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Análises recentes de Nitrode256

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A apresentar 21-30 de 52 entradas
Ainda ninguém achou esta análise útil
1.5 hrs em registo
Pancakes!

Also, this game is very good.
Publicado a 1 de Junho de 2020.
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4 pessoas acharam esta análise útil
0.3 hrs em registo
Análise de Acesso Antecipado
Piece of sh*t phone game. Avoid like the COVID.

- Requires signing up for an account, even just to play single-player. (Protip: Don't give them your real email address)
- No controller support.
- Can't go fullscreen until you finish or skip the tutorial.
- No way to exit the program during gameplay in fullscreen mode (I guess it thinks it's running on a phone and you have a home button???)
- It really doesn't seem to know it's not running on a phone: It keeps talking about "tapping", never "clicking".
- It really, really doesn't seem to know it's not running on a phone: All the UI elements like date-selection, state-selection, etc, are all POS small-touchscreen-oriented phone-style ones that are seriously f'ing weird with a mouse.
- Passwords have a MAX limit of 10 chars (WTF? Doesn't instill much confidence in their account security ability)
- Protip to devs: On registration, typing something twice is for PASSWORD fields not EMAIL fields! People can already SEE what they typed in the email field. By proper design, they CAN'T see what they typed in the PASSWORD field. THAT'S WHAT "RETYPE" FIELDS ARE FOR!!! These geniuses got it backwards. (And yes, I've seen newer websites do the same thing. Doesn't mean it isn't re-tar-Ted.)
- All the menus (other than options) are nonsensical labyrinthine trash. (ie, standard F2P phone "game" gutter trash)
- Using photos instead of a realtime 3D course is actually kind of an interesting idea, somewhat reminiscent of the non-realtime rendering technique very early PC golf games used to use. Unfortunately, unlike those games, using photos forces this to use a Resident Evil-style camera (ie, PS1-era, not the remakes) which ultimately makes this game a seriously awkward pain to play AND it just *feels* very, very cheap, especially when it tries to mimic camera movement by scaling and panning a jpeg.
- Controls...well, at least they're not QUITE the standard piece-of-garbage three-click system. But they're really not much better. Or much different, really.
- No VSync option. Hello, screen-tearing!

Granted, yes, "early-access", but I can't see this becoming good no matter how much spit-polish it receives. If they drop the F2P trash and all the other "half-a**ed phone port" vestiges, then I can see it becoming...just ok at best.
Publicado a 24 de Maio de 2020. Última alteração: 24 de Maio de 2020.
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Ainda ninguém achou esta análise útil
28.3 hrs em registo (4.7 horas no momento da análise)
Análise de Acesso Antecipado
Wheeeee!!!!!!!!

I'm an anti-social introverted nerd (multi-faceted nerd!) and even I managed to have great social fun. Just grab a good gaming headset (Mine's a Logitech G933, which is AWESOME), turn the mic on (yes, outside of our comfort zone, I know!), have a drink or two if you need (and are legal), and dive in!

At first, it's fun to just explore around, check out some worlds and avatars and emotes, and if you're patient enough you'll eventually come across a good group of people. Friend everyone you have a good time with, accept friend requests, favorite worlds and avatars you like, and be aware that finding good social interaction is like Going Fishing: Be patient, be open to whatever, DON'T expect things to be as crazy as the YouTube videos right off the bat, and play along...go with the flow. There's plenty of fun and friends to be had even for the absolute most non-social nerds (like me!!!).

After all, don't forget: unlike reality, EVERYONE here is at least SOME type of nerd or another! Otherwise they wouldn't even be here! Right?!!!

LET YOUR FREAK FLAG FLY!!!!

LET YOUR FREAK FLAG FLY!!!!!!!!!!!!!!

(PROTIP: If you're not feeling socially comfortable, not sure what to do, try role-playing as your avatar, Whatever you choose to be your own take on your avatar. It's common and expected, no one's ever gonna know any better, everyone ALREADY EXPECTS random nonsensical weirdness, and if anyone ever gives you grief, they're an unwelcome ass and you can mute/block them, and most others will mute/block them, too.)
Publicado a 17 de Maio de 2020. Última alteração: 17 de Maio de 2020.
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Ainda ninguém achou esta análise útil
3.3 hrs em registo (2.7 horas no momento da análise)
Unreasonably short time limits ruin what would otherwise be an excellent game.

If it let you play without time limits and that distracting combo meter (and used a mouse pointer of its own instead of relying on the system pointer which is too hard too see against the background and tiles), it would be by far my favorite mahjong solitaire.

But with the absurdly short time limits, most levels are basically unwinnable unless you're a robot.
Publicado a 12 de Maio de 2020.
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Ainda ninguém achou esta análise útil
3.2 hrs em registo
The music makes me hungry for DiBella subs.
Publicado a 10 de Maio de 2020.
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Ainda ninguém achou esta análise útil
0.7 hrs em registo
Cute little game. Cute anime girls. Very cute dancing. Needs VR!

Granted, the production values are amateurish, but that's entirely acceptable at this price point ($1).

