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1명이 이 평가가 유용하다고 함
기록상 7.7시간 (평가 당시 7.0시간)
Good game, but the login servers are liquid ass, so I can't even launch it properly 75% of the time.

I´ve tried to sign into the game 4 times in a row now, and the game freezes on me each time.

Gave it 10 minutes on the last attempt: nothing.

Bro, how?

EDIT: Nah, I'm done. The game straight up crashed during an event. This ♥♥♥♥ is unplayable.
2024년 5월 4일에 게시되었습니다. 2024년 5월 4일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
1명이 이 평가가 유용하다고 함
기록상 2.6시간
I can't get myself to keep playing this.

- Boring.
- Repetitive.
- Combat is clunky.
- Animations are trash.
- There's too many effects on the screen.
- The music often sounds like it's a 10 second audio clip on a loop.
- You fight the same mobs over and over and over again, and the only difference is that some spaces are a little tighter than others.
- The difficult is highly artificial, with some mobs having the ability to one shot you (even after I put points into health).
- The stamina bar depletes far too quickly early game, which negates any fast pased combat that I was expecting from this game. I truly feel like some great samurai warrior when I have to run like a scared cat every time my stamina is depleted.
- Everything about this game seems to want to keep you from progressing, I.e. falling through rooftops to force you to run the same lap over again, and confusing map design. Even the dungeon in the begin of the game just had a really strange layout, and not in a good way.
- Some mobs are placed immediately around a corner and instantly hit you in a split second, depleting half your HP pool for nothing.

I'm already too bored with the game to continue. It lacks soul in an odd way... It feels like it should have it, but it doesn't.

I just noticed I have a little over 2 hours on Nioh. Holy cow. It felt like at least 40 hours of pure boredom.
2018년 11월 28일에 게시되었습니다. 2018년 11월 28일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
51명이 이 평가가 유용하다고 함
7명이 이 평가가 재미있다고 함
기록상 1.4시간
Horrible, Horrible, Horrible, Horrible game.

I am only 82 minutes in, but I simply cannot handle playing it anymore -- despite my love for horror.

Here's what's wrong with it...

The game goofs at the very beginning.
The game starts off by forcing you to collect hearts. The UI suggests that you need to find 3 hearts in order to continue, but you only need 2. So, I've spent the majority of those 82 minutes searching for a third heart that I did not even need to collect, because it was already on the altar you have to bring the other 2 to. The only thing that had to be done is change the UI so that it indicates that you need 2 hearts, not 3.

Besides, we have just reached hell, and you immediately force the player to fetch some items laying around, instead of focusing on atmosphere and gruesomeness? What a joke.

The stealth aspects ruin this game entirely.
I would not be anywhere near as mad at this game if it was not for the completely broken stealth. At times, enemies spot you even when you are crouching and holding your breath behind them. Other times, you can run past them and they will not even glance at you. It seems every time I enter a hallway, there is a monster walking up to me -- forcing me to slowly crawl back to where I came from. This game stops any type of progress dead in its tracks, which brings me to my next criticism.

''Where the Hell am I even supposed to go?''
Navigating these maps is actual agony. The maps are structured in such a way that has you running in circles all the time. it is like this game does not want me to reach the next section, because of how abhorrent and uninspiring the rest of the game must be. The way forward in the game seems to always be hidden in some corner. When I do finally think I am headed the right way, it just turns out to be a dead-end with some painting at the end that I can inspect.

Whoop-dee-doo...

The graphics...
Agony somehow manages to make the Unreal Engine look horrendous. Many areas have this awkward wet plastic-like layer over all the walls and clutter, which looks more weird than anywhere near creepy. Even on Ultra settings, the textures look stretched out. At least the lighting looks nice... naturally, for a game that revolves so heavily around torches.

Platforming should not even have been attempted in this game
Some notes and collectables can only be reached by jumping your way unto the platform they are located at. I spotted one, prepared for the jump, ran, jumped, and I would have made it if it was not for me bouncing off the wall next to me like some rubber ball -- straight into the abyss. But, hey, at least it spawns you at your latest checkpoint. Only... it does not. It typically spawns me at some checkpoint at the start of the map, so that I have to traverse through the damn thing again.


