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Análises recentes de Agressively Pansexual Ninja

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A apresentar 1-10 de 16 entradas
3 pessoas acharam esta análise útil
2 pessoas acharam esta análise engraçada
788.8 hrs em registo
What good are flavorless railroaded endings, ambiguous time limits, and miserably moronic dialog choices that rob you of everything you value in your journey? Your power, favorite characters, and sense of autonomy and rationality are not valued by game mechanics, dialogue options, and shoehorned narratives. Thrown aside in favor for the tragic, uncompromising, and thoughtlessness needed for bitter and short resolution. How much joy is in a journey that tries to fall in on itself at every turn. This comes across as more a rushed assembly of "what if" ideas tied together by bugged dialogue and glitched cut-scenes rather than a realm of possibilities with a well thought out narrative.
The only thing the story does well is remind you where it came from by setting up for tragedy and making it difficult to avoid. I was foolish enough to pre-order the game and now I honestly don't think I'll ever play a Larian Studio game again.
Publicado a 27 de Março.
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3 pessoas acharam esta análise útil
62.0 hrs em registo
Incredibly helpful. Using this, I've been able to make loads of fun and practical commands for streaming, reloading full sets of weapons, aiding my mother in law with difficult games, etc. This is a fantastic bit of kit for all gamers, programmers, and tinkerers.
Publicado a 5 de Janeiro.
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9 pessoas acharam esta análise útil
1 pessoa achou esta análise engraçada
2.0 hrs em registo
Not a bad game at all! Just too kinky/nasty for me.

I strongly recommend getting a controller and being into water-sports, fisting, yiff, pixels, dungeon crawling, breeding, butt stuff, monsters/demons, quick-time events, and mutants/aberrations before buying this game. If you have all that, this game will rock your world!

Unfortunately, I am down to party with 5 of those 10.
Publicado a 19 de Setembro de 2023.
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Ainda ninguém achou esta análise útil
1.0 hrs em registo
Análise de Acesso Antecipado
The options and set up are a bit convoluted. Customization is not what you would typically expect from
an RPG. Cheats are available, but only in the most convoluted and tedious manner. The exposition is endless, boring, unskippable, contains poor grammar, and begins with depressing themes to put you off your conquest (genocide). I'll keep an eye for any suggestion that these aspects have changed. For now, it's just too tedious and time consuming for a busy guy like me to keep in the wank vault.
Publicado a 12 de Setembro de 2021.
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24 pessoas acharam esta análise útil
10 pessoas acharam esta análise engraçada
2
2
617.6 hrs em registo (16.8 horas no momento da análise)
I see loads of people defending this game's biggest fault by saying it's supposed to be part of the experience. But the biggest fault is the toxic community present in the game, which is absurdly prevalent and burdening on options for how you can and will play. Rather than having the freedom to adventure as you wish, you have to learn to constantly accommodate and compensate for the unyielding toxicity of the play style of those around you.

The game designers haven't incidentally missed this. The design perpetuates a dynamic of rewarding random attacks and theft with no downsides. There is absolutely no safety zone, mode, server, or setting to protect players for even a moment from attempts to troll, grief, follow, deceive, harass, and taunt you. Attempts to have this issue addressed have come from many players since alpha. Many forums, including the official Sea of Thieves moderated forum, are full of people asking for some fix to this dynamic. Usually the users suggest a pve mode, all are mocked by sideways commentary along the same lines as any empowered population lording over and under represented population.

The sentiment of these mocking comments boil down to "We're having fun, so we don't care that you're not" as if in fear that enabling pve or any non-pvp session protection will reduce their fun. This is not entirely unwarranted as the population of those who are unprepared and unwilling to take part in pvp encounters would no longer be easily found in abundance and those who remained would have to deal with more difficult opponents.

The great appeal for many of those who enjoy pvp and the draw that scares game devs from implementing any form of safe zone is simply the thrill of dominating other players when you find them vulnerable. It's an addictive pass-time that does nothing for you but build a dependence on trying again to get that same thrill of dominance that cannot be found with a peaceful encounter with friendly and willing strangers; only with victims.

