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DormantLemon^★ 最近的評論

目前顯示第 1-6 項,共 6 項
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總時數 85.8 小時 (評論時已進行 18.7 小時)
I loved this game during my first playthrough (mostly). But the more I replay the worse I actually feel about this game. Read on (contains spoilers). Written after 5 completions across all difficulties.


Story:
I miss the whimsy and cheesy dialog in the original; I think it's a shame they dropped that but I enjoyed the story changes although once again we fail to get any justifiable reason Krauser has such a grudge against Leon (explanation is awfully weak). Given the more serious tone of the game this time around, Ashley is far too positive sounding and acting, like some kind of valley girl at the mall. She is seeing people all around have their heads explode, why is she like this? Voice acting is overall decent otherwise, although Ada is bland as hell.

Visuals:
Looks stunning, although why is everything so dark that post-village I have to wack the various brightness settings up to their absolute limit just to see anything. Following the setup instructions for the 'best experience' correctly achieved nothing except let me miss out of so many gorgeous details. Multiple monitors exhibited the same thing.

Audio:
Love it; soundtrack is excellent, there was a lot of love here clearly. Covered Ashley's voice above; the voice actress does a good job, ignoring the fact the character as a whole is utterly unbelievable in her actions and voice lines.

Gameplay:
Honestly it's extremely medicore and riddled with small-to-medium issues. This is basically just a list of all my gripes.
* First and foremost is this game suffers from so, so many softlock areas, mostly in the second half. If you don't have enough of the right ammunition for the next fight, it becomes a frustrating 'hope for crit or reset' experience.
* Your knife and body armor wearing out feels like another one of those copy-minecraft gameplay additions that doesn't seem to serve any purpose beyond 'longer gameplay feature list=better'. It adds nothing pleasant to the gameplay.
* Plagas infected enemies have no consistency. From the get-go we are told that plagas die to Flash grenades. However there are plenty that just don't, who knows why? Knights have to to knock the head off, despite the plagas already being visible. Confusing visual cue. Iron maiden/regenerator with exposed plagas are also uanffected even though the plagas is exposed. El Gigante also has exposed plagas and nothing happens.
* Why do chainsaw villagers not get staggered like normal enemies? There is no setup for them being inherently tougher than anyone else. Except now you learn the hard (and confusing) way they a shotgun to the face doesn't stop them like the other enemies they look alike and are surrounded by. It seems to be damage based to make them stagger now?, so just keep unloading into them.
* Parrying, while a nice idea, feels half-baked (like the original melee actions fwiw). By this I mean that everything just stops while parrying a chainsaw villager, and you're immune to explosives during that time. It lacks any immersion and feels poorly implemented; no Iframes when climbing a ladder, but Iframes when stabbing someone?
* El Gigantes can stun lock you in the first encounter.
* The 3 big baddies as a whole are uninspired and boring fights. Mendes has 2 attacks total which he just loops on a timer in stage 1. Stage 2 is just run back and forwards waiting for a barrel. It feels like sonic '06 level depth gameplay. Salazar is just a boring 'try not to have line of sight' fight where he basically does the same attack over and over. Saddler was fine I guess, but the 'summon bugs' attack is so lazy honestly. Instead of doing anything interesting lets just have a bunch of enemies from earlier in the game spawn again.
* Some of the puzzle rooms are designed in such an impossibly unrealistic way. It's RE, I don't expect 'real world' type stuff. But the brief sewer puzzle on the island with Ashley holding the door is so laughably bad. You can see the challenge from a mile away, but its compounded with a room layout so laughably unusable for its purpose that it loses all immersion again. Also all the island electronic lock puzzles are just awful; who playtested those and said "yeah that's good"?
* Enemy AI seems to be tethered or cordoned to certain areas. You can be chased by certain enemies in many areas, and they will just stand and watch you once you pass through many doorways rather than continue to chase. Is this an AI limitation? There is a surprise Iron Maiden fight in the sewers (right before the previous bullet point) where you can just walk back through the doorframe that led to the arena and the Iron Maiden just wanders away until you step back in.
* Typewriters are awfully located. There are multiple areas where the Typewriter is placed at the start of a long, EMPTY, corridor that leads to a tough fight. This creates a straight up waste of time if you die and need to retry; you have to keep walking the same path over and over.
* Ashley incapacitation feels like it was implemented AFTER most of the set-pieces. Her incapacitation often just leads to a reset in these sequences; its too hard to recover her quickly enough after a random axe flies across the screen and cleaves her head open
* Mercenaries updates are awesome. I miss Waterworld and the double chainsaw guys though.
* The Mine cart section feels way too scripted now that villagers don't get on your cart. It's also so long and the environment so massive that I can no longer suspend disbelief that it exists, or that anyone ever even found the Plagas nest in the caves. Seriously; the discovery lore dates back far enough that anyone who found their way in would never have been able to get back out (far too many cliffs, chasms and combined with the cart ride several miles of total darkness).
* Good effort with the merchant. I wish he kept his iconic lines, although I like his new ones too. The side quest tasks are a good addition, although most are quite repetitive (Shoot the Medallion #6 anyone? Really, they couldn't be more creative than that? Especially when they had the great sidequest of backtracking to take down the golden knight).
* Wtf is the point of the Striker exclusive upgrade now ammunition is much harder to conserve, and upgrades don't refill the clip like in the original.
* The environment is filled with 'theres a fallen tree at knee height that blocks your path' type things. The most ridiculous part I am referring to is the Dynamite room in the mines. Given that in the very next room Leon boosts Luis higher than the ledge you are forced to walk around in the dynamite room it's hilariously badly designed; can't boost a guy 6ft, but 8ft in the next room is totally fine.
* If you click load game and choose auto-save after dying your in-game timer isn't reset to the time in the loaded auto-save, but it is if you quit to menu. Another obvious lack of attention to detail that leads to confusing inconsistencies in-game and wasting time avoiding this (bug?).
* Want to add a special note for the cabin; it's the ultimate representative of problems with the game for a more casual player (purely anecdoatally, but none of my friends who didn't player the original much enjoyed this; they found it to be a frustrating experience of RNG; some experienced players enjoyed it more). I'm glad this sequence was kept in, but it's the ultimate soft-lock point in the game, made worse by the drops from the crates in the house being random. Have no heavy artillery left for the finale? Better keep loading then quitting to menu at the start of the fight until you get a decent ammo drop. There are too many enemies when combined with the bad aim and random stun mechanics (cool 3 headshots didn't break their charge or stagger them now I'm stunlocked...)
* Dude still taking a wizz in Mendez's toilet even after ~17 years. Glad they kept that.