A few very MINOR nitpicks I'd love to see addressed in an update:
- Wish I could get closer to the gals during the Free Mode.
- Wish I could use the water instead of milk on the first two levels during Free Mode.
- In the last level (ie, #7), it's extremely difficult to see which parts of the shirt have/haven't been soaked. This makes the level difficult in what doesn't feel like a particularly fair way.
- First time I played level 4, within the first few seconds I somehow managed to get stuck on something and spent the whole level mistakenly believing I wasn't supposed to be able to move around or get anywhere close to the stage. I failed. I think a big part of the problem was that everything outside the spotlight(s) (such as the random customers standing around and the side walls of the stage) are SOOO dark and low-contrast, and sooo barely visible that it's difficult to even know they're there at all. Luckily, I've been able to avoid this problem ever since.

I'd absolutely love a greatly enhanced. expanded, improved, much more fleshed-out sequel with higher production values!! (And VR!)
Publicado a 7 de Maio de 2020. Última alteração: 7 de Maio de 2020.
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Ainda ninguém achou esta análise útil
0.8 hrs em registo
Holy f*****g hell this game is intense!!!
Publicado a 5 de Maio de 2020.
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1 pessoa achou esta análise útil
0.2 hrs em registo
If you like 80's sh'mups , especially the cartoony ones or the single-screen ones, you'll like this game.

At a glance, it may look like a basic klik-n-play, game-maker kind of game, but the gameplay is actually very solid. And despite being short and simple, the levels are impressively well-made and fun to play.
Publicado a 4 de Maio de 2020.
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Ainda ninguém achou esta análise útil
3.6 hrs em registo
Generation Zero is ALMOST fantastic, but ultimately ruined by a flawed interplay of otherwise perfectly reasonable gameplay elements.

I want to like this game so badly. It’s gorgeous-looking, huge, 80’s-based, and it features a post-apocalyptic setting involving lush forests instead of desert wastelands and NONE of the vastly overplayed zombie-infection cliche. Feeling a genuine sense of apprehension at the possibility more fully-mechanized beasts could be at any turn just up ahead, being spotted, and finally taking down the huge mobile pile of pure unthinking heavy-duty metallic rage – it’s an experience built to be incredibly visceral, and also felt completely, utterly fresh compared nearly any other shooter I’ve played in a long time. Even the behavior of the enemies is much more like the skinless Terminator-prototypes they resemble than they do the typical human-like AI opponents from...nearly any other game. As if that weren’t fantastic enough, this thing is ALL gameplay, with none of the cutscene/dialog/NPC filler that absolutely plagues most other AAA titles today.

Sure, I noticed a few of the issues other people complained about, but initially, they simply felt like, at worst, nothing more than minor annoyances. So for the first couple hours or so I was thrilled with this game. Unfortunately, that’s when things started to unravel…

The game features a number of gameplay mechanics. Many of these are already tried-and-true, proven to work well in the right games. Others may be less established, but still don’t *necessarily* have to be problematic. The real problems here arise from the precise combination of mechanics this game uses:

- Limited ammo/supplies. A staple of the survival-horror genre (ex, Resident Evil), and also (sometimes) used successfully in other games.

- Stealth. Both a genre in and of itself, and also a very common element in many other games (like Zelda, or many puzzle-platformers).

- Persistent world where nothing resets when you die. Dying simply means you respawn, while the rest of the world continues on as it was at your demise. This has long been standard in many co-op games, even as far back as early multiplayer Arcade games. Although it’s less common when playing single-player, it has been used to very good effect there, as well. (Doom 3’s co-op mode which used this mechanism, was widely considered superior to its single-player mode even when only playing with one player. Granted, that was mainly due to other reasons, but even still, the persistent world upon death did not detract from players preferring the one-person co-op experience over the single-player campaign.)

- Respawning enemies. This has existed since the dawn of videogames. Not all games use it, but there are countless examples where it’s not problematic, and (depending on the game) possibly even preferred.

So, limited supplies, stealth, persistent world, and respawning enemies. Nothing obviously bad here. So far so good… But then we hit this one:

- Respawn points are far apart.

Ok, granted, that’s not a gameplay mechanic that’s normally a “plus” for many games...or for any, really. And it’s certainly one of the biggest common complaints about this game. But here’s the thing: Lynch me if you will, but I actually don’t think this necessarily HAD to end up being problem. And here’s why:

The first couple hours or so I played this game, I was very well aware how far apart the respawn points were. At first, I regarded that as a very minor annoyance. But I became completely ok with it as soon as I realized one thing: AFAICT, there is NO other penalty whatsoever to getting killed in this game! You get killed...all you do is get teleported away. All your progress remains. Because of the persistent world, nothing is lost and nothing is reset. That would have completely eliminated all the deliriously fun tension and apprehension I had been feeling towards facing the...let’s face it...they’re basically early-model Terminators, while armed with little more than a pistol, a shotgun I’d run out of ammo for, and a scant supply of weak-strength bandages. Rendering that tension meaningless by having no death penalty at all would’ve sucked all the fun right out of the game. In that light, I felt the additional retracing of my steps to be perfectly fair: It’s the ONE and ONLY price I pay for MY failure! I’m ok with that. Heck, I even get my choice of warp points!

