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Nylige anmeldelser av Weyland

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Viser 41–50 av 62 bidrag
26 personer syntes denne anmeldelsen var nyttig
3 personer syntes denne anmeldelsen var morsom
36.4 timer totalt (31.9 timer da anmeldelsen ble skrevet)
My favorite Arkane game.

It manages to really leverage the different systems that you expect to see in an immersive sim game - but, unlike other imsims, requires you to actually explore those systems and manipulate them to manipulate your targets. It does, at times, feel a tiny bit extremely heavily scripted - but I think that's a necessity to actually use the game's format to tell a story. It's an extremely clever game, and really shows all of the experience the team at Arkane has built since they started way back with Arx Fatalis.

If you like ANY of Arkane's games, you'll like Deathloop. I just hope they fix the performance issues and crashing.
Publisert 19. september 2021.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
Ingen har angitt at denne anmeldelsen er nyttig ennå
80.6 timer totalt (2.9 timer da anmeldelsen ble skrevet)
Update: Nevermind this whole review.

Bring back Extraction.
And also gimme a volume slider for emote music it harshes my Vince Staples.

Been playing this game for well over a year, since before it was even released over on ye ol' Epic Games Store, even! Admittedly I went into the game expecting a hollow, meaningless game with no character. Initially, I was right. But over time they really flooded this game with personality - it's crazy how much emotes and saying "you rock" over and over help with that.

Everything about the game otherwise is just solid. Fun characters that are easy to memorize, all with some unique functionality - and they're mostly pretty well-balanced! Gunplay is solid. Audio is great, especially with 3D audio enabled. The levels are all great and memorable, though I personally wish there was more verticality to play with. It's just FUN.

The battle pass/XP gain was maybe nerfed a biiiiit too much with season two in order to kinda push the challenge system. Which would be fine if it wasn't tucked behind some UI - but even by doing the challenges it can be a bit grindy. It'd be rad if that was reworked a bit. There have been a few misfires with limited time events, they always feel more geared towards generating some microtransaction bread instead of engaging players. Shouldn't events be free?


The game is cool and good. Please put more hot dudes/robots in it.
Publisert 20. juli 2021. Sist endret 19. juli 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
31 personer syntes denne anmeldelsen var nyttig
3 personer syntes denne anmeldelsen var morsom
16.4 timer totalt (12.3 timer da anmeldelsen ble skrevet)
A wise woman once said "born to stink, forced to smell". In an age where the games industry was still finding its footing, smaller studios that once battled the giants for a foothold in the mainstream had to resort to workflows and content delivery methods that were less than conventional in an attempt to secure funding. Ritual Entertainment, one such company, found themselves in this precise predicament after their generally unrewarded work on SiN and Counter-Strike left them seeking a new source of income.

After their brief partnership with indie company "Valve", Ritual utilized the power of a pile of rocks known as Source to power the long-awaited sequel to their breast simulator, SiN. However, resistance from publishers led to Ritual splitting this into an episodic release. The first of these episodes, Emergence, saw its release in 2006. An acquisition shortly after this release forced Ritual to stop production on further episodes, despite the second one being close to release.

This is an unfinished story. A mere 11% of what the developers originally intended. But damn is it good.

With some of the best gunplay in early Source Engine titles, SiN offers a brief few hours of fast, impactful combat supported by unique and interesting industrial settings. While only three weapons are at your disposal, each is a punchy cannon that leaves your enemies as bloody floppy ragdolls. The pistol features a powerful laser blast that can obliterate enemy skulls through surfaces. Your assault rifle can launch grenades and rain lead on swarms. And your shotgun's blast can crumple a common enemy with a single shot, throwing them back like a ridiculous action film.

The world is also packed with details, from phones that actually function to tiny breakable objects. Even things you wouldn't imagine as being interactive, you know, are. This is on top of stunning soundscapes and audio mixing that make environments feel real, despite the game's antiquated engine and art direction. This is carried by the game's oddly systemic supply system. Pick up health canisters and plug them into a device in the wall, or just shoot it to release healing gas. This extends to stinky fart gas that distorts your perception of time so you can take the same amount of damage as normal, only a little slower. It's a personal belief of mine that indie company "Valve" saw this game and copied many of its mechanics for their newest indie title "Half-Life: Alyx". They're suspiciously similar!


SiN Episodes: Emergence may only be one ninth the game it should have been, and it may end on the dumbest cliffhanger that will never see a resolution, and it may be only a couple hours long at its worst, and it may be extremely corny and literally open with ♥♥♥♥ Destroyer-sized breastules waving around your screen which is just ridiculous, but it's a solid experience that's definitely worth a couple American dollars. And who knows? Maybe one day the new owners of this series will see its value and hand it to a studio willing to continue this story.
Publisert 4. januar 2021.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
1 person syntes denne anmeldelsen var nyttig
11.0 timer totalt
It's not a super unique game, you can find most of the mechanics in other bridge building games, but it's still a cute game to waste some time on. I was never a fan of the "haha science" and overly bouncy nature of Portal 2, but it really fits with this game's theme. And now it has workshop support and a level editor!

