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Generally I can recommend Elden Ring to anyone who likes this type of game, if you can manage and deal with the expectation to die and retry a lot.

As many people here I enjoyed the game quite much. What I feel like was a let down however was the technical side of things, since I believe even when everybody praises this game, that part of the game is rather eh and leaves a lot to be desired and I am surprised it wasn't highlighted further in reviews. My enjoyment dealing with it was noticably hindered.

What is certainly something to get used to is the delay between pretty much all actions, when you're used to Remnant's instant actions. Sprinting, jumping, rolling, you name it. Not that this is a bit thing of course.

Mounted combat is a bit janky however. Directly tried it out on the Tree Sentinel and I quickly noticed the hitboxes at times were off. Being like multiple metres high above from jumping off a cliff with a double jump, yet his completely ground targeted attack hits and knocks you off the horse... yeah.

In general I noticed hitboxes were off for certain encounters, both me and enemy a like. At times your hits simply won't connect even if you see your weapon piercing through the body. Not sure about other players experiences but the main boss fight in Stormveil Castle was completely broken for me. I could hit most attacks just fine... the boss however, unless he did his second phase attacks, barely any one of his connected, although they were clearly hitting me.
Fight turned out to be incredibly easy.
Enemies also have the tendency to hit you behind walls, since of course their weapons clip through.

Generally if you want an easy time for most boss fights, just get the Greatshield Soldier Ashes. It's almost cheesing at this point, as they barely take damage, can stagger enemies quite frequently and attract enemy aggression almost everytime.
For dragons and such take Latenna. The only two fights that turned out to be tough for my build were Malenia (who would've thought) and the final boss. Malenia regains health for every hit, so you bet she almost completely healed after doing two swipes into my soldiers.

Ancestral Followers in Siofra are also odd. While almost all of their attacks are fine, one animation in particular is incredibly cheap, as they start a string of attacks and you can clearly see the reach is way too high, since they glide unusually fast through the terrain.

The auto targetting system is also sometimes working completely against you. This mostly happens against big units like the giants or the optional boss in Siofra. I played with a spear, so fairly long range on melee attacks, yet the targeting often causes strikes to miss, so your best bet against them is not using it.
And fighting against fliers like bats or hawks in melee? Prepare for a bad time.

Fighting some big monsters like giants or dragons is really cool at first. When the novelty wears off however, they feel really awkward, because it literally boils down to fighting against feet, which isn't super exciting. Not to mention the worms in catacombs that glitch into walls so often, which looks just bad.

During the release, performance was quite bad, often having to deal with microstutters and short freezes. This certainly made the game difficult to enjoy. Doesn't help that the game refuses to save certain settings. During start up I always have to go to the options and turn off Antialiasing, because it will always auto default to High and this is a bug FromSoftware apparently didn't bother to fix for over half a year/6 patches now.

What I think is inexcusable for a game in 2022 is having the game locked at 60 FPS. Yes it's playable... but why?
"It has always been like this in FromSoftware games." Ok? Are we really accepting this mediocrity in this day and age, when people are literally owning 144, 240 or even 360Hz monitors and the option to change graphical fidelity at will? Why do I have to manually mod this cap out? If the engine goes ♥♥♥♥♥♥♥ beyond 60 FPS, like vanilla Skyrim, then it is simply bad technical design.

And why is the UI navigation so tedious? Why can't I simply scroll through the map with the mouse and have to WASDA everything? Why can't I simply click on the graces I want to go to? Why do some menues work with ESC and in others I have to navigate with Q and E?

Online with other players is hit or miss. If they're close to you, it's fine. But when the host has a high ping due to living across the globe, it just turns into a lagfest. In multiplayer some bosses don't even deal damage anymore with certain attacks and hit detection of enemies against you just completely ♥♥♥♥♥ the bed - you sometimes becoming invincible.

What I thought was completely off at times was the balancing of flask charge recovery. In dungeons you don't get any from mobs, that's fine. But when traversing through the open world in some areas you're lucky to get a single charge after slaying like 20 mobs and in others like Siofra, killing two fairly easy Ancestral Followers immediately reward you with one or two charges. What's the idea behind this. In my opinion it would've have fared better if it was a Flask system similar to Path of Exile, were every mob grants charges and your flask uses up a certain amount each time.

