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Nessuno ha ancora trovato utile questa recensione
2.7 ore in totale
TLDR:"The Operator" is a captivating detective and story game with meticulous attention to detail, featuring thoughtful mechanics, excellent voice acting, and an atmospheric soundtrack.
It's a unique and immersive experience perfect for fans of detective stories and puzzles, well worth the full price.

###

"The Operator" offers a captivating and immersive gameplay experience, masterfully capturing a mysterious atmosphere.

It skillfully combines elements of detective and story games, impressing with its attention to detail.
The developers' meticulous care is evident in every aspect, resulting in a seamless and highly enjoyable gaming experience.
Thoughtful game mechanics, a user-friendly interface, top-notch voice acting, and a moody soundtrack draw players deep into the gripping narrative.


The storyline is intriguing, though not particularly long.
Hopefully, future expansions or DLCs will conclude the story, as it currently feels like a cliffhanger, especially if you watch the credits until the end. ;)
The reactive music significantly enhances the game's atmosphere, contributing to the immersive experience.

For fans of detective stories, puzzles, and theories, "The Operator" is a true gem.
You take on the role of an FDI operator, assisting field agents in solving cases.
Along the way, you uncover peculiarities that add an extra layer of excitement.


"The Operator" feels unique and fresh, supported by its step-by-step storytelling approach.


Overall, "The Operator" is definitely worth the full price and is highly recommended for anyone seeking a well-thought-out and gripping game.
Pubblicata in data 22 luglio 2024. Ultima modifica in data 22 luglio 2024.
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13.9 ore in totale (7.3 ore al momento della recensione)
Recensione della versione in accesso anticipato
TL;DR
Manor Lords is a visually stunning city-builder with refreshing mechanics and excellent performance.
While it's an impressive early access title, it could benefit from more content, interconnected regions, and strategic depth.

#-#-#-#-#-


Manor Lords: An Early Access Gem with Room to Grow

# Pros:
- Beautiful graphics and smooth performance
- Unique and refreshing city-building mechanics
- Immersive first-person view
- Solid foundation with huge potential


# Cons:
- Bare-bones features with a few bugs
- Linear town progression limits complexity
- Needs more interconnected regions and militia flexibility
- Requires better resource management information


-- Visuals and Performance --
Manor Lords boasts stunning graphics and remarkable performance. Even with a bustling population and hundreds of buildings, large battles cause no significant slowdowns aside from a brief stutter during saves. While many AAA city builders struggle with framerate issues as cities expand, Manor Lords remains exceptionally smooth.


-- Gameplay and Mechanics --
City-building enthusiasts will appreciate the fresh approach Manor Lords takes to settlement management. The UI makes building straightforward, and the ability to explore settlements in first-person view is a delightful addition, allowing players to marvel at their creations from a new perspective.

That said, the gameplay is currently a bit thin. The linear progression of town upgrades reduces complexity and limits player choice. Starting new cities in other regions feels disconnected, almost like starting a new game. There needs to be more resource and family sharing between regions to create a cohesive, interconnected empire.

Combat-wise, the six-militia unit limit feels too restrictive, especially as enemies amass large mercenary armies early on. This often results in being outnumbered and easily defeated. More flexibility in militia composition and control over artisans' outputs would significantly enhance strategic depth.


-- Bugs and Feedback --
A few bugs are expected in early access, but nothing game-breaking.
Additionally, the resource management UI could be more informative.


# Feedback Suggestions:
- Interconnected Regions: Allow resource and family sharing between cities.
- Militia Flexibility: Increase militia units or adjust enemy strength for balance.
- Artisan Control: Provide better control over resource production.
- Informative UI: Show surplus/usage details for resources.


# Conclusion
Despite its current limitations, Manor Lords is an excellent early access title with a bright future.
The blend of city-building and strategic warfare, combined with immersive visuals and smooth performance, make it an enjoyable experience.
I eagerly anticipate future updates and wish the developer all the best.
Pubblicata in data 6 maggio 2024.
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2.6 ore in totale (2.5 ore al momento della recensione)
TL;DR: "Undead Inc." offers an intriguing concept, but technical issues, frustrating micromanagement, and a poorly executed tutorial severely undermine the experience. With cumbersome staff management, lack of UI feedback, and tedious mechanics, it's best to wait for updates or explore other management games instead. Recommendation: Wait for substantial updates before considering this purchase.

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"Undead Inc." offers a promising management experience in a chaotic post-apocalyptic world teeming with the undead. However, despite an intriguing premise and a captivating soundtrack, the game is marred by bugs, crashes, and frustrating mechanics that hinder smooth gameplay.

