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Análises recentes de ElPolloDiablo

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A apresentar 1-10 de 12 entradas
1 pessoa achou esta análise útil
2 pessoas acharam esta análise engraçada
439.2 hrs em registo (295.5 horas no momento da análise)
Could be the recent update but there are so many bugs and crashes in this game now. Sometimes youre right in front of a zombie and you can swing multiple times but it doesnt connect. Loading in sometimes puts you back at base and your car miles away where you were. Sometimes you cant interact with your followers or an enclave or at an objective the item cant be found...list goes on and on and its frustrating because the game resets your objectives so you cant even quit and come back in to possibly reset it - any resources you spent in the part way effort to complete a mission will be lost.

Couple that with some bad interface design (using E for combat and interaction results in some annoying accidental deaths because you moved your mouse a little and got the wrong prompt). You can do a special attack instead of doing something like hopping over a fence by mistake which can result in your death.

On top of that, there are some pretty unfair situations where the game spawns ferals or feral packs that make no noise (probably a bug) almost right beside you and results in character death, which is massively unfun. Sure, on higher difficulties blood ferals pose the only real threat, but its usually an all or nothing situation - either you die almost instantly, or you have absolutely no trouble with them. I just don't think its a fun kind of difficulty. Hopefully this kind of play doesn't make its way to SOD3
Publicado a 6 de Outubro de 2024. Última alteração: 6 de Outubro de 2024.
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3 pessoas acharam esta análise útil
2 pessoas acharam esta análise engraçada
0.0 hrs em registo
I love the base game, but I think the approach to boss design has taken a very wrong direction in this DLC.

I beat the game solo with no summons and collected every Scadutree Fragment, but I think the long combos with little downtime for most bosses makes for very boring gameplay as it really extends the length of the fight, since you have to dodge the entire combo perfectly just to be able to heal, and even then still sometimes not without penalty as the boss will start up their next attack and hit you right away. Similarly, sometimes you cannot even get away with a light attack after a perfect dodge of their some of their main attacks.
Additionally, the use of visual effects to blind the player while the boss makes a follow-up attack seems really prevalent in this DLC and its just kind of annoying as you cannot really learn the combos for the next attempt (mainly final boss and Shadow Keep boss).
The final boss is beyond ridiculous as even with the heaviest armor and 4 defensive talismans (3 tier-3 damage negation) and 60 vigor, its most common attack could sometimes cause me to get hit 2-3 times in succession without being able to dodge out and kill me. I could understand a grab or a really winded up attack like Malenia's Waterfowl, but not what I was encountering. Add on top of that the extensive blinding visual effects and the insane combos without any downtime to counter-attack without penalty or heal, and it made for a very frustrating fight.

Couple that with the bad camera for some bosses and inexplicable quest requirements/lockouts for NPCs that continue from the base game, I would have to say that while fun for the most part, this DLC should be downvoted as a signal to FromSoftware that this is not a great direction to go in.

The map was beyond amazing. The amount of verticality and interconnectedness between areas was impressive.
Publicado a 28 de Junho de 2024.
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Ainda ninguém achou esta análise útil
322.1 hrs em registo (231.9 horas no momento da análise)
Good game, bad communication and worse decision-making since release. A real shame for all of those now unable to buy the game in their country for no good reason, and more so for those who were playing for so long and will now be forced to stop.
Publicado a 5 de Maio de 2024.
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3 pessoas acharam esta análise útil
3 pessoas acharam esta análise engraçada
3
4.9 hrs em registo (3.3 horas no momento da análise)
Lethal Company ripoff with Phasmo/Outlast elements, definitely leans into the horror aspect.
Sounds good but if you play long enough it doesn't seem like much thought was put into the game. I don't foresee this having much replayability, feels like a bit of a cash grab to me.

Good:
Atmosphere (dark, scary)

Looks better than most cheap horror games

Large variety of monsters

Bad:
Too dark. It is difficult to make things out, especially when filming, when it should be fun to see what you are recording. The camera definitely needs a night vision mode instead of a light when it is in recording mode.

Too little camera battery - it would be super fun to take longer segments messing around with your friends, but you need every ounce of battery life to make the quota

Only one camera - If you get separated from the cameraman, which can happen often, you're basically useless and can't do ANYTHING to help the team. This is huge, as one failed drop will likely cost you the entire quota by the 2nd quota, meaning you will lose the entire game and have to restart from the beginning.

You can spend a lot of time trying to get the camera in the box at the end of a run, the physics around it are way too finnicky.

No recourse for many enemies, and little stamina - If a monster targets you, many times you're just boned as they basically follow you until you die, often stunlocking you. There are tricks to avoid aggroing them, but given how dark it is, often by the time you realize they are there, you have already aggro'd them. They are definitely far too silent when not aggro'd.

Shop prices are too high for useful items, and usually you can only buy 1. Many times many team members will be going in with either nothing or the crappy old flashlight.

Different levels are locked behind advancing to new quotas - could be cool if it were easier to advance, but yeah it's far too easy to have one failed mission and then lose the entire game.

How well you're doing during the level is not intuitive at all. You basically have to go in and hope whatever you filmed was enough. You get absolutely no feedback when watching playback of how many views corresponded to what you filmed as well.
Publicado a 1 de Abril de 2024.
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2 pessoas acharam esta análise útil
93.9 hrs em registo (52.4 horas no momento da análise)
Análise de Acesso Antecipado
Absolutely fantastic game all around. Music, visuals, atmosphere, gameplay etc. I don't really have anything to criticise.

If you like horror or you like co-op games, this is definitely worth picking up. Even playing solo is pretty great.

Just don't let your family see you playing this haha. Might raise some eyebrows.
Publicado a 23 de Maio de 2023.
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12 pessoas acharam esta análise útil
48.2 hrs em registo (40.2 horas no momento da análise)
EDIT: I gave a bit of a scathing review earlier and am changing my review slightly.

I was pretty upset after being forced to quit the game for the 3rd or 4th time that night due to some bug that did not allow me to take my turn.
It is especially frustrating when you are doing well since this is a difficult game to win and doing well does not happen often.
Even one instance of not being able to move or shoot for one turn can cripple your entire game or even result in player death and loss.

The majority of this fault lies with Awaken Realms IMO, for making such an unbalanced game - frankly the characters are far more inept than other Nemesis games (intruder defense: getting a *loaded* weapon that can do the 5 damage usually required to kill just one Adult as most characters can be a nightmare (I think only Hacker can reload his own gun without items, 3 characters don't even have a gun when the game starts), fixing fire: only the Janitor can put out fires without items), the Intruder attack cards can be very punishing (Blood Chase anyone?), the Event cards can end a game within 1 or 2 turns without the players really being able to do anything about it (particularly cards that spread Fire/Malfunction, Consuming Fire can easily end the game if only 3-4 rooms are on fire) or damage rooms no one ever needs to go to (malfunctions in elevator entrances or fires in stairs)

There were several ways I noticed players cannot do what they need to during their turn:
1) No actions can be done (cards cannot be viewed, intruder weakness, contingency, crafting screen cannot be viewed) via UI or keyboard shortcuts. Sometimes this fixes itself after a while (although everything you clicked on activates at once and you need to close all the screens that opened before you can do anything else)
2) Particular actions cannot be done (e.g