Most creatures in this game are incredibly well designed. The Oracle Envoy with their horns are my favourite, incredibly silly. However the worst designed enemy in the entire game by a longshot has to be the Revenant. They aren't common; you'll encounter your first one in Liurnia at some ruins. But it's just retarded attack spams with pretty much no downtime.
Literally just a "random ♥♥♥♥♥♥♥♥ go" meme. They charge nonstop without downtime and spam like 15 attacks at once at you, sometimes literally killing you in one attack cycle. This isn't hard, this is just ♥♥♥♥♥♥♥♥. Especially when pretty much all other enemies in the game were pressing left click constantly with my Commander's Standard.

Additionally, what's the point of having a bunch of status effects, when some of them literally behave the same? PvP? Yeah lore and such, but it doesn't really add anything, when Poison and Scarlet Rot behave the same functionally, as do Bleed and Madness almost.

Also rune distribution is unbalanced. For like 3 whole areas most mobs grant like 100 - 150 runes. Some like the giant bears reward you with more runes understandably. The reward against such is oftentimes not worth the effort, since they're literal sponges. And suddenly some sub areas give you like 500 per mob or even 1000.

Or you simply rush to Mohgs palace area, which has the easiest farming spot in the entire game. With proper equipment you can farm 35k runes in 15 seconds. I don't know what the idea behind such farmspots was, when only few of them retaliate.

What the devs really cheaped out on were the endings. Most of them are literally OG Mass Effect 3 endings. Ohh this happened in red/yellow/gray/whatever. Others were more elaborate, but still quite disappointing.


But well, who really cares... Pope Tortoise is the best NPC in the entire game.
Publicada em 25 de agosto de 2022. Última edição em 25 de agosto de 2022.
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Spamming G was never more entertaining with endless running around and doing hundreds of "kill 3 mobs" quests that reward nothing by themselves but 2 XP.
Publicada em 6 de março de 2022.
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EDIT: As of 14th of October, the game is now officially dead, being run on "long term operational state", which basically means life support. Expect absolutely no content update now.

Tl;dr of this review: Don't bother playing it, as it essentially runs on life support and the devs patched the game away from the community, no new things added for several seasons apart from the battle pass.

It's actually a shame what happened to this game over the course of time.
Played the game basically since Season 1 launched and when the snow map, Mt. Dione, was about to be replaced by the summer map Europa.

Initially the game was perceived as an arcade style alternative to PUBG with more streamlined features and less clunkyness, which, during the early life cycle managed to capture really well. Movement was and still is satisfying and the gadget only add to that, looks decent enough and the models and effects are still quite popping. Shooting back then was good and the mechanic were easy to grasp and engaging.

Another point this game did right almost flawlessly from the beginning: All weapons that can be picked up have their purpose and can be useful during all stages of the game. I can not stress this enough. Sure you have weapons from air drops that are stronger but when I see a game like PUBG or even Apex Legends, where the devs deliberately add weapons that are ♥♥♥♥♥♥♥ just so "there are good weapons" for multiple seasons until you add attachments to give them their purpose, why even have them in the game in the first place, when it does nothing but clutter the loot pool and get in the way of the player experience. This is something Ring of Elysium did right - right from the beginning, until they messed it up with their unnecessary rework.

Map changed then to Europa, much to the dismay of a lot of players (and basically going away from their initial advertising as a snowy/winter type like Battle Royale). Some, as well as I, didn't care that much. And everybody with enough brain capacity knows that both maps have their fair share of issues.
Nevertheless, their game fared quite well up until I'd say Season 5, where it was noticable that something was quite... off.
People started turning their backs, rightfully so.

Practically every season added new features or rather gimmicks and even before it was quite apparent that the things they added or changed were either not fully thought through or made no sense at all from a balancing perspective.
Vehicles that can be modded sounds cool on paper, but is essentially useless, when you don't even need them 95% of the time to traverse map and most vehicles have absolutely useless gadgets.
Underwater combat that feels ok at first, then gets completed cucked on next patch and then no reason to take it ever again.
Adding High Tier Loot Zones at the start, which only causes the match to die out within literally 3 minutes.
Adding absolutely overpowered weapons to the air drops, so that there is now a two class system WITHIN air drops.
Now you can either get a sniper rifle with very limited ammunition that is not capable of killing a player with level 3 gear in a single headshot, or you can get a sniper rifle that has better stats in every single department, can one shot players with level 3 gear in the head and level 1 in the chest and has almost unlimited ammo because it uses ammo from ground loot.