So I was perfectly content with the long respawn distances. Until it happened…enemies were back again in an area I’d already cleared. And then again later in another area. And again, but this time directly along the SAME pathway I’d currently been repeatedly respawning/retreading. Sh*t!

In one fell swoop, ALL of the careful stealth and resource management I’d been doing were rendered completely meaningless, because the progress I’d made from doing so (getting those robots out of the way) had been erased!!

What’s more, because of the (otherwise) persistent world, all the hard to come by supplies and ammo I’d used up eliminating those now-resurrected enemies were still...used up!

This is the exact point where the game went from being challenging and fun, to being frustrating and tedious.

The problem was never any one single part of the game. The problem is the combination of all of them. Removal of ANY of them (not just one specific one) would go a long way towards re-balancing the metagame quite nicely:

- If ammo/supplies weren’t so limited, then it wouldn’t be such an unfairly huge cost when the enemies you’d already dispatched using...NOT scarce supplies...became resurrected. You’d be able to re-supply first to ensure you went into the fight this time with at least the same means as before, or even more supplies this time to make retreading the same ground less of a tedious ordeal. It would also help you avoid the need to use stealth when you no longer felt like bothering.

- If it didn’t rely on a stealth mechanic, then re-battling the same enemies wouldn’t...take...sooo...tediously...long. And there wouldn’t be the frustration that your careful stealthy approach the first time has become rendered all-for-naught (and with fewer supplies this time around, for your trouble), when they respawn.

- If the world wasn’t persistent, dying would just mean you’d get a fresh no-cost do-over, as is common in more traditional games (although that could be problematic for co-op mode).

- If the enemies didn’t respawn, then your progress would never slide quite so far backwards (unless you’d been outright wasting supplies), and you’d be able to strategically choose between "Do I want to use some of my very precious items and risk giving them up for nothing, or do I want to simply try to make whatever low-cost progress I can before letting myself get killed and respawn?"

- If respawn points weren’t so very far away, you’d be better able to "punch through" without it being such a tedious redo that reduces your inventory even further, and with less chance of re-encounters with respawned enemies.

Since eliminating ANY of those would greatly help re-balance the gameplay, the problem was never any specific element. The problem is the combination of all, and how they all interact with each other.

Additionally, there are several other smaller issues, as well. Ones that would otherwise have at least been tolerable, but when taken in addition to the troubles above, these only serve to compound the frustration. I’d list them here, but I seem to have run out of room for this review…

It would be easy to write this off as a bad game at this point. But there is SOOO much to love about this game, that every part of me desperately WANTS to like it. And I am sincerely hoping these issues will eventually get sorted out, so I can enjoy the game properly. But unfortunately, at least for now, even with the Anniversary Update, Generation Zero still just keeps getting in its own way.
Publicado a 3 de Maio de 2020. Última alteração: 3 de Maio de 2020.
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Ainda ninguém achou esta análise útil
1 pessoa achou esta análise engraçada
4.3 hrs em registo (3.5 horas no momento da análise)
Best (non-peripheral) golf game ever made.

Only a few small downsides:

1. There can be quite a lot of texture/geometry popping, I do really wish what could've been sorted out. This isn't the '90s.

2. It would've been really nice to have the option of alternative controllers: Like one of those super-fancy golf-simulation setups I'd probably never be able to afford. Or the more affordable motion tracking peripheral from Real World Golf on the first XBox (the game looked awful, but the controls made it the best golf game on the system). Or even support for a Wiimote (Heck, I loved Wii Sports Golf, it just lacked content and was more arcadey/cartooney than simulation).

3. What happened to "The Golf Club 2"'s brilliant "asynchronous competitor" system, or even just saving your game mid-course??? I miss those. Or are they just hard to find here?

But aside from those minor nitpicks, this is exactly what I've always wanted in a golf game and then some. Nearly everything about it is fantastic:

+ "Analog stick to swing" controls! None of that god awful button-press-timing minigame that most other "golf (but not really)" games use. That terrible 2-or-3-click timing-game system which has absolutely no relation whatsoever to swinging a club or...y'know...playing golf. Those are more rhythm-game than golf. Granted, I do like rhythm games. Heck, I REALLLY LOOOVE rhythm games, they rock my world, they're digital crack, and I want to have their babies. But when I want to play golf, I want to play GOLF, not "Rock Band: Golf Course Edition".

+ The announcer is fantastic. More variety wouldn't hurt, but he's my friend. He's ma' buddy, and it'd be hard to go back to any golf game he's not in.

+ It tries to simulate PLAYING GOLF, instead of trying to simulate watching ESPN like many of the EA Tiger Woods and XBox Links games did.

+ After I swing, IT SHOWS ME WHAT THE BALL IS DOING (!) instead of making me watch Tiger Woods stare into the distance.

+ It has actual difficulty. You can't master this game the second time you play it. Where would be the fun in that?

+ Lots of official courses.

+ Even tools to build and share your own courses, if you have more creativity and patience than I do!
Publicado a 20 de Abril de 2020. Última alteração: 20 de Abril de 2020.
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A apresentar 21-30 de 52 entradas