The chemical rush from this activity is short lived because the thought processes that stimulate the endocrine system to provide your reward is "in the moment" and very simplistic. The less intense stimulation from peaceful encounters is slower to build and slower to burn off as it comes from a more complex set of processes which can be remembered and built upon. Some prefer that bigger and more intense thrill, and require an environment that facilitates lots of it with new options frequently released to help maintain some level of intensity. Others prefer a more manageable and sustainable experience that more organically leads to development of the options in which those players wish to partake; with far less frequency called for.

One of these experiences is perpetuated by the Sea of Thieves design, the other is facilitated by World of Warcraft, FFXIV, Grand Theft Auto, LOTRO, Warframe, Pirates of The Burning Sea, etc...

*Should you decide to buy this game on Steam, please know that it may very likely take you three or more hours of playtime if you're not rushing through set up, character creation, tutorial level, and then out to a server where you can run into other players and experience this unending toxicity first hand.*

***Steam will NOT refund your purchase after three hours of accumulative playtime.***

So if you want to see this for yourself, rush through and get out there as fast as you possibly can, see if you like it. If you do, create a new pirate, take it really slow through the tutorial to get your settings adjusted and controls the way you like and collect that huge stash of gold hidden in the storage cellar before moving on. Good luck, hope you have more fun than we did.
Publicado a 31 de Maio de 2021.
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2 pessoas acharam esta análise útil
1 pessoa achou esta análise engraçada
660.4 hrs em registo
At this time, I do not recommend this game for most people due to some concerning in-game social dynamics perpetuated by the game design, and due to a surprising lack of development in functional, as well as presentation elements of the game. Many of the issues I am about to list are NOT commonly deal-breakers for people with whom I've discussed Dead by Daylight, so please read over this list rather than letting me scare you away.
No Social Control
There is a near omnipresent theme in this game of players inflicting incredibly harsh, obtuse, and abusive language and general treatment upon other players regardless of identity, role, or performance. This signals an unhealthy community within the game, and the report system is present on only one screen throughout with no sense of feedback or follow-up. Typically, game developers take many measures to address this issue. Many online games offer statistics on the main menu displaying a number of banned players by week to show that work to clean away toxic players is actually happening, which discourages toxicity and instills faith in use of the report system. Some use more sophisticated report options allowing use of screen captures and automatically generated tags to include based on who and what you are reporting. And many games utilize automated detection of derogatory and threatening language to help find and filter out habitual offenders.
No Social Cohesion
The feeling of being separated from other players and placed at odds with everyone, even fellow survivors, eventually brings out the worst in people. When you join a lobby as a survivor there is very limited time to chat with other survivors before the round begins to load, there is no voice chat, there is no way of communicating with the person playing the killer, and during the lengthy load screen that follows there is no chat at all. There is no obvious social reward for the effort of being nice to an opposing player and no system in place which would make you feel punished or unwelcome for harassing, griefing, or taunting. While the game by itself can be fun, social interactions are a big part of online games. By not facilitating communication and bonding experiences for players, and by segregating chat between players by platform (PC and console) and by role (survivor and killer), there is little chance for sharing in positive encounters. One way in which games facilitate more positive interactions is by offering differing game modes or objectives that break the pace and monotony of the usual gameplay and allows new players a chance to learn game mechanics they would otherwise neglect. Devs have normally approached this with goals like: maintaining the game’s overall character; using only (or mostly) currently present game mechanics; and presenting a new challenge with a reasonable learning curve. It’s like logs and exponents, same components with a fun flip for a new direction – hopefully one that feels more dependent on giving fellow players a “yes, and” rather than “tit-for-tat” mindset. One relatively easy example would be to take the tutorial levels and schedule a server to run multiplayer versions of the tutorial levels with chat enabled throughout so that experienced and new players may teach and learn but may progress independently without worry over being held back. This does not allow nor reward a tit-for-tat behavior, and can encourage a more “yes, and” attitude.
Operant Conditioning