I'd say this game is easily worth the $10.
Publisert 21. november 2018.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
14 personer syntes denne anmeldelsen var nyttig
1 person syntes denne anmeldelsen var morsom
2.5 timer totalt (1.4 timer da anmeldelsen ble skrevet)
A really cool collection of thingies made by the people who made some game I like. As of writing this I have tried all but two (Human Medical Scan and Solar System) - played Longbow at an earlier date (thanks, Jeep!). Since The Lab is a collection, it doesn't make sense to leave one big sweeping review - so I'll do a collection of reviews.

Slingshot
I found this one absolutely addictive, but also insanely aggravating. The slingshot felt insanely satisfying to fire, and the cores were hilarious - the writing in this one was generally pretty great. Not much to write about it, but it's fun to play and that's really all that matters.

Longbow
Got the opportunity to play this one a couple years ago while touring Valve, haven't replayed it since I received my Vive - but I do plan to. I feel it's a little basic, but it works well enough. Maybe I'm just a little tired of seeing bows in VR games since they seem to be so rampant. Still worth a look, but it's nothing super special.

Xortex
My favorite. If Valve wants to maybe turn this into a full standalone experience, I won't stop them. Playing this game is like reliving those times when I was a kid and played with some toy spaceship, pretending to shoot at aliens - except the spaceship is actually shooting at aliens. Virtually. I feel like there's just so much potential here. Definitely 100% play this one. It's great.

Postcards
These are cool to explore, but aside from playing fetch and petting a robot dog there's not much interactivity. You get to peek at four locations and look around, and that's about it.

Robot Repair
Again, not a huge interactive thing but it's a great thing to experience for some nice humor and see Aperture in VR ("real" Aperture, anyway). It really does give a great sense of scale.

Secret Shop
I'm not particularly a fan of Dota 2, so I didn't understand the relevance of a lot of things here - and in general I'm not hugely impressed with this one. It seemed to try to convey scale in the same way Robot Repair did, but didn't do as great of a job. Maybe I'm just being pessimistic because this is totally foreign, but I just don't find it to be that special.
Publisert 14. april 2018.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
2 personer syntes denne anmeldelsen var nyttig
4.5 timer totalt (2.1 timer da anmeldelsen ble skrevet)
This game is the perfect example of walking simulators done right. While the bulk of the "gameplay" is non-existent since there's no puzzles or challenges to overcome, there's a lot of interaction with the environment and story that actually means something. It's not just picking up a crude model and rotating it like some other similar games. The story is more than just bland meaningless narration about kidney stones, and it's actually a part of the world (figuratively and literally). The game is clever, beautiful, well-made, and actually interesting. Give it a shot.
Publisert 24. desember 2017.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
8 personer syntes denne anmeldelsen var nyttig
2.9 timer totalt
I was interested in this game when someone showed it to me, and after playing it I was pretty let down. It's a good game, and the atmosphere is great and it tackles a very real topic - but it feels very artificial. The world is totally nonsensical, like nothing makes sense and clearly only exists for the sake of having puzzles (half of which, I felt, were poorly telegraphed and had weak cues). Why would this thing that I assume is a giant prison thing have a piston that shoots fire out of it? Why is this thing here? What's the purpose of half the stuff in this game? I also felt the robot companion segment dragged on a little more than it should have. And ♥♥♥♥ the pitch black steam room segment entirely.

Another major, major issue I have with the game is its reliance on platforming. Not because I'm bad at platformers, I actually really like them. It's because the platforming in this game is dreadful. Jumping is inconsistent and you'll find yourself sometimes jumping futher or higher or shorter or lower than you did the last time. Ledge grabbing barely works, and if you're trying to jump out of a ledge grab it takes the game a whole two seconds to pick it up.

But the game is still good. The atmosphere and character the game is filled with make it worth the purchase alone. Art style isn't anything unique, but it does lend itself pretty well to the world. Pick the game up on sale, especially if you're in it for the gameplay.
Publisert 29. november 2017.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
5 personer syntes denne anmeldelsen var nyttig
42.5 timer totalt (33.9 timer da anmeldelsen ble skrevet)
As a huge fan of Wolfenstein, I loved this game. The characters are better than ever, the gunplay and stealth are much improved. I feel like the difficulty curve is a little weird. It's not a steady increase, more like a sine wave that randomly zig zags here and there. The world is insanely detailed for a "linear" first person shooter, littered with collectibles that actually add to the world rather than just existing for collection's sake. The hub area, Eva's Hammer, lets you see characters interact and react to you playing the game and it adds a ton of life to the game.