The latest map they added, Vera, is probably the worst map ever for a Battle Royale. Map is smaller so it is potentially faster, but the zones change just as slowly, there is massive visual clutter so you can't see anybody, there are so many hills and bumps and the motorbike they added can't even be properly used there, since you can't drive straight for 2 seconds without bumping or having to "attempt" steering with this useless traversal gadget.

At that point everybody realized the devs themselves have no clear vision for the game, blatantly copied from other competitors with no idea how it would benefit the game and started to change things nobody ever asked for and essentially put this game in stasis.
The new map is garbage.
They changed gun play with recoil patterns, severly reduced damage range for all weapons (even snipers, shotguns are absolutely useless now), when the gun play was good and completely fine.
Put in considerable work to put in respawn beacons (Hello Apex Legends), only to delete them after literally one week forever.
Added wind tunnels, which turned gliders into useless gadgets.
Underwater gadget is obsolete, medgun is useless, several weapons are either underpowered or useless.

There are of course things in recent times they did somewhat right, but then again, these came either way too late or are again not thought through. Map voting is nice, but came pretty much 7 seasons too late and the game now constantly switching Dione and Europa because Vera is so utter garbage, unless the devs artificially bump in 30k votes into Vera.
Team Deathmatch was a cool addition, but the layout and the loadouts are pretty imbalanced.

I am someone who takes a close look about how games feel to play online, namely netcode. It's no secret, that Warzone's netcode is garbage. PUBG took ages to get it even remotely right. Apex Legends' netcode is also horrendous, especially for such a fast paced shooter. It's interesting to see that Ring of Elysium did it alright in normal Player versus Player gunfights. Even with a higher ping, it doesn't feel unfair for either player. Unfortunately it falls apart the moment vehicles are involved. They are so out of sync at times, you get run over when they aren't even remotely close to you.

I'd argue, in the present day, only two people work on this game right now. One artist to fill up the Adventurer's Pass (which has been severely lacking with satisfying content ever since but provides you with retarded amounts of currency to buy the next one, if you didn't manage to get it for free for doing tasks for an hour play time) with useless profile pictures, loading screens, forgettable male characters or kawaii/sexist/waifu female characters to make a cheap buck and add unfitting weapon skins.
And one dude that writes the same patch notes every season because nothing changes in this game, does one click to change the map and occassionally starts a new vote.

What they certainly managed to do was choose a fitting name for the map Europa, because nobody outside of Europe plays this game anymore.

But I guess it could be worse.... imagine being called Hi Rez Studios and develop Realm Royale, a Battle Royale that lost 90% of its player base within a single patch. I guess there is that...
Publicada em 30 de julho de 2021. Última edição em 16 de outubro de 2021.
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After playing a fair amount, I managed to complete the game and gather most of the collectibles in the game (a few are hidden so well apparently, I failed to find them even after replaying them multiple times).
As for myself, I have waited quite some time for a game with this kind of theme.
This review stays as spoiler free as possible, telling only things that are either given by trailers already, or necessary to get an overall grip over the story line.


Overview

Get Even is a First Person Shooter with simple stealth mechanics. There is a strong focus on a mysterious, thrilling story line which develops into a more and more emotional trip as you progress further into the game. Although the game states being "psychological horror" and a few situations clearly gave me a little jump, you don't need to prepare yourself for a scary game.


Plot

You are Cole Black, a mercenary hired and dropped off at an abandoned warehouse. You have one task, saving the girl.
As you make your way through the building, you encounter hostile military mercenaries guarding the girl, until you finally make it to the girl. Unfortunately it is to late and the bomb strapped to her explodes.
You survive the explosion, but not without consequences. You have lost nearly all your memories and you wake up at a run-down asylum. There you make contact with a man called Red through TV screens. He straps a device on your head, which should help your treatment, recollecting your memories. You are not alone, since other "patients" with the same device house in this asylum aswell. But it soon turns out, most of them are hostile towards you. During your stay Red hands pictures out, which by focusing on them, help you remembering parts of your memory.
The further you take your treatment the more things start to get... strange. Is everything you encounter real? And if so, are those really your memories? Why is this girl so important and who is Red exactly?