Summary
It's not a terrible game, but it really needs it's flaws recognised; summarized in 1 word: "Inconsistency".

8000 characters.
張貼於 2023 年 4 月 5 日。 最後編輯於 2023 年 5 月 2 日。
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4 個人認為這篇評論值得參考
總時數 14.3 小時 (評論時已進行 5.9 小時)
This is a beautifully crafted strategy game that offers some beautiful visuals, and clean easy to understand gameplay. Most units are well balanced and you can plan your own strategy, that for the most part will get you through the story in a way you want to.

However there are multiple units that are woefully unbalanced and give such a ludicrous advantage to the opponent that the first they appear (each time a new unit is introduced the opponent has them, but you don't) you get crushed, and learn nothing about what you did wrong, regardless of how many times you retry. One example is a particular flying unit with the longest range of all units in that mission that can also instakill your commander; it's not fun or challenging, as the opponent will spawn one right on your final push, beeline your commander for an instaloss. You find yourself banging your head against a wall in these particular missions wondering why you failed the 50th time. This leads to some excellent enjoyable missions, and some truly dreadful ones.

It's not a bad game (it was good enough that I own it on Switch too), but be prepared for the difficulty level to swing wildly backwards and forwards; it unfortunately makes it too frustrating to recommend purchasing until you've tried it, or you're just willing to use a guide on how to cheese the bad ones.
張貼於 2021 年 10 月 1 日。
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1 個人認為這篇評論值得參考
總時數 31.8 小時 (評論時已進行 6.0 小時)
If you've ever played rhythm games, you'll know what to expect for the most part; it's Taiko-meets-Beat-em'-Ups.

Gameplay-wise, it kind of boils down to Osu's Taiko/Taiko no Tatsujin game modes: 2 lanes you have to tap in time with. Theres a wide variety of characters that help out in various ways if you struggle with specific parts of the gameplay. One gripe I have about this system is that some characters provide score bonuses; character selection becomes less about aiding players and more about calculation of optimal character and gaming the leaderboards for maximum possible score.

