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Ostatnie recenzje napisane przez użytkownika MaverickZealot

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Wyświetlanie 51-53 z 53 pozycji
Według 5 osób ta recenzja jest przydatna
32.0 godz. łącznie
At A Glance

DRtC is a fun and silly little game about your team trying to escape to Canada (from Florida) after a zombie outbreak. Gameplaywise, this is a 2D rogue-like with segments of exploration (for weapons + ammo, food, medicine and gasoline which all crucial components for a successful run) and segments of “choose your own adventure” multiple choice on how to approach/ resolve a situation. These two modes make the adventure fun as they are all drawn from a random pool; thus, no two runs are exactly the same although they may be very similar near the very beginning as only a few events are possible to choose from.


Gameplay
The gameplay loop is pretty simple: you begin with 2 characters who can either be randomly generated OR chosen from a pool of your own custom characters. The fun in the game is that you can build yourself or your friends in the game and see how far you can all make it to Canada. You start off in a standard car which requires gas to fuel it. It also has a durability bar that ticks down every time you are on the road or if you damage it in a multiple-choice event. Losing your car is one of the worst things in the game as your party is prone to getting hurt, losing objects, getting demoralized, etc. Thus, a mechanic character can be a great investment for newer players.

You will also be given a choice of locations to explore/ loot. These can be your standard Rest Stop, Hospital, or even a crazy/ funny rare event like helping an Alien. You can carry up to 3 weapons in most cases which range from melee weapons like baseball bats and wrenches, guns like your standard pistol and shotgun, to explosives like grenades and a bazooka, to some other hidden/ secret stuff I won’t spoil. Getting hurt costs about 1/3 of your HP and most characters start with 3 HP. The only consistent way to heal is during driving segments AND if you have enough medicine for your doctor operate (or character with highest Medical skill) to.

To compound onto this, all melee attacks cost stamina which drains a hidden bar. If your character gets too tired, they raise their weapon more slowly, leaving them vulnerable to subsequent zombie attacks. The game scales linearly but zombies become more aggressive at night or when you are bleeding, and more appear as the game progresses. There aren’t any crazy special zombie types in this game; their strength comes from their sheer numbers and your limited ways in which to fight them.


Each character has 2 important parts: perks and traits.

Perks are small stat modifiers that a character can have that may also confer interesting starting equipment/ abilities; a character can only have one perk, given at creation. Likewise, Traits can be seen as the opposite- directly affecting the multiple-choice segments. You can mix and match them to create some pretty wacky characters who are sure to make each run interesting. More of these, as well as other unlockables, can be unlocked via trading in Zombo Points (ZP) in a special redemption area from the main menu. These typically make the game easier but also more varied.

That basically sums up the core gameplay. Its mostly throwing yourself at the game until you get killed or a bad RNG event and start over again. Its admittedly rather repetitive even with the different gameplay modes that change the formula slightly. Such as having your custom characters appear more frequently or making the rare(er) characters spawn. There are even options for a longer or shorter journey with difficulty changes to suit both.


Graphics and Music/ Aesthetics
Visually, this is very clearly inspired by 8/16- bit graphics. While not super detailed, the art direction is still pleasing and distinct. The music is also rather good, combining chiptunes with traditional instruments to create a fun fusion although tracks are recycled a little too often.


Controls
Controls are okay but KBM support is lacking; you cannot use your mouse as keybindings in this game. Your AI team also has a bad habit of boxing you in near doorways, making room transitions needlessly frustrating. Then again, the game supports multiplayer control of party members, but I’ve never experimented with it.


Multiplayer
As stated previously, I have not played online/ with friends so I cannot attest to how well the netcode holds up. DRtC also supports Remote Play so you can host the game and invite your buddies if you're so inclined. This should be a fun game at parties or on a lazy Saturday.


Score
Overall- 7/10
A bit limited in variety and RNG heavy, but a fun time nonetheless.
Opublikowana: 16 czerwca 2020. Ostatnio edytowane: 16 lipca 2020.
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Według 2 osób ta recenzja jest przydatna
81.5 godz. łącznie (39.9 godz. w momencie publikacji recenzji)
OStE is a callback to the Megaman Battle Network series, which I adored as a child. If you are unfamiliar with it, its most notable feature was its combination of deck building mechanics and real-time combat using said cards. The game was played on a 3x3 grid for both you and your opponent's side of the field, making a 6x3 field (width x length). OStE makes tweaks to this formula by introducing a larger field (4x4 on each side, making an 8x4 grid) and having rouge-like mechanics where cards or battle-altering artifacts can be picked at the end of every battle. Additionally, there is a mana system to help regulate card usage/ spam.

