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Neue Rezensionen von Biscuit

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Ergebnisse 11–20 von 21
1 Person fand diese Rezension hilfreich
16.8 Std. insgesamt (14.6 Std. zum Zeitpunkt der Rezension)
This game is insanely good, I'm surprised I see so little talk about it.

Pros:
- Souls'like with a blend of Resident Evil 5's gunplay.
- Beautiful worlds with an incredible amount of variety
- Play style choice for every kind of player. You like to stay distant? Up-close and personal? Jack of all trades? You can do it all.
- Singleplayer and multiplayer are both viable, however I have yet to try multiplayer myself.
- Surprising variety of bosses
- Rarely will you feel the need to grind for materials to upgrade your arsenal.

Cons:
- Beginning of the game could turn you away, takes up until you are able to take a different warp to really start getting interesting. Is quite early in the game, but still longer than an hour or so of progress.
- Melee weapons can't be directed with your movement, you will swing where you're aiming, making it difficult to smack dodge spammy enemies.
- No lock on for melee weapons, if you don't aim good stick with a broad swing melee. Stay away from spears.
- Rather short, roughly 15 hours - 30 hours of gameplay.

Genuinely fell in love with this game, it's like a slower-paced souls game with a blend of Resident Evil 5's gunplay sprinkled in. On its own it is it's own genre, and an incredibly addicting one if that. As someone who loves choice driven games with lots of nice looking armour, variety of weapons and play styles. My only wish is that it were longer.
Verfasst am 1. April 2021. Zuletzt bearbeitet am 4. April 2021.
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Niemand hat diese Rezension als hilfreich bewertet
41.5 Std. insgesamt (28.2 Std. zum Zeitpunkt der Rezension)
As Roguelikes go this is a must have, it's harsh but fair in its incredibly deep mechanics.
Mastery of wand stats, spells and the properties of the world make every run vastly different from the rest. Split second decisions in this game are the difference between life or death, a lot of the time you'll find yourself pinned with Hiisi slowly approaching the one-way tunnel. It's entirely your quick thinking whether you live through smart use of your items available or desperately hope you can strafe their impeding projectiles.

Out of the many Roguelikes I've played, this is one I recommend to all my friends.
Verfasst am 22. Dezember 2020.
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1 Person fand diese Rezension hilfreich
6.2 Std. insgesamt
This game was such a pleasure to play through blind.
I didn't expect much at first, expecting it to be quite a short banter filled point and click with some minor fourth wall breaking, and yet instead I ended up getting feels for a voice of a program stuck on a chaotic journey with me for around 5 hours. The total 6 hours was cleaning up achievements to 100%.
Each time I thought the game was over, it kept going and the puzzles felt refreshing for once and not your typical [take X item and use it on Y] but rather taking into account the UI given to you as well.

I'd highly recommend this game if you're looking for a fun game like Stanley Parable where a narrator constantly gets pissed off at you being simply being yourself.
Verfasst am 11. September 2020. Zuletzt bearbeitet am 26. November 2020.
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4 Personen fanden diese Rezension hilfreich
3,848.2 Std. insgesamt (709.5 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
Pixeltail has been dedicated to this game since its release. Not only with development, but with its community.

Chatting, sharing ideas and being involved with said community in each step of development when it comes to Tower Unite.
Even with such a small team taking on such a large project, they still treat it with a lot of passion and as of recent the updates have been more and more frequent. Adding content players have been asking for, for a long time.

Even with their daily hard work, they still find time to chat with players and take in feedback.

So thank you MacDGuy, for being with your community with each step of development.
Verfasst am 21. November 2018.
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Niemand hat diese Rezension als hilfreich bewertet
22.7 Std. insgesamt (13.7 Std. zum Zeitpunkt der Rezension)
Well, scratch my previous review.
Still a solid classic I keep returning to.
Verfasst am 22. November 2017. Zuletzt bearbeitet am 26. November 2020.
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Niemand hat diese Rezension als hilfreich bewertet
206.5 Std. insgesamt (200.8 Std. zum Zeitpunkt der Rezension)
Man did this take ages to get out of early-access...
But hey! It's finally out of it, amazing.

I've pumped so many hours into this game simply because I'm one of those fanatics that enjoys collecting EVERYTHING.
Every clothing set, every unique weapon, every bug, etc. And this is the type of game where I can go full throttle on with my strange hoarding fascination!
Aside from my obsession with hoarding items, I love building in Starbound and with the addition of colonies with quests to do which in turn give you items and eventually a crew member. It was pretty useful for starting off, my only gripe is after some time these colonies only truly payoff if you host them on the highest difficulty of planets. And even then it may not be worth it, crewmembers aren't very smart when it comes to combat with ranged and 9/10 times an expedition on a planet for 10 minutes will get the crewmember killed and teleported back to your ship.

Other than this minor gripe I loved replaying this game after full-release and experiencing everything new which I hadn't spoiled myself on, I'm secretly hoping this isn't the end of official updates to the game as the future is surely bright for Starbound. With its amazing workshop community, map creators and developers themselves.

One of the very few Early-Access titles to come out of full release, and be greater than when it first started off.

