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Nadie ha calificado esta reseña como útil todavía
38.0 h registradas (26.4 h cuando escribió la reseña)
This game feels like what Massive Chalice wanted to be. Both are good games, but this one is far easier to recommend.
Publicada el 8 de diciembre de 2021.
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A 5 personas les pareció útil esta reseña
2 personas encontraron divertida esta reseña
5.9 h registradas (2.4 h cuando escribió la reseña)
Cloudbuilt V Super Cloudbuilt
Some of you have been asking about the main differences between Cloudbuilt and Super Cloudbuilt. Maybe I can set the record straight.

Cloudbuilt is the original, more experimental game. Super Cloudbuilt is its more definitive edition.

Cloudbuilt gets you to the experience you paid money for, faster; once you’re past the brief tutorial levels, the game really opens up and begins to branch out. You can preview each level before playing, and completing each level will usually unlock at least two more. This open approach to level selection allows Cloudbuilt to feel like a complete world, instead of a series of levels to burn through.

Super Cloudbuilt is far more claustrophobic in its presentation; while I was excited at first to see the level entrances in the same hospital room, you never really know what you’re in for when you go through each door. You might consider this a fun concept, since it makes every new door a surprise, but coupled with vague level titles it can be somewhat of a hinderance.

Not only that, but Super Cloudbuilt is far more hand-holdy than its predecessor; the weird glowy thing in the introduction follows you into your room, and won’t shut up until you play specific challenges. There’s no way to turn this off, and it will even follow you around in an effort to guide you back.

What Super Cloudbuilt does far better, however, is the gameplay; the gun is more versatile than before, the energy system feels more forgiving, the optimization is improved, and the visuals are more refined. The game also changes up the rewards system, granting upgrades you can unlock as you become more skilled with each level, encouraging exploration.

Navigating each layout can be confusing, and enemies will often interrupt the flow of the game, but this is a flaw that both games share. Super Cloudbuilt has more confusing levels, and Cloudbuilt has more annoying enemies (this is more of a nitpicking opinion, however).

Overall, Super Cloudbuilt is the best one to play if you care more about the moment-to-moment experiences. It’s improvements on the core mechanics makes it an excellent edition, criticisms aside. The original Cloudbuilt, while simpler and clunkier by comparison, might be the better pick if you hate tutorials.
Publicada el 28 de noviembre de 2020.
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Nadie ha calificado esta reseña como útil todavía
16.8 h registradas (14.0 h cuando escribió la reseña)
A nice zen game.
Publicada el 29 de julio de 2020.
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A 1 persona le pareció útil esta reseña
2 personas encontraron divertida esta reseña
1.9 h registradas (0.5 h cuando escribió la reseña)
Most seductive water I've seen in a game. 10/10 would consent to drowning.
Publicada el 7 de julio de 2020.
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Nadie ha calificado esta reseña como útil todavía
14.4 h registradas (3.6 h cuando escribió la reseña)
Strong first impression (if you enjoy games like Detroit Become Human or Ghost Trick, this is a shortened, indie version of that). The developer commentary is not as interesting as I had hoped, and the font is on the smaller size of the spectrum. Strong story, great art style, unique puzzle-solving mechanic. Smarter than a visual novel, faster than a TellTale game. Imagine buying an interactive film with no voice-acting that takes place entirely in a subway.

SPOILERS

My only real complaint is the implied reasoning behind some decisions that have to be made at the end. There are more realistic conclusions beyond tradition and adventure to be made in establishing priorities.
Publicada el 28 de diciembre de 2018.
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A 4 personas les pareció útil esta reseña
50.1 h registradas (23.3 h cuando escribió la reseña)
Over the years, this has become an all-time favorite of mine. Personally, I prefer the pre-2020 version, which thankfully the developers have still made available. It's more stable, and feels more focused. Regardless, I'm impressed by how much the devs have put themselves through for their fan-base, to make this game more accessible than ever before. CloudBuilt is a wonderfully cathartic experience.

I've mentioned in my initial review that my biggest complaints were the number of menus/loading screens you had to go through to start a level. While to some extent that still holds true, a good PC will generally ensure brief loading times. A great game, overall.