The Trailer looked so promising.... What a shame.
2018년 9월 6일에 게시되었습니다. 2018년 9월 6일에 마지막으로 수정했습니다.
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아직 아무도 이 평가가 유용하다고 하지 않음
기록상 313.2시간 (평가 당시 116.7시간)
앞서 해보기 평가
I recommend this game for the sole reason that it is Quake, and I can see that it has the potential to be a great game. Unfortunately, it isn't yet. Here's why -- in my opinion of course:

________GAMEMODES________
There is something inherently wrong with each of the main gamemodes, apart from Duels, which seriously hinders the amount of fun you will have in them.

DEATHMATCH
Good ol' deathmatch somehow managed to instate unwelcome chaos in Quake Champions. This is due to the fact that eight people on a single map is too many. It works fine for previous Quake instalments, but with unique champions and their designated abilities; deathmatch feels like a sloppy mess. I have found that matches were a lot more enjoyable and skill-based with around 4-5 players on a map at a time. Currently, deathmatch boils down to players running to the closest weapon to their spawn point to desperately try and pick up a couple kills with it. This has nothing to do with skill, and everything to do with randomness.

TEAM DEATHMATCH
The format for QC's team deathmatch works excellently in theory, but not in practise. Teams are often awfully balanced, leading new players to receive a salty welcome.

INSTAGIB
Instagib is, largely, a fun gamemode that should not be taken too seriously. That does not mean that it cannot have flaws that negate any fun you would otherwise have with this gamemode. The main problem with instagib are the abilities -- They have no place in this gamemode, and greatly distort the balance.

________MISCELLANEOUS________
These are additional remarks I wish to make surrounding Quake Champions.

FREE TO PLAY MODEL
In my opinion, QC should have never gone free to play. Not only are hackers able to quickly regain access to the game, but a F2P model encourages emotional disconnection from the game. This entails that there is a continuous surge of new players that check out the game, only to get bored or annoyed in the middle of the match, and leave. Because of such behaviour, the match is essentially ruined for the remaining players.

In one week I experienced so many people quitting mid-game that I was considering leaving QC on the shelf until the situation would have calmed down.

LAZY CHAMPION MAINTENANCE
The latest champion, Death Knight, was added to the game on the 2nd of August 2018, if I am not mistaken. It was immediately obvious that the champion's ability was unmatched by any other champion, with the capability to deal an instant 150 damage by simply pressing F twice, followed up by 5x10 fire damage.

If you were to tell Quake III players back in the day that you would be able to deal 150 damage by tapping F twice in the future, they would probably laugh their bums off.

Despite Death Knight clearly being overpowered, Bestheda takes far too long to fix him, and by the time that changes are made to him, a new champion will come out as well... Needless to say, I am getting a little nervous as to how she will turn out.

________CONCLUSION________
QC has ample opportunity to be a great game, but its current flaws are seriously holding it down. Despite this, and because it is free to play, you have to give this game a fair shot if you are a fan of arena shooters, and Quake.

However, this game, unfortunately, creeps far too close to Overwatch's format, and steers too far from what made Quake such a damn good arena shooter back in the day. It simply lacks the simplicity and balance that previous instalments had, which makes me doubtful as to whether I will be able to stick with QC in the long run.
2018년 1월 4일에 게시되었습니다. 2018년 9월 1일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
아직 아무도 이 평가가 유용하다고 하지 않음
기록상 120.2시간 (평가 당시 35.1시간)
It is good, but let me share my main concerns -- knowing fully well I will face a lot of disagreement from the DS-Community.

I understand that the game has to be hard, but is the following really necessary?

[Note: These are my initial impressions, as you can see that my play-time is severely limited. I feel like first impressions of someone relatively unknown to the Dark Souls series still hold value to some extent.]