With nearly every attempt at playing as a killer you will notice that after the round is over, at least one of the survivors will type up a comment that makes it all too clear that you are not being perceived as a fellow gamer, but as an enemy. It does not matter what you did while playing as a killer. You may perform the role excellently or poorly, ruthlessly or playfully, but some one will almost always express ill will toward you once it’s over. And it’s not entirely their fault. Regardless of this being a game, they have little reason to believe you are here to have fun with them. The way their experience since turning on the game has put them on edge, denied them healthy socialization, and conditioned them to be at odds with you. Every visual and audible stimulus the game directs at them provides chemical rewards and punishments for behaviors, but they are only able to observe those behaviors through their own lens. There is no chance, no stimulus nor signal to make them associate any of this with the good will and intentions of other players just here to have a good time, nor to acclimate to the idea that, “no matter how terrifying this round is I am still just basically goofing around with potential friends.” The seemingly ironic lack of any opportunity to acclimate to these situations is pretty impressive, given that the game devs have hinted at possessing a basic understanding of this need with the perk “After Care.” Not everyone that plays this game can keep a reasonable perspective in the wake of the negative feedback and adrenaline, and that’s understandable. Sometimes people just need a warm and shiny reminder that this is just a game, and no one is actually trying to kill you.
Clarity
Over the five years since Dead by Daylight’s release I have seen only the slightest improvement in basic elements of presentation. This includes things like descriptive text that explains rules, perks, items, limitations, values, approximations, frequencies, etc, as well as the consistency of the language used to explain all of this. For example, you maybe looking over your items to try and decide what will be best for you during the next round, or trial, and you observe that all of the descriptions seem deliberately lacking. You often cannot tell if the effects of an item stacks with other items, and since they use words like “Moderately; Considerably; Charges” in place of the actual percentages and times you will have trouble sifting through the poor word choices to learn how to check if an effect is stacking or if it is bugged. In leu of using clear language there is a section available from the main menu that is basically a Players’ Handbook, it’s called Help & Tutorials, and if you want to understand what any of the expansive terminology means you will need this and deadbydaylight.fandom.com/wiki. The portraits to identify survivors provide nearly no detail to help you figure out who anyone is or what they are doing. After a round is over, there is no detail to tell you what character anyone was playing or what they did. There are also a lot of opportunities in the quotes provided under item descriptions for character backgrounds and game lore to shine through, but instead you usually get completely inexpressive or irrelevant quotes and expansions on undeveloped characters – like reading in-jokes on a billboard.
Publicado a 15 de Janeiro de 2021.
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1 pessoa achou esta análise útil
1,426.6 hrs em registo (1,154.2 horas no momento da análise)
Is good game! Much value! Very fun! Except for the H20 stuff. That sh!ts got nuts in it :(
Publicado a 13 de Novembro de 2019.
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1 pessoa achou esta análise útil
998.6 hrs em registo (664.5 horas no momento da análise)
Great gameplay for the most part. Plenty to do. Story goes south a few times but overall worth it. Especially on sale. I recomend it.
Publicado a 9 de Outubro de 2017.
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1 pessoa achou esta análise útil
844.6 hrs em registo (39.8 horas no momento da análise)
It's VERY glitchy. Very, very glitchy. OMG the glitches. And none of my mods can be used on here.

But, it is comparably more beautiful than the normal game. At night and twilight, the visuals as you make your way through the woods is haunting and gorgeous, and as you walk through the towns it is stunning! Then in the morning light, the faint image of an elk crossing the road from Riverwood to Whiterun almost feels new, with all the fine beams and beautiful difused light making a realistic glow, not like that super intense radioactive glow from Borderlands2.

If not for the essential NPC's all having dementia, and wolves being able to slide around like an Evil Dead reference, I would love to take my camera and visit Skyrim for a few months. As cool as all that is, I can't honestly say I reccomend this game unless you recieve it for free.

To whom is may concern, after all these years, Skyrim furry convention attendence is still very low.
Publicado a 15 de Julho de 2017.
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Ainda ninguém achou esta análise útil
1.1 hrs em registo
I don't understand why you're reading this, but when you finish reading, plese watch the movie. It's not long, it's hilarious, and anyone who watches it seems to instantly master Kung Fu. So, there's that.... Totes dressing as Kung Fury for Halloween.
Publicado a 29 de Maio de 2016.
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A apresentar 1-10 de 16 entradas