EDIT: The 2020+ version has been updated, and runs more smoothly now.
Publicada el 4 de febrero de 2017. Última edición: 16 de febrero de 2021.
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Nadie ha calificado esta reseña como útil todavía
2.3 h registradas (1.7 h cuando escribió la reseña)
One of my top 10 favorites on Steam. A fantastic little game- worth more than it's current price. Play, and enjoy.
Publicada el 25 de junio de 2016.
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Nadie ha calificado esta reseña como útil todavía
8.3 h registradas (6.9 h cuando escribió la reseña)
Reseña de acceso anticipado
One of the best multiplayer games I've ever played. It's basically Super Smash Bros. for PC. Super smooth, and super fun. More than worth the entrance fee!
Publicada el 23 de abril de 2016.
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Nadie ha calificado esta reseña como útil todavía
58.3 h registradas (52.7 h cuando escribió la reseña)
I enjoyed this game. The pacing is a little off with the first episode, but it's still pretty fun. Seeing the different possibilities is fantastic. The characters may not shine immediately, but they have a way of growing on you. In any case, the experience is unique. The story mainly picks up in the third episode, though it's accessible right from the get-go.

UPDATE:

I've decided to update this review since episode four is out and the main arc of the story is over. I will say, this game is fantastic! TellTale takes advantage of Minecraft's unique format to create an adventure unique to other point-and-click adventure games, and I hope they find a way to make another season. Here are the weighted pros and cons of this series:

Listing off a con right from the start, Story Mode is a story that takes too long to properly begin. TellTale should have used their first episode to highlight the strengths of their given format, and to a slight extent they accomplish this with unique builds, music, etc.. Though the world itself is well done, this doesn't excuse the characterization, which doesn't shine until later episodes. Moments like finding Reuben, helping Petra, and riding in the Nether are interesting, but not enough so for an immersive experience. This episode doesn't do enough with its elements to pilot the rest of the season.

The episodes that follow are much better. Assembly Required is definitely rushed and by consequence plagued with bugs, but apart from that still serves its purpose and shows off two unique perspectives on Minecraft- an open-world death match and an inventive creation fair. The choices available in this episode are also refreshing, even if they don't impact later episodes by much. Some characters are slightly underutilized, but overall it's a satisfying inclusion.

The Last Place You Look maintains the momentum, introducing an experimental side of Minecraft that manages to carry the atmosphere. The environments are fun to explore, and the buildup to meeting Soren makes for some great interactions. The characters really start to shine here, and the sides of them you can see based on what choices you make are entertaining. The conclusion packs a lot of weight, escalating the stakes and leaving players hungry for more. There are some annoying audio cutoffs which can break the immersion, but that's the extent of the cons.

A Block and a Hard Place is definitely the best episode, calling back to choices made from the beginning and allowing for some unique paths to take. Learning Ivor's motives, trying to bring memories back, and seeing the death of another character are surprisingly emotional moments, highlighted by amazing voice acting. Having the "antagonist" role shifted to another character is a bit odd, yet not entirely unreasonable. Because of the significant amount of people present near the end of the episode, the framerate slightly drops and the game even crashed during my first playthrough. This is the only time I've experienced a technical issue in this episode, which all things considered is probably better than audio cutoffs or any of the problems present in episode two.

Overall, this is a great series, and deserves recognition for an adventurous and imaginative narrative. Why, then, would I not recommend it?

Structurally, this is a great game. It has all the elements of a fantastic TellTale adventure... but it doesn't feel definitive. Many of the elements of this game- writing included- are experimental, since it's TellTale's first time in a long time creating an original story. As an experiment, the game pays off well, and my purchase should be a sign to TellTale that they should continue to experiment until they find that magic number in storytelling for broader audiences. Now that I've become more familiar with TellTale games, however, I realize that they could do better- much better. This is a great idea that does well in several aspects, but simply doesn't carry the weight it should as a definitive story for Minecraft.
Publicada el 26 de noviembre de 2015. Última edición: 23 de febrero de 2016.
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A 3 personas les pareció útil esta reseña
70.2 h registradas (57.8 h cuando escribió la reseña)
My only two complaints about Massive Chalice:

-The Children

This may seem like a minor issue, but if you’re going to use a style as minimalistic as Massive Chalice’s, you need to make sure the game looks good where it counts- in this case, with the characters. The designs of the children in this game look more like something out of Rule of Rose, and don’t compliment the art style.

-The Difficulty

On paper, the way this game handles difficulty doesn’t look bad- introduce beefed-up versions of enemies already presented after the halfway mark of the game. The problem is that this concept doesn’t compliment the experience- ideally, new enemies based around the strength/weakness aspects of those attuned to the chalice are what would show up instead, creating a kind of puzzle element to compliment one of the main selling points of the game- having to deal with good and bad genetic traits. The main difficulty for the player would be trying to deal with these new specialized enemies on top of the broader ones already introduced. The game would be taking what players have been trained on and forcing them to face the consequences of choices that they made all the way back to the start of the game. As it stands, the enemies are just there to make life harder for the player and are far more frustrating than challenging.

It’s these problems that hold this game back from being worth the price it’s asking for.
Publicada el 5 de septiembre de 2015. Última edición: 4 de febrero de 2017.
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Mostrando 11-20 de 28 aportaciones