1. When enemies attack you and you try to dodge by walking to their side, they magically float across the ground, doing a 90 degrees spin, and hit you.
2. I hate spamming Dodge in games, and this game forces you to. Hated it in Witcher 3, hate it Dark Souls 3.
3. Everything about this game feels spammy, apart from the ambience. For example, bosses spam attacks, giving you VERY little breathing room, and with a low stamina pool; boss fights just feel hopeless -- more so than they are supposed to feel.
4. I like repetition and having to fight for my achievements, but as someone whose first DS experience is with DSIII, the game makes to big a jump in difficulty in the beginning. It starts off really easy, but then immediately becomes a very repetitive and frustrating experience. This, along with previously mentioned points, leave a very sour first impression, which is a shame because I LOVE the atmosphere and idea of a genuinly challenging game. There is, however, a difference between challenging and unfairness.
5. It feels like autistic savants would love this game. It is clear that the majority of your progress is based on stupidly memorizing what is going to happen, which deminishes any notion to have to apply actual strategy. 'Well, at least I know how this particular section works for the next run, hurr hurr.' Lame. Lame. Lame.
6. Where is the story in the beginning? There is next to nothing of it after the initial cutscene -- it just jumps straight to what Dark Souls is known for; extreme difficulty. Damn, and I mean, DAMN shame.
7. To return to the topic of boss fights; what the hell is even going on? I am usually standing underneath a boss dodging and attacking, but there is no sense to be made out of their clunky animations and creative-but-confusing models. I know this is something that will improve as I progress, but it seems a boss might as well have an animation where they're eating ice-cream and I will randomly get hit in the face for half my HP.

I am excited about this game beyond belief, but the 'This game is hard and will make you rage'-tag is such a shame, as, again, it has great ambience, and probably a great story later on.
2017년 6월 24일에 게시되었습니다.
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3명이 이 평가가 유용하다고 함
기록상 1.1시간
Now, this is a neat game. However, that does not mean it did not come with its share of annoyances.
NOTE: This is not a full review. So, before you pull your panties up to your chin and blow steam in my face; This is simply me quickly noting how I feel about the game with the time I have played. Which, mind you, is not an awful lot. Despite that, I feel like a game's finest moments should be in the beginning and end. Of which the end I have not yet experienced.

Pros:
1) Atmospheric: Semi-unique, unlike most lackluster 'horror' games out there. For some reason every single horror game developer seems to think that making the game as grim as America's future would suffice in creating atmosphere ... it is not. It's nice to see that there are still developers out there that are willing to stand out in a market dominated by mediocrity.
2) Interesting Monsters (Grandchildren): They look and sound funny, yet eerie, which does suit the sinister tone that the game sets from the start. Too bad there's so b@stardly many of them, which removes the tension when coming across one.
3) Performance: Who cares. Is alright. I can appreciate Style over Insane Graphics.
4) Next to no jumpscares. The game was advertised as a horror game completely without jumpscares, which is unfortunately not entirely true. I suppose it depends on how you interpret the term 'jumpscare.' It is certainly nice to not have developers throw cheap jumpscare after jumpscare in your face, like we are used to with Until Dawn, Layers of Fear, Outlast, and all those other horrendous wannabe horror games.

Cons:
1) Story sets off oddly vague. I'm not sure if there is supposed to be a story line here ... if so I completely missed it, despite reading pretty much every single one of the notes.
2) Press a couple of buttons on walls, die, repeat. There's 'puzzles' which consist of you running around, pressing buttons on walls, whilst avoiding the absolutely ♥♥♥♥♥♥♥♥♥♥♥♥ around you. The Grandchildren spawn rate is a bit rediculous. It does not take long for them to swarm most of the map. Not to mention floors disappearing, leaving you falling into Oblivion and dying, and ceiling dropping on your head, killing you instantly. ''Try Harder Next Time.'' .... Try Polishing Your Game Next Time. It's just insulting.
3) Missed opportunity after the beginning section. Instead of being the trippy, mind♥♥♥♥y horror game that it is advertised to be, you will mostly find yourself running around the map not knowing what you're doing or where you should be looking for objectives. The entire pace of the game is dimished VERY quickly, and not in a good way. I'm hoping this will improve towards the end.
2016년 4월 5일에 게시되었습니다. 2016년 4월 5일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
아직 아무도 이 평가가 유용하다고 하지 않음
기록상 6.8시간 (평가 당시 5.4시간)
Good game until you get to the swamp. From there on out this game is even worse than 2033.
2015년 8월 3일에 게시되었습니다.
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2명이 이 평가가 유용하다고 함
기록상 3.9시간 (평가 당시 1.5시간)
Interface makes 0 sense. Get 2015 over this, please, for the love of god.
2015년 8월 3일에 게시되었습니다.
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1-8/8개 항목을 표시 중