPG game i've ever played. Never been a fan of RPG or MMORPG's until i played this game. The only bad thing i can say is...



it ends.
Odesláno 10. ledna 2018. Naposledy upraveno 5. května 2020.
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1 osoba ohodnotila tuto recenzi jako vtipnou
1,950.7 hodin celkem (1,047.4 hodin v době psaní recenze)
Recenze produktu CS:GO
vac sux big-time
Odesláno 17. října 2017. Naposledy upraveno 17. května 2020.
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24.1 hodin celkem (16.5 hodin v době psaní recenze)
budget overwatch
Odesláno 15. července 2017. Naposledy upraveno 16. listopadu 2021.
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73.5 hodin celkem (70.7 hodin v době psaní recenze)
Great sp campaign but I had issues with the mp feature because it doesn't have a cloud save and just stores data locally so if you happen to delete the game files, you're back to zero again.
Odesláno 23. dubna 2017. Naposledy upraveno 15. května 2020.
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3,441.9 hodin celkem (3,161.6 hodin v době psaní recenze)
Two years have passed since I quit this masterpiece and successfully regained my soul, which I sold to Gaben, and I can finally give my honest review for this game.

TL;DR: DOTA 2 IS THE BEST GAME, AND THE WORST GAME.
And this dichotomy is perhaps the best descriptor I can attach to Dota 2. It is frequently a game which occupies two opposite spaces simultaneously. It is the best game. It is also the worst game. No game has ever made me as miserable as Dota 2 has. But no game has made me feel so consistently rewarded for my time, and as consistently, wonderfully connected to the friends I play it with.

It is without a doubt the most confusing, infuriating, disorienting, unforgiving game I've ever played.

For anime and games, I consider it a masterpiece if it affects my grades negatively where I keep telling myself "one more episode / game then I will study" but end up watching / playing the whole day. This was the case for Dota 2. It was actually affecting my life TERRIBLY that I was so skinny and skipped school at least once a month or so to play this game. Then I finally swore to stop wasting my life playing this because I may not be able to live up to 40 years at my current condition back then where I barely, no, don't exercise at all plus my eyesight is horrible and worsening too.

According to Steam, I have spent 3,315 hours in Dota 2. For perspective, this is approximately 138 days, which is more than 19 weeks, and more than four months. I first started playing Dota (Warcraft 3 mod) when I was around 10 years old and quitted when I was was 16 so my actual hours playing the franchise should be around 4000~. That's more than I've played any other game, ever. By the time I quit, I achieved an MMR of 5200~, which I believe is above-average.

Each player over the course of the match will have to buy items in order to sustain them out in the world, and items that augment their hero's basic skills with bonuses, or, as the game progresses, completely new abilities. Items are bought with gold, and levels are earned with experience, both of which are gained from the death of enemy units near you. This is common to MOBAs. Dota 2 takes this system and adds to it with the concept of last-hits and denies. Securing the hit on a unit, hero or structure that kills it yields extra gold to the killer, and extra experience. However, when a friendly creep or structure is below a certain threshold, you can force your character to attack it. Securing the last hit on a friendly unit denies part of the resulting experience from your enemies and prevents them from getting gold from it. And in some rare cases, you can even deny friendly heroes, or, god willing, yourself.

Last-hitting and denying is one of many pieces of Dota 2 that reward high-skill play, and the game is full of bits like this that are only really learned over time. The reason? Dota 2 is an exercise in dynamic problem solving.

The greatest strength of Dota 2 is the sheer flexibility available to every player. A common refrain among Dota 2 players is "everything is situational," and this is true. Nothing is the right choice all of the time, and the game's collection of items are there in large part to respond to the decisions and strategies made by other players. Is the other team a magic-heavy lineup? Then someone should build a Pipe of Insight, and heroes with magic resistance skills might want to take those sooner rather than later. If the enemy team has a surplus of "catch" — meaning they can grab and hold you or your teammates in place, dealing damage or even killing you — then force staffs can change the course of a fight, and the trajectory to a game.

It's not uncommon for someone to come up with a completely new solution to one of Dota 2's problems, and crack its meta-game wide open. This variability is an element of the game that really only opens up as you play more and more, because there are so many items and interactions that it takes a lot of time and experience to begin to understand them. Even long-term players can't claim mastery, because Valve routinely patches Dota 2 in various ways. Some changes are minor balance updates. Others add new heroes. Sometimes, new items are added, and, in the most dramatic changes the game sees, the very map itself shifts and evolves. The game is always changing, requiring an active level of engagement to keep up.

Combined with the level of mastery and intricacy possible throughout Dota 2's systems, this makes for the most consistently and deeply rewarding game I've ever played.

There are so many solutions to every problem, many of which aren't obvious, that success at a moment-to-moment level can often feel like a diabolical Rube Goldberg machine. And to win, sometimes after an almost certain defeat, feels like legitimate triumph. Dota 2 matches are comparatively long, by multiplayer game standards — the average match length fluctuates from patch to patch; it currently hovers between 25 to 35 minutes. This provides enough time for a series of phases, an early, mid and late game, and provides a narrative to each and every match. Dota 2 is a collection of parts around which to build and test strategies, and when those strategies work, it can feel like no other game exists.

Put more simply: The more you give to Dota 2, the more you put into it, the more it reveals, and the more depth becomes apparent.

On the flip side, when Dota 2 is bad, it can be soul crushing. I've never played a game so capable of making me feel like ♥♥♥♥♥, like so much of a failure, or that every decision I made was, ultimately, futile. I've made dozens of friendships through Dota 2 — I also wonder how many it's ended. I've been stuck in matches I knew I couldn't win for more than an hour. My longest match was around two hours (if my memory serves me right, at least I won that one, and in an exhilarating and improbable comeback).

But this is part of Dota 2's biggest and most consistent problem, a problem that's arguably only gotten worse over time. Dota 2 is an intimidating, complicated game to new players and even existing players, and the manner in which Valve onboards new players is, frankly, inadequate (though Valve has acknowledged this before). Dota 2's biggest obstacle is the at times overwhelming amount of buIlshit and opacity that stands between less experienced players and understanding the game.

In turn, it's fallen to the community to create an ecosystem of support for other players through a network of fan sites, and, perhaps most helpfully, an in-game build guide. Essentially, players can make "builds" for other players to select for their hero in-game, which will populate a panel in the shop menu with suggested items, and highlight what skills and talents are suggested at each level.

It makes some sense that Valve allows users to help one another. Dota 2's roots are in an entirely self-regulated community, and it will always live or die by that community. This is likely why Dota 2 is a game built to be watched almost as much as it is played, with easy watch tabs and painless in-game spectating of friends' games — of anyone’s game, actually. I've learned almost as much watching friends who are better play Dota 2 from their perspective as I have from any external guide.

Dota 2's community also has some rather challenging elements. It can often be as toxic as anything you'll find in multiplayer gaming, and some memes relating to common player misbehavior have become legendary within the scene. That community has also become one of the most active, deliberative, productive fanbases any game has ever seen. It has spawned libraries worth of analyses and content, almost all of which has received Valve's tacit, hands-off blessing. It can be the worst thing about Dota 2, and it can be the best thing about Dota 2.
Odesláno 18. října 2016. Naposledy upraveno 29. července 2020.
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Zobrazeno 61–68 z 68 položek