(I do however miss the summonable bosses, bring them back!)
Verfasst am 24. November 2016. Zuletzt bearbeitet am 24. November 2016.
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Niemand hat diese Rezension als hilfreich bewertet
316.8 Std. insgesamt (173.5 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
This is an edit of a previously negative review;

I was an early adopter of this game, paid for it in fact during early-access before it went F2P.
And I stopped playing around the addition of Abyss Lord, as I didn't like the drastic changes in overall game design when I came from DD1. However, I returned to it a few weeks ago to see if anything has changed.

The Good
- The formula to grind has changed drastically, it feels easier to get better gear from what you have currently.
- Equipment shards is a welcome addition, they let you focus on a specific benefit to your build.
- There doesn't seem to be a clear-cut defined meta anymore, all heroes are valid in their own ways and diversity is encouraged.
- More brag worthy items locked behind challenges rather than monetisation.
- Healthier balance of DPS heroes vs Builder heroes, all heroes can dabble in both and there is no clear cut superior option.
- Earning gold is a lot easier.


The Bad
- Ascension feels like a restricted version of DD1's levelling system but worse.
- You can't go down a specific gimmick build route until you're much deeper in the game (like we're talking hundreds of hours deep into the game with Chaos X shards).
- Still riddled with monetisation, letting you skip a lot of the grind walls if you have the cash to burn.
- Stats feel dumbed down from Early-Access, there's far FAR less armour/weapons that have unique gimmick stats tied to them. I remember during EA there were legendary boots that buffed the tower's damage you were stood on, I miss cool stuff like that. And it feels the shards system entirely replaced this.
- Pets still feel a downgrade from their DD1 counterparts, their abilities are randomised. With a handful that have a unique gimmick tied to them. But this is still locked behind rerolling it, and often isn't very clear what their unique ability should be, without looking it up. These gimmicks also are no longer passive.
- Pets and their materials now barely drop. In the 16 or so hours I've played since my return, I've not seen a single drop in the base game for pet food, only 2 eggs and 1 pre-hatched pet. Compared to Early-Access where regardless what mode you played, these food items were plentiful.
- Level requirements per map is not clear anywhere. During EA it would show the recommended power level for the map and it'd adjust based on the difficulty you set. It no longer tells you anymore. Why?
- Less maps than I expected. In the large gap I had away from this game, I was expecting a lot more maps. DD1 had an bountiful amount of maps to play, all with variety, most with their own gimmicks and some with unique loot tied to them. This doesn't feel like it exists as much as it should in DD2.

While it may look like I have a lot of gripes with DD2, I do recommend it.
There's a lot of content to play and the gameplay does feel fresh if you're moving from DD1 to DD2.
However, there are a lot of aspects that feel quite underdeveloped or went in the wrong direction. Like pets, removal of most unique gear stats and more.
Verfasst am 10. November 2016. Zuletzt bearbeitet am 6. November 2023.
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1 Person fand diese Rezension hilfreich
1 Person fand diese Rezension lustig
54.4 Std. insgesamt (35.5 Std. zum Zeitpunkt der Rezension)
CS:GO-Rezension
Counter-Skin Global MoneyDrain
Verfasst am 17. März 2015. Zuletzt bearbeitet am 14. Januar 2016.
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1 Person fand diese Rezension hilfreich
5 Personen fanden diese Rezension lustig
13.0 Std. insgesamt (10.2 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
[Day: 1]
Aw well, saw it coming a mile away...Mikey stuck me up for an apparent 'murder' which I did not commit. The evidence looked solid but wasn't true, well we'll see how he likes it when I get out of here and give him a suprise visit...

[Day: 5]
Thank god the guys here are friendly, seems the prison is filled with crackjobs but heck they sure do give a guy what he needs. Met a guy called Spy, nice french guy gotta' admit. He's been supplying me with some goodies to help me outta' this dump. Should be out in a week or so at this rate.

[Day: 7]
Weakened the vent in my cell and I'm rather suprised nobody has heard me unscrewing the damn thing. Unfortunetly my plan can't go yet, nobody has had any supply of ducktape in a while so I've gotta' lay low for a few days before I can put my plan into full flow.

[Day: 15]
Spy has went quiet and hasn't been supplying noffin' seems the other inmates have it in for him. A lot of the other lads keep asking me to pummel the guy for dosh...Poor lad, might have to.

[Day: 32]
Seriously...No duck tape yet.

[Day: 45]
JESUS HOW HARD IS IT TO BRING IN CONTRABAND DUCK TAPE!? They can bring in drugs and knives but they can't even bring in freakin' ducktape!?! You know how hard it is to eat something that feels like dried concrete powder going down your throat? PRETTY DAMN HARD! Starting to lose it...

[Day: 50]
Attempted escape plan without the shovel...Improvised with a plastic spoon I took during evening meal. Ended up taking a full sniper shot to the leg, spending time in the medical room...

[Day: 52]
...I give up, I'll spend the next 6 years of my sentence waiting for ducktape.
Verfasst am 27. Januar 2015. Zuletzt bearbeitet am 27. Januar 2015.
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2 Personen fanden diese Rezension hilfreich
9.9 Std. insgesamt (8.7 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
Most common and lethal weapon in my prison is the spoon.
10/10 - Best game.
Verfasst am 21. August 2014.
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Ergebnisse 11–20 von 21