Here's a closer look:

The Good:

- Intriguing Premise: The concept of managing an undead organization is undeniably fascinating.
- Solid Gameplay Loop: The core gameplay loop is strong, with a decent mix of random and reactive events to maintain player interest.



The Bad:

- Inadequate Tutorial: The tutorial only explains the basics, omitting crucial details like hiring security guards and crafting items. Mechanics like managing suspicion levels or status effects are not explained at all.
- Lack of UI Feedback: UI feedback is almost non-existent. When an action can't be performed, the game should indicate the reason instead of leaving players to guess.
- Tedious Staff Management: Nearly every action requires selecting a staff member and manually panning the camera across the map to assign tasks. Assigning staff directly to tasks would be much more efficient.
- Excessive Breaks: Workers take 10+ breaks per day, making micromanagement tedious and gameplay frustrating.



The Odd:

- Micromanagement-Heavy Design Choices: Certain design decisions make micromanagement overwhelming:
- Underground Building Vision Requirement: Building underground requires a staff member to be physically present in the room, unlike surface buildings.
- Single Staff Member Per Room: Only one staff member can be assigned to each room, meaning that no one else can take over during breaks unless an idle staff member is available.
- No Working Hour Scheduling: The inability to set working hours or assign specific sleeping bunks leads to frustrating situations where staff walk long distances across the map to work.



Final Verdict:

While "Undead Inc." holds immense potential with its creative concept, technical issues, cumbersome micromanagement, and a poorly designed tutorial significantly undermine the overall experience. Despite some enjoyable aspects, the lack of quality-of-life features and challenging mechanics make it frustrating for most players.

If you're willing to overlook these shortcomings and enjoy managing chaos, the price tag may seem reasonable. However, I'd suggest waiting for substantial updates or a more polished release before purchasing.

Rating: ★☆☆☆☆ (1/5)

Recommendation: Wait for updates or explore other management games before picking this one up. For now, "Undead Inc." is best left on the shelf.
Pubblicata in data 4 maggio 2024. Ultima modifica in data 6 maggio 2024.
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1 persona ha trovato utile questa recensione
92.3 ore in totale
Managed democracy prevails once more! !
Pubblicata in data 3 maggio 2024. Ultima modifica in data 3 dicembre 2024.
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88 persone hanno trovato utile questa recensione
2 persone hanno trovato questa recensione divertente
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0.4 ore in totale
Es ist zutiefst beunruhigend zu sehen, wie die "Emergency"-Reihe, die einst als realistische Echtzeit-Strategiespiele reihe galt, nun zu einem blassen Schatten ihrer selbst verkommt. Die Enttäuschung ist umso größer, wenn man die Brillanz von "Emergency 20/17" bedenkt. Die tiefen, realistischen Missionen, die Liebe zum Detail und die Bindung an das deutsche Rettungskonzept - all diese Elemente, die das Spiel so besonders gemacht haben, scheinen in der neuesten Auflage verloren gegangen zu sein.

Die Abkehr von der tiefgreifenden PC-Spielerfahrung zugunsten eines Mobile-Game-Gefühls ist offensichtlich und unverzeihlich. Die Mechanismen des Spiels, insbesondere das "Kartensystem", wirken unausgereift und fühlen sich eher nach hastigen Mobile-Game-Features an als nach einem vollwertigen PC-Spiel. Dieser Eindruck wird durch das fehlende Gefühl von Tiefe und Realismus in der Interaktion mit anderen "Einsatzleitern" und der Koordination von Rettungseinheiten verstärkt.

Das "Chaos System", das in der neuesten Auflage eingeführt wurde, steht im krassen Gegensatz zu den realistischen und tiefgreifenden Mechaniken, die die Serie einst auszeichneten. Es wirkt fehl am Platz und mehr verwirrend als bereichernd. Ein weiterer schmerzhafter Punkt ist das Free-to-Play-Modell. Obwohl es potenziell ein positives Feature hätte sein können, wird es durch die Dominanz von In-App-Käufen zunichte gemacht. Dieses Monetarisierungssystem wirkt wie ein klarer Versuch, den Spielern Geld aus der Tasche zu ziehen, anstatt ihnen ein qualitativ hochwertiges Spielerlebnis zu bieten.

Ein besonders schmerzhafter Punkt, der nicht unerwähnt bleiben sollte, ist die offensichtliche Vernachlässigung der Modding-Community. Die großartigen Mods wie "Wuppertal" und "Lüdenscheid", die den Realismus und die Spieltiefe von "Emergency 20/17" so stark bereichert haben, finden in der neuesten Auflage kein Äquivalent.

