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yeanfi の最近のレビュー

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このレビューが参考になったと投票した人はまだいません
総プレイ時間:296.8時間 (レビュー投稿時点:193.2時間)
Расслабляющая и спокойная для души игра<3
投稿日 2020年11月28日.
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このレビューが参考になったと投票した人はまだいません
総プレイ時間:44.0時間 (レビュー投稿時点:44.0時間)
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Good
投稿日 2019年11月29日.
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1 人がこのレビューが参考になったと投票しました
総プレイ時間:51.2時間 (レビュー投稿時点:47.2時間)
ооо
投稿日 2019年7月2日.
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1 人がこのレビューが参考になったと投票しました
1人がこのレビューが面白いと投票しました
総プレイ時間:51.5時間 (レビュー投稿時点:46.1時間)
Japanese dark souls where reaction is required, and of course the ability to handle the controller
投稿日 2018年11月22日.
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1 人がこのレビューが参考になったと投票しました
総プレイ時間:3,001.4時間 (レビュー投稿時点:2,985.5時間)
?да)
投稿日 2017年11月22日. 最終更新日 10月25日
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1 人がこのレビューが参考になったと投票しました
総プレイ時間:320.0時間 (レビュー投稿時点:318.4時間)
Update killed the game, I everything.
投稿日 2017年6月16日. 最終更新日 2019年4月28日
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4 人がこのレビューが参考になったと投票しました
総プレイ時間:19.0時間 (レビュー投稿時点:18.3時間)
BioShock Infinite - a phenomenon by the standards of shooters not ordinary. At ten - fifteen hours of playing time, an incredible number of events have been packed, and I really want to tell you about all, but you are afraid to spoil the first impression. Unlike the original BioShock, the plot of which was almost completely built on deception of the player, the morality system itself is deceptive here. Even after the passage it will not be possible to call the characters kind or evil - the motives of actions and their consequences are weaved into such a tight tangle that it will have to be unwound several passes and many hours of heated discussions at the forums. Perhaps, in the spirit of the game is most like a series of books about GeraltAnzhey Sapkowski - only here the dilemmas are not withdrawn so frankly, and the evil that grasps you by the collar Evil does not hiss in your ear: "Choose!" Previously in BioShock it was always clear, well you act or not highly. In Infinite it is generally difficult to notice the moment when you make a choice - and it's not clear to the end whether you do it at all.

The game begins simply - Booker DeWitt, our alter ego, is taken to a lighthouse on a boat. The hero still does not realize how exactly this lighthouse will allow him to get to Colombia, a flying city. He does not yet know exactly how and from whom Elizabeth's girl will be rescued and why she should be rescued at all. Any detail in BioShock Infinite is important - that's even this trip on the boat. And the dialogues in it are by no means accidental. Even the fact that the gateway to Colombia serves as a lighthouse - remember how the player got into Delight? - is also not accidental. The hero's acceptance of baptism before entering the city is not accidental. Meeting with a couple, throwing a coin - is not accidental. In Infinite in general there is nothing random. That's why it's impossible to avoid a second passage - to understand everything, you need to know the ending.

First, you write off all the oddities of the world around to the sense of humor of the developers, but then, during the next plot twist, everything turns upside down, and the humor does not seem so ridiculous, and then - not with humor at all. "This very prophet who looks at us from pictures, posters and stained-glass windows," says the game, "is the main antagonist." The leader of Colombia does not like our invasion and attempts to save the girl? "He holds his throne, we swim, we know," the player thinks. Infinite deftly plays on stereotypes, for the time being hiding their depth behind them.

Having acquainted us with the disposition, the game smoothly proceeds to the process of formulating questions. Why was Elizabeth locked in the "tower"? Who are her parents? Why and when did she lose her little finger? What kind of Anna, in which DeWitt asks for forgiveness in delirium? Why is it so easy for him to kill people? Sometimes, interspersed with questions, the game throws up the answers, but one must be morally ready for the fact that some of them will turn out to be a snag, and eventually the harmonious picture of the world of Infinite will change beyond recognition.

A separate victory for the writers is a grand finale. After a difficult last battle, when you expect to see a short final video with a hint of a sequel, the developers are laying out their main trump card - we have been driving for another twenty minutes to different places and, like Morpheus of the "Matrix", everything is reported directly to what was hinted before. When the titles start to flash on the screen, the player stays with a popping head and a jaw that is dislocated from surprise. The ending is so staged that we will not be surprised at the whole tree of imitators.
投稿日 2016年12月3日. 最終更新日 2017年8月27日
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1 人がこのレビューが参考になったと投票しました
総プレイ時間:3,338.8時間 (レビュー投稿時点:1,746.1時間)
CS:GOレビュー
•°•
投稿日 2016年11月28日. 最終更新日 2017年11月21日
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