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MasKaleido 님이 최근에 작성한 평가

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기록상 3.3시간
TLDR: I was writing this for the Steam badge but got lost on the way so here is the short version:
Probably no worse than the other NFS games and I'm simply not the target anymore. If you played and liked the previous NFS games you should probably treat this evaluation as a positive one (and I envy you a bit for this).

Okay, so I played most of the NFS games from Underground 1 up to NFS 2015 (2016 for us PC players) and quite enjoyed all of them, even the least popular ones (like the 2012 Most Wanted remake) or the least NFS-y ones like NFS Shift. The ones I prefer are the Underground-style games like Carbon, MW2005, or even NFS 2015 which was the last one I played.

But then Forza came into our PC world starting from Horizon 3 and got me hooked ever since. And while I still think the Forza franchise has its own severe defaults, I really enjoy its core gameplay. But I still get curious from time to time and tried other series like The Crew which I didn't like, or Assetto Corsa which was very fine for me but was also too simulation-oriented for me to play it a lot (I still want my game to feel like an actual game).

Even if I'm not easily prone to nostalgia, the vibe of Unbound woke up something in me and I decided to try it. I do like the art style, even the cartoon VFX, and the car selection felt refreshing to me as Forza keeps serving me 95% of recycled content every year (but hey, with like 500 cars in these games, the 5% of new cars still isn't so bad), as well as the customization which is obviously what I'm missing while playing Forza for the last few years. I'm a bit less found of the character design but it really isn't a big deal for me. The story is super cheesy but has always been in every single NFS game.

No, where it gets really cold for me is the driving part (well, it's a bummer for a car game): I don't understand the grip and I don't understand the drift, so no matter how I play and how I build my car, I'm just bad at the game because I can't adapt myself to the physics. I know NFS are a bit more arcade than FH, but driving felt pretty bad to me. I know the gameplay isn't bad, but I simply strayed away from NFS for too long and can't make it back to it. I have to say goodbye to one of my favorite childhood series :'(

Oh, and don't say I didn't gave it a proper chance because 3 hours of playing like a dumb ♥♥♥♥ ramming into walls feels very, very long. Feels even worse playing Assetto Corsa decently while being unable to play an arcade game like this properly.
2023년 11월 22일에 게시되었습니다. 2023년 11월 22일에 마지막으로 수정했습니다.
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기록상 44.3시간 (평가 당시 43.3시간)
Not the Smash clone you expect, but actually fun to play. A very accessible game (I'd say a bit more than Smash) but still with a few advanced mechanics making the game enjoyable to play wether you are a beginner or not.
Economy feels right (gold prices to unlock characters are a bit high but there is a free rotation, and you can test any character in local game or training mode before unlocking it).
I still prefer Smash's core gameplay, but like the fresh air Multiversus brought.
2022년 11월 27일에 게시되었습니다.
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기록상 27.5시간 (평가 당시 27.3시간)
Finally a great DJMAX on pc, with a pretty good selection of tracks including a few collabs (I loved Deemo so I took the collab DLC, but take care for this one and the Cytus one as those aren't keysounded) + many of the classics as always.
Multiplayer is great too, especially if you love to feel ashamed of yourself playing against Koreans getting 100.00% on 1600APM songs.
2020년 11월 27일에 게시되었습니다.
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기록상 21.4시간 (평가 당시 12.0시간)
My new favorite Castlevania so far. If you liked Aria of Sorrow / SOTN, and the DS series, this game is for you. Smooth gameplay, nice soundtrack, ok graphics, various equipments, shards and upgrades, cool bestiary, why are you still reading this? Go buy already omg
2019년 7월 3일에 게시되었습니다.
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기록상 8.8시간
Très grand fan d'Aria of Sorrow, j'ai sagement attendu Chasm ces longues années depuis la campagne Kickstarter qui date maintenant de plus de 5 ans, et si beaucoup de backers ont été déçus, je retrouve pour ma part la grande majorité des aspects qui m'avaient plu à l'époque :

- Gameplay technique. Il faut savoir lire les patterns des ennemis, et on retrouve des mécaniques de combat similaires à AoS dans lequel, pour optimiser ses dps et sa mobilité, il convenait de timer ses attaques et mouvements selon des "combos" de type mini-saut > attaque juste avant d'atterir afin d'annuler la fin de l'animation > backdash > attaque dès les premières frames du dash pour l'annuler et porter un deuxième coup quasi successif au premier.
Ici dans Chasm, un coup porté pied à terre vous maintiendra plusieurs longues frames en position fixe pendant la complétion de l'animation d'attaque, ce qui semble très lent quand on s'est habitué aux jeux plus contemporrains comme Deadcells. C'est pourquoi il est vite essentiel de maîtriser ces techniques d'optimisation, le jeu s'avèrant assez difficile dans ses deux derniers chapitres si on joue trop "conventionnellement".

- Possibilité de chnager d'armes, dont le type modifie la portée, la vitesse, et la zone d'effet de vos attaques (par exemple une lance aura une longue portée avec vitesse d'attaque moyenne, une dague aura une portée très courte mais sera plus rapide, tandis qu'une hache sera très lente mais offrira une zone d'attaque verticale permettant de toucher des ennemis au-dessus de vous).

- Graphismes pixel-art très soignés, DA plutôt classique mais bien maîtrisée. Personnellement je trouve le jeu magnifique.

Il est clair que si vous attendez de Chasm un jeu rapide aux standards d'aujourd'hui, avec du nouveau contenu débloqué à outrance au fil de la progression au sein du jeu, vous serez très probablement déçu. Le nombre d'objets et équipements est très limité, l'aquisition de nouvelles compétences est lente (on reste coincé sans double saut pendant une eternité), et la génération procédurale n'apporte vraiment pas grand chose au jeu (j'aurais préféré une map fixe sur laquelle il aurait été possible de se lâcher bien plus au niveau visuel notamment). Chasm s'adresse davantage aux nostalgiques du genre, et même si je ne suis généralement pas très réceptif au rétro-gaming, j'ai fort apprécié la poignée d'heures passée sur ce petit jeu.
2018년 11월 23일에 게시되었습니다. 2018년 11월 25일에 마지막으로 수정했습니다.
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기록상 28.2시간
Digne successeur de RCT3 (on est bien d'accord, RCTW n'a jamais existé). Options de création incroyables, seul l'aspect gestion gagnerait à être étoffé mais ce n'est personnellement pas ce qui m'attirait le plus dans RCT. En tout cas, ça valait bien les 12 ans d'attente sans vraie alternative. Roller Coaster est mort, vive Planet Coaster !
De plus, mises à jours régulières ajoutant du contenu supplémentaire gratuit !
2016년 11월 27일에 게시되었습니다. 2017년 11월 23일에 마지막으로 수정했습니다.
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기록상 2.2시간
Vieux fan des RCT, je me suis jeté sur ce jeu sans regarder le moindre test, ne faites pas comme moi... Nombre d'attractions ridicule (sans parler des montagnes russes qui atteignent le nombre de... deux), maps pas plus grandes que mon jardin, personnalisation inexistante, et heureusement que l'aspect visuel n'est pas un critère très important pour moi car RCT3 faisait mieux en 2004... il y a 10 ans donc.
2014년 3월 23일에 게시되었습니다.
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