Die Botschaft an Sixteen Tons Entertainment sollte unmissverständlich sein: Die treue "Emergency"-Community verdient besser. Es wäre weise, sich die Kritik und Wünsche der Fans zu Herzen zu nehmen und die Beiträge der Modder zu würdigen, die die Serie in der Vergangenheit so bereichert haben.

In seiner aktuellen Form ist das neueste "Emergency" eine tiefe Enttäuschung und ein Sprung in die falsche Richtung. Es ist traurig zu sehen, wie eine Serie, die einst so viel Potential hatte, so stark abfallen kann. Ich kann dieses Spiel weder den treuen Fans noch den Neulingen empfehlen. Es bleibt zu hoffen, dass die Entwickler diese Kritik ernst nehmen und zu den Wurzeln zurückkehren, die "Emergency" einst so großartig gemacht haben.
Pubblicata in data 15 agosto 2023. Ultima modifica in data 15 agosto 2023.
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12.2 ore in totale (4.9 ore al momento della recensione)
Recensione della versione in accesso anticipato
While "Arma Reforger" may not be the highly anticipated "ArmA 4," it's still an absolute thrill to experiment with the new engine and tools! Even if "Arma Reforger" only makes a small contribution to the development of "ArmA 4," I say: Why not? We've already been waiting for so long that a few extra years won't make much difference. I'd much rather wait patiently and enjoy the anticipation than face a rushed "ArmA 4" release, similar to the problematic launch of "Cyberpunk."
Pubblicata in data 18 maggio 2022. Ultima modifica in data 15 maggio 2024.
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22.1 ore in totale (4.6 ore al momento della recensione)
Recensione della versione in accesso anticipato
Cool Game!
Pubblicata in data 25 novembre 2020.
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90 persone hanno trovato utile questa recensione
7 persone hanno trovato questa recensione divertente
12.9 ore in totale (2.2 ore al momento della recensione)
Recensione della versione in accesso anticipato
GTFO, oder wie der Name schon sagt "Get the F*CK Out", faszinierte mich seit der Alpha-Phase.

Man merkte sofort, dass es sich um ein Early Access-Spiel handelte, was allein schon daran lag, dass es kein Matchmaking gab – ein K.O.-Kriterium für viele. Es war zwar nervig, aber mit Discord vertretbar.

Ich spielte bisher mit zwei Teams:

Das erste Team wusste genau, was es tat:

Schleichen war der Schlüssel.
Bloß keinen Lärm machen.
Das Level-Design (Türen, Schlüssel) war bekannt.
Nach kurzer Zeit konnte man sich bereits aufeinander verlassen.

Besonders interessant wurde das Spiel jedoch, wenn man in ein Team kam, das weniger erfahren war und keine Alpha- oder Beta-Erfahrung hatte.

Das zweite Team bestand aus einem Premate und zwei Unbekannten. Der erste Versuch ging völlig daneben: Wir sind reingerannt und haben alles niedergeschossen, was nicht schon tot war. (Eine interessante Erfahrung :D)

Wie man sich denken kann, war die Runde innerhalb weniger Minuten vorbei, auch wenn wir es durch die erste Tür geschafft haben.

Die zweite Runde, nach etwas Erklärung, war um ein Vielfaches leiser und taktischer. Die Lernkurve bei allen aus meinem zweiten Team war immens, dennoch ging der Humor in manchen Noob-Situationen nicht verloren. Der zweite Versuch war übrigens auch der letzte des Abends, aber auch der längste. Und wie man sich denken kann, wurde das Level bezwungen. (Auch wenn wir jeden Raum gecleart haben und erst dann gemerkt haben, dass wir das Objektiv "HSU_961" längst hätten finden können. Zitat: "Was ist eigentlich unsere Mission?")

Ständig begleitet waren wir vom Tod und der Munitionsknappheit. Es war wie Weihnachten, wenn man Munition oder "Health" fand.

Was GTFO für mich so besonders machte, war eben diese Machtlosigkeit. Es erinnerte sehr an "Alien": Du kannst die Bedrohung abwehren, aber niemals wirst du sie los. Jeder Sieg war begleitet von dem Gefühl, dass man eigentlich nie wirklich gewinnen wird.

Fazit:
Es gibt noch viel zu verbessern (Early Access)! Auch wenn der Preis vielen zu hoch erschien, hatten mir die letzten Stunden sehr viel Spaß gemacht und es werden nicht die letzten gewesen sein. Die Level waren bisher sehr ähnlich, aber die Entwickler haben bereits das eine oder andere Update angeteasert. Ich bin sehr gespannt!
Pubblicata in data 10 dicembre 2019. Ultima modifica in data 15 maggio 2024.
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1,286.9 ore in totale (76.2 ore al momento della recensione)
(only updated to english & added review for the German Community)

TL;DR: Squad: A tactical shooter with major updates since my initial 76 hours of gameplay, including new factions, tanks, helicopters, and a commander function. These enhancements significantly improve team play and gameplay. Squad is not ArmA, and while there are similarities, the immersive combat experience is unique. Effective communication is crucial, so be prepared to work with your team.