Visually super clean, everything is gorgeous. The UI is super-readable and easy to follow. It does have a few very minor bugs: for example it's possible rapidly swap between Song categories and end up browsing a category different to the one marked as selected.

The songlist is fire. If you're familiar with rhythm games, its exactly what you'd expect, and the devs have done a good job obtaining some recognisable tracks from other genre heavy-hitters. The DLC pricing for this is top-notch, you get an incredible number of tracks that continues to expand for an already very reasonable 1-time price. Each song has to be unlocked individually by playing and levelling up; this seems daunting, but it took me under 4 hours to unlock all songs. DLC songs are all immediately available on purchase though of course.

Overall a solid 8.5/10.


張貼於 2020 年 10 月 15 日。
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1 個人認為這篇評論值得參考
總時數 906.7 小時 (評論時已進行 726.8 小時)
Been playing this since before it was on Steam, then off and on since. Its a fantastic game, especially since it is free. There is little incentive or pushing of purchasable content, except buying new characters. The gameplay is excellent, and event 6+ years on the devs are invested in regular new gods and balancing.

This isn't a game I could guarantee someone would enjoy, but if you are either an 1st/3rd person shooter or MOBA player, there is a good chance you'll get a kick out of this, which is great since you dont have to pay to play it; the only non-cosmetic content that is paywalled are characters, and the free selection is (reasonably) generous.


While I wont recommend micro-transactions in any game, purchasing the god pack (for considerably less than a retail game) gives you every character, including future ones. I bring this up, because it kind of gives you all the games core content as an equivalent to a price tag, but you can buy characters individually; the ingame currency can also be earned ingame.

All in all, its a great game, but youll know quickly if its for you or not.
張貼於 2020 年 1 月 15 日。
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1 個人認為這篇評論值得參考
總時數 11.4 小時 (評論時已進行 10.8 小時)
Well its yu-gi-oh.

As a simulation of the card game, its pretty much flawless of course.

The good:
The campaign of classic matches from the anime is great. Whats even cooler is the ability to play these matches from the reverse perspective, so you can play the iconic Yugi/Kaiba duel both with and against Exodia.
Huge card database. Looks like every card pretty much ever.
Online play. Not much to say, it works pretty well, but it would be nice to be able to configure custom matches (such as using an older banlist). This way you could go online and find someone who actually wasn't running pendulum decks...


The bad:
Its so damn slow. Why is there no option to speed up the animations? Seriously half of my playtime is loading animations
Control issues. I have issues sometimes of in-duel my keyboard suddenly not registering, and have to use a mouse.
Cards are not arranged as they were in real-life boosters, so you have to forget everything you know about card sets, only recognise that archtypes are grouped, so there is that benefit i guess.
You do not know which cards a person has until you pull them from the boosters. WIth each person having over 250 cards it can take you FOREVER to complete 1 set. I've opened over 250 Kaiba sets now, and still don't have 1 of each card, let alone a playset of each. It took me 249 boosters to get 3 Trade-Ins. And that was after working out who had them.
It WILL take you FOREVER to build the deck you want, because there is no trading in the game, no method of purchasing singles, and no way of even checking which set has the card you need. This is where this game really falls down completely compared to actually playing yugioh. There is no aftermarket, no way of getting what you actually want except dumb luck against pointlessly high odds. I'm 2/5 complete on the campaign now, yet I've completed 0/20+ card sets (and I've only bought from 2 of the sets to get my Gimmick Puppets)

Overall:
Well if you are familiar with devpro/yugiohpro, its basically that with a little more polish and slow as hell animations. Its pretty good, I would definitely recommend this.
張貼於 2017 年 2 月 16 日。
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目前尚未有人將此評論標記為值得參考
總時數 3,893.8 小時 (評論時已進行 3,698.4 小時)
What can I say about the game? It's THE defining skill-based FPS, amazingly moddable and has a wonderful history of excellent and welcoming communities.

At the time of writing, I've been playing this game for 1/3 of my entire life, and I don't regret a second of it.
張貼於 2012 年 7 月 19 日。 最後編輯於 2018 年 1 月 24 日。
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