My only complaints is that the first half of the game seems to drag on a bit long due to story reasons, but at least it closes on one of the highest points I've ever experienced in a video game. Like ♥♥♥♥♥♥♥♥♥ the halfway point of this game is crazy good. In addition to that, the weapons are a lot more lackluster than the previous games. They turned the Laserkraftwerk into a generic railgun, while the Dieselkraftwerk is more fun (though less useful in combat). The Fergus timeline is also less interesting as a whole, as Fergus' character arc in the game is basically non-existent while Wyatt gets actual attention. Due to it being the second game in a trilogy, it also suffers from one of those endings where it wants you to wait until the next one for real closure. That's not an issue with the game itself, but trilogies in general. And the weapon wheel is bad!

This is a great game, despite its performance issues the first few days of launch (now fixed for me). The first time I played I got a nasty crash right before the ending that ended up corrupting my save files, but the second time I had almost no real issues. You get to kill Nazis better than you've been able to in any game before, and that's definitely the #1 reason to get this game.

8/10 I will play it some more
Publisert 28. oktober 2017. Sist endret 30. oktober 2017.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
6 personer syntes denne anmeldelsen var nyttig
13.4 timer totalt (7.1 timer da anmeldelsen ble skrevet)
Amazing game. What it lacks in length, it makes up for in quality tenfold. Visuals, audio, design, and atmosphere are perfect. A majority of the gameplay is plaforming, with a fair amount of really well-made puzzles with interesting mechanics. The story is mostly subtle, and a lot of it is left up to player interpretation. If you're bad at picking up on context clues or reading the environment you probably won't get a lot of the story that's there - even if you are there's going to be a lot of mystery. I got the game on sale, but I think I'd be comfortable paying full price for it.

It's also worth noting that this doesn't suffer from any of the shortcomings LIMBO (Playdead's previous game) did - there's no trial and error and mechanics are introduced naturally and organically. The game is perfect, pick it up.
Publisert 4. januar 2017.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
22 personer syntes denne anmeldelsen var nyttig
1 person syntes denne anmeldelsen var morsom
60.0 timer totalt (21.4 timer da anmeldelsen ble skrevet)
I was very excited for this game, as the previous Shadow Warrior game (the 2013 reboot) was easily my personal GOTY when it released. The change from a linear shooter with pre-made levels to a procedurally-generated shoot-and-loot-em-up made me skeptical. Being a fan of Borderlands, I knew it was a formula that worked but I wasn't sure how well it'd translate into Shadow Warrior. It didn't.

In games like Diablo or Borderlands, gear tends to have trade-offs to make them somewhat "equal" (outside of level differences). In those cases, whichever the player decides to use is entirely subjective. In Shadow Warrior, that's not the case: you'll find a shotgun that's objectively better than your other shotguns. And eventually you'll find the best shotgun. It's not the best because it suits your playstyle more, it's just the best because it deals the most damage. And that's all the depth there is to the loot system: what deals the most damage is what you use.

The element system feels tacked on, and like an annoying way just to get players to change their weapons. Using Borderlands as an example again, I feel that did elemental damage better. The use of elements is entirely in their usefulness in combat - you swap to them because they're useful. In Shadow Warrior, you swap away from them because they're useless. And it's very clear that the game just looks at the element of whatever gun you were just using and gives every enemy in the next area resistance to that element.

The final nail in the coffin of the loot system was the gem system. Never have I ever experienced such a tedious upgrade system in a video game before. I mean ♥♥♥♥♥♥♥♥♥ this was the worst. There are so many ways they could have made this better, like just general ease of access stuff like small icons to know what the gems affected when sorting through them. Swapping them out with new gems became a slog that I absolutely dreaded before I was even 25% of the way through the game. While there are a few of these that are actually cool, the novelty wears off quickly.

The level design of the first game was replaced with procedurally generated levels in the sequel. I've never been a huge fan of procedurally generated game worlds, but for the most part the game did them fairly well. I did encounter a few issues where I could see outside of the map, faced many invisible walls that were in places they shouldn't be, experienced dozens of floating rocks and platforms, and even found entire structures without any sort of collision. Just in general it wasn't bad though - but I really would have preferred levels that were actually created by level designers.

The writing and story were pretty good. Nothing ground-breaking, but still pretty good and it was a solid story to follow the first game. It had a lot more ♥♥♥♥ jokes, of course, as that seemed to be their entire marketing for the game. But some of those ♥♥♥♥ jokes were genuinely clever, and most of the non-♥♥♥♥ jokes were pretty clever as well. There were a lot of collectible journals that could be found, which gave backstory on the world and characters (and by "characters" I mean mainly Smith and Smith alone, he has like 100 journals dedicated to him and his past). I felt the handling of major characters from the previous game was very rough - specifically the Kyokagami Twins and Zilla. Hoji definitely deserved more recognition for his significance in the first game, but the closest you get is a couple of references and a sword you'll likely replace because its DPS isn't high enough. The game also ends on a cliffhanger, and a really bad one at that.

I don't feel like Shadow Warrior 2 is a bad game, it's just definitely not a good one - and moreso not a good Shadow Warrior game. The combat, writing, and world shine - everything else not so much. I don't regret my purchase but unlike the first I can't recommend it.
Publisert 26. oktober 2016.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
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