Gameplay

Get Even's locations are divided into multiple levels and they can be put into two categories basically: The asylum and the memory fragments.
While your progress through the levels you will find collectibles called "evidence". They help understanding things around the storyline more, while also delivering codes, if you gather all of them in one level. Traversing through the asylum is slow, but tense; you may discover disturbing things around each corner. Sometimes you have to solve puzzles which revolve around gadgets on your phone.
During your memories, actions are more straightforward, although you can choose to either go loud or go stealth.
Shooting your way through might be easier, but you risk destroying evidence by doing so as hinted by Red.
Between levels you can return to a hub, where you can replay previously completed maps and gather evidence you might have missed.

The shooting mechanic feels good. Don't expect it to be too fleshed like in let's say Battlefield, but it certainly gets the job done. Not too many weapons, but at least a gun for every genre. Pistols, automatic rifles, a shotgun, a sniper rifles and even silenced guns.

The stealth mechanic is fairly simple. Stay out of the enemies field of view, while they patrol and keep your sound to a minimum. Running will make them notice you quicker, but you can take them out safely with silenced weapons.
You can basically solve all situations without killing anybody, while some encounters in the asylum are inevitable.


Graphics

Graphics don't look bad, effects look good, and details in the building are stunning, but you can clearly see Unreal Engine 3's age. Textures aren't high-res. Although the developers announcement promised photorealistic graphics, textures and background environment weren't included it seems.

Animations are mixed. Many animations are purely functional, while some look good, especially those in first person.
But all in all, nothing too great.

The game's engine is quite old now, so you can expect good framerates, even on older systems most of the time. Changing locations during a level can cause stutter and framedrops though, I guess this comes from unloading unnecessary parts of the level to improve performance.


Sound

Sound design is a highlight for me. Guns sound good and the sounds that accompany the effects fit just fine. The soundtrack is just impressive, it suits perfectly and helps building up the tension during situations with one exception, when some pop culture music comes up during a shootout in a let's say depressive level.

Voice acting was the part that blew me away. The voice actors clearly knew what to do, when speaking their roles, especially in very emotional scenes. You can clearly feel the impact and I even felt bad at the end, just because they sounded so believable. As for Black and Red, it certainly helps character development.


Technical Annoyances

While playing the game a few things bugged me aswell as the game.
Bugs and dev decisions alike worsened the otherwise great experience. It is not uncommon to get stuck into objects like tables. I even got stuck in the first level in a table while scanning evidence. While restarting will fix it, starting from a checkpoint miles away just gets tedious the longer you play. This should be their main priority when patching the game
Once I got stuck into a small room, because the door closed behind me and the other one refused to open, restarting fixed it though.
I even encountered a game breaker at one point, I don't know if it is intentional. At one point you through a small park while wooden mannequins patrol the area. If you do it normal, one will spawn behind you at the door way, blocking the way back in into the building. If you walk backwards though, while looking at the door step constantly, the mannequin won't spawn and all the other ones in the park won't do anything, letting you pass without any fight.
Also the FoV is a bit too small for my taste. It feels too zoomed in and it gets in the way rather than supporting the claustrophobic situation at times.


Summary

I really had a blast playing Get Even and I can recommend the game without doubts.
If you are just in for the shooting and don't care much about everything else, I say stay away.
But you don't want to miss out this hell of an experience.
This is one of my new favourite games and could be one of the best games in 2017, especially when they iron out the bugs.
For 30 Bucks you really can't do anything wrong, compared to most titles that come out for 60.
Publicada em 29 de junho de 2017. Última edição em 16 de julho de 2017.
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It's not about zombies, it's about DOSH!
Publicada em 21 de abril de 2015.
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>Got into the game
>Pressed Q
>Threw rocks

10/10 best rock throwing simulator.
Publicada em 24 de março de 2015.
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"1.0 Released."
The game is dead. Don't expect any further updates. Nothing more than a waste of money.
Publicada em 25 de outubro de 2014.
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"The zombies will be back!"
"The zombies will return!"
"We have been enslaved by the zombies!"
Publicada em 10 de outubro de 2014.
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Exibindo entradas 1–8 de 8