- Squad -


While on my way to 1,000 hours of gameplay, I decided to update my review after 76 hours of playing.

A lot has changed:

- Addition of Canada as a faction
- Introduction of tanks (also lovingly referred to as MBTs)
- Transport helicopters
- Commander function
- ...and many other improvements

These updates enrich the game and offer fresh approaches to team play and gameplay. Therefore, I want to correct an earlier statement: Squad is definitely not ArmA! Although there are certain parallels due to the tactical shooter genre, Squad plays differently, especially in terms of immersive combat experiences.

Fans of ArmA or other tactical shooters should definitely give Squad a try. However, it is important to understand that communication in the game is essential. It is not very helpful to buy the game without being ready to effectively communicate with teammates. Many Squad players are concerned about free weekends and sales because many new, inexperienced players join during those times. In a game where communication is so crucial, you should be prepared to communicate.

#-#-#-#-#-#-#

# Negative Review of the German Community #

Unfortunately, I haven't touched Squad in the past few months (year?), nor have my mates. Sadly, the German community has become more toxic than ever. On most servers, you're blamed for everything just because some players have never heard the word "flanking." Additionally, being alone or in a small group leaves you completely outmatched against 2-3 full-squad combinations of clan members.

This often decides the outcome of the game quickly. However, since I am only sharing my personal experience with the German community and not the game itself, I am sticking with a positive review. I might check in again out of "desperation" someday, but I really hope that by then, Arma 4 is on the market so I don't have to.

(Opinion formed after nearly 1,300 hours of gameplay.)
Pubblicata in data 31 luglio 2018. Ultima modifica in data 15 maggio 2024.
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3,880.7 ore in totale (1,456.7 ore al momento della recensione)
(just updated to english)

TL;DR: ArmA III: A highly demanding and resource-intensive shooter and simulator. While the game offers breathtaking experiences with its rich scenarios and stunning visuals, it used to require a high-end PC for optimal performance (update 2024: a normal gaming PC should be enough today). The DLCs significantly enhance the gameplay, making them worth the investment. Despite some persistent bugs (update 2024: tbh... not that many anymore), ArmA III remains a captivating game, especially when played in Hardcore/First Person mode to avoid common issues like wall peeking.

#-#-#-#-#-#-#-#-#-#-#

- ArmA III -

# ArmA is a very demanding and resource-intensive shooter and simulator. But what exactly is good and bad about it?

The biggest problem for me has always been the FPS rate. With an average PC, it used to be impossible to even approach the 60 FPS mark in intense, action-packed scenarios. Therefore, ArmA was clearly a game only for those who could afford the necessary hardware. However, with recent updates and hardware improvements, a normal gaming PC should be sufficient today.

But when ArmA hits those 50-90 FPS moments, the experience can be breathtaking. From multiple explosions on a chaotic battlefield to the most stunning sunsets, it has everything! For me, the purchase was definitely worth it (even though I had to buy it twice, lol).

# Why Should You Buy DLCs?

The DLCs expand the gaming experience significantly! Sure, the prices might seem steep to some, but in my opinion, they are absolutely worth it. The recent "APEX Protocol" alone justifies the cost. Anyone who has flown a Blackfish into the sunset or landed in a hot LZ on the Tanoa map or trekked through the jungle will agree. The other DLCs like Marksman or Helicopter are also nice "small" additions that might be a bit unbalanced but don't provide a distinct advantage. Remember, ArmA is not an arcade shooter – those who complain about a Mar-10 could just as well complain about an MX or a Lynx. It's all about teamwork and perspective!

# What Is My Conclusion?

ArmA is a beautiful game that has given me many great moments, and with modding support, it never gets boring. While ArmA had some bugs in the past, Bohemia has addressed many of them over time, significantly improving the gaming experience. If you play ArmA on a reasonable level (HC - First Person), you can avoid issues like wall peeking, which definitely enhances the game.

# So my tip: If you get annoyed by pre-fire, wallbangs, or bug-using, try playing Hardcore/First Person mode!

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Overall, ArmA III is a gem for those who love tactical shooters and simulators. Just be ready to invest in some decent hardware and dive into the expansive world of DLCs for the full experience. Enjoy the battles, the beauty, and the tactical depth that only ArmA can offer!
Pubblicata in data 23 settembre 2016. Ultima modifica in data 15 maggio 2024.
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