There are 8 playable characters in total with 2 loadouts each (one character has 3 to choose from however). There is bound to be at least one that fits your initial playstyle.

Most of the fun in the game is building a good deck and plowing through enemies to get to the bosses which are actually the other playable characters (barring the end boss). Being a rogue-like, the player is given a choice of paths to take after the initial battle of the map. Each room could be a regular battle, a hostage situation (saving the hostage and get various rewards), a "hazard" stage with an additional challenge to it (such as a volcano that periodically erupts, damaging random tiles), a one-per-map mini-boss that gives better rewards, or a shop to spend money earned from battles on cards, upgrades or double- edged pacts.

Additionally, there is a card upgrading system using rather scarce items. Upon using an upgrade, you are presented with 3 randomly selected upgrades. Some may synergize incredibly well. However, some combinations might also break a card in the bad way, or give a completely useless effect (e.g. giving a "Flow" counter when the deck might not have any cards that rely on Flow). There are also card removal items in case you wish to eject a card permanently from your deck. On that note, it appears you can only get 1 copy of a card per run, barring some shenanigans with the Shopkeeper. Thus, selecting and ejecting a card removes it from the run entirely. In short, there are a lot of things to factor into building a deck.

One negative on deck building is that there are many different brands for the cards and card that fit a certain playstyle (e.g. "Trinity") may be in multiple brand's pools. You are able to set up to two focuses in your deck by selecting the question mark symbol in the deck screen/ menu. Selecting a focus makes it easier to get a card from the selected brand after battle if cards are the reward. However, the card library is only selectable from the main menu and cannot be sorted by gimmick (like the aforementioned Flow), making it difficult for a beginner to see which cards go well together, and which do not. Hopefully the library will be implemented ore seamlessly and efficiently into the game in the future.

There are 10 different brands and each contributes something unique to the game. For example, Hexawan provides defensive and offensive structures such as turrets and cubes that act like shields from direct-fire attacks. Additionally, each brand may have multiple focuses. For example, Hearth focuses on Flow, Rooting and tile destruction. Thus, there is a wide array of cards to choose from if you focus on Hearth. A lot of the fun in this game comes from seeing which cards work best with each character’s kit and seeing how far you can take it.

Aside from cards, each character has a weapon that can be used in battle. Each feels unique and complements their character well (ex. a shield that can reflect damage back at attackers for the "tanky" character).

There is a fairly unintuitive "luck" system as well. Luck makes it easier to find higher-tier cards which are typically more powerful/ useful than lower-tier cards. However, luck also makes the game harder by making enemies more aggressive or stronger. However, Boss difficulty is contingent on the order in which you fight them. Bosses fought earlier are scaled lower whereas later ones are much more difficult in terms of health, damage, aggressiveness and attack patterns. This adds yet another layer of strategy to the game.

On that note, this game is VERY fast. The initial stages are fairly slow, allowing the player to ease into their character, what cards do, movement, etc. However, as luck goes up and more stages are cleared, enemies also get stronger and more appear per battle. Thus, there is a lot going on the screen and some have complained that it is too much for them. This is a valid argument. For me, there is a lot of visual clutter on screen when things get intense. Panels flash if you use your weapon, tiles are obscured if there is a flame on them, some enemies' attacks are highlighted on the tiles they will hit, etc. Hopefully, some of this can be alleviated with future patches. Things get extremely overwhelming in later stages and there is no real "pause" function. The closest thing to a break is hitting the menu button (but this also obscures most of the field and is thus not an optimal way to take a break). Thus, both the skill floor and ceiling are incredibly high and may turn some people away immediately.

Nonetheless, if you are willing to stick with it, the game opens up a lot. There is a lot of challenge awaiting you, but there is not feeling like besting a boss that is giving you a hard time by making their panels practically lava and watching them melt. Or buffing your spell power and spamming mini-guns and overwhelming the boss, shredding their turrets and preventing them from locking you in between their summons. I’ve even won using a fat 30-card deck somehow. There are plenty of stories to be told, but expect most to be about failure if you are just starting out.

Without giving too much away, there is a kill/ spare mechanic with bosses and this affects the ending and final boss. This is key to unlocking alternate loadouts (and purely cosmetic costumes) which open up the game further. Some are easier than others, but all are quite challenging and fun in their own way.

Only real gripe I have with them is that practicing against them is difficult due to them being the final enemy in the run and they have some very complex attacks to learn. I only beat one of them after about 3 days’ worth of runs when I first began. Perhaps a practice or boss rush mode would help alleviate this point.

This all sounds like a lot, and it is, but if you are a fan of Megaman Battle Network and/ or rogue-likes, please check this game out. The developer is pretty active since the Steam release and patches have been fairly regular. It’s good to know we have someone who is listening to feedback and is making changes to make things better overall.

Overall- 8/10
Opublikowana: 9 kwietnia 2020. Ostatnio edytowane: 9 kwietnia 2020.
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Według 2 osób ta recenzja jest przydatna
135.5 godz. łącznie (96.5 godz. w momencie publikacji recenzji)
Yakuza 0 is a game that I can say I will remember fondly.

At its core, Yakuza 0 is a 3D action-adventure brawler game in a semi-open world. You get 2 relatively large maps to explore and can usually explore wherever you want, assuming there isn't any story reason you cannot go/be somewhere. You can find rather risque collectables, find goofy side quests, or a pack of the many, MANY street thugs that will challenge you if they catch you. There is almost always going to be something for you to do in Yakuza 0.

Combat is pretty simple: you have a light attack, a heavy attack, a block, a dodge and a special attack if the conditions are right. In Yakuza 0, attacking an enemy generates "heat". Getting hit or not landing a hit in a specific amount of time causes your heat gauge to deplete. Once you have enough heat, you can press the heavy attack button to do a special, and rather satisfyingly brutal, special attack. Yakuza 0 is a game that has both satisfying combat and flashy specials. You also eventually unlock counter-hits, increased chained dodging and dodge distance, and so much more. The real challenge is in the boss encounters where your skills WILL be put to the test (assuming you are playing on normal or above). Spamming attacks and failing to notice boss patterns will result in frustration.

You have control over 2 characters, each with 3 combat styles, and a secret style to unlock. Both characters have their basic yet very versatile starter style, their "fast" combo style, and their slower "power" style. You can switch freely between styles in battle, but you have to wait for the switching animation to play before being able to move again. Lastly, you upgrade your styles by spending money, which shouldn't be a problem late in the game. There definitely are some difficulty spikes, but careful planning and the fact that you can heal anytime you want and can being in weapons and armor + accessories makes things considerably easier.

The story is VERY exposition heavy given how this is a prequel game to a preexisting series, so the first few chapters will probably feel rather boring/ limiting if you aren't interested from the get-go. Once the game opens up, you are free to run around and do what you want, assuming the circumstances allow it. There are a variety of available mini games, such as pool, darts, bowling, batting cages, and even full and authentic SEGA arcade games. Some of these mini games have some importance in the side quests, so familiarizing yourself with them might give you an e=unexpected edge later on.

The side quests were some of the weirdest I have ever come across. I don't want to spoil anything to keep the impact intact, but one that is available early has you assisting a dominatrix become more confident in herself. Some are more typical/ cliche, but I feel that they are written well enough that they felt fresh. Both characters get their own set of side quests, so get out there and see what 1980's Japan has to offer you.

The actual story was engrossing for me as a Japanese crime drama. There is no English dub, so you will have to settle for subs if you cannot speak/ understand Japanese. Nonetheless, as a prequel, some characters become less interesting because they simply aren't in any of the other games. This means their arcs are self-contained in Yakuza 0 and that their fates are already decided. If you are a newcomer, this isn't an issue, but veterans/ returning players may feel somewhat bored given they already know the future.

The story revolves around Kiryu Kazuma and Majima Goro (family name, given name) making their way in the Dojima family of Japan's mafia, the yakuza. You will see how they rise to the occasion (or not) as well as all the troubles and sacrifices they must make in order to make it in Japan's seedy underbelly during the 1980's economic bubble economy. The main story is meant to be taken very seriously despite some moments of intentional humor scattered about. The main story covers 18 chapters from Prologue to Finale. The actual premise of the story is pretty simple, but it gets really twisted when all these different factions and people get involved, making this both thrilling and confusing at times.

I haven't encountered any major game breaking bugs/ glitches in my play throughs, and I highly advise you to get a game-pad/ suitable controller. The KBM controls aren't bad, but the game is very clearly designed with a controller in mind. A small bug I encountered is the control prompts reverting from my xbox controller back to PC keys during a mini game or two. This is easily fixed by pressing a button on the controller, but its still annoying when it comes up. This game is a port of the console version, and graphically speaking, it isn't triple-A. Some textures are muddy or pixilated and model animations outside of fully-rendered cut scenes look kinda janky. Only major moments actually receive voice acting, so a great deal of the game has you reading text boxes with the occasional stock sound effect from your current character.

All in all, Yakuza 0 is a great game.
A solid 9/10 from me.
Opublikowana: 28 czerwca 2019. Ostatnio edytowane: 28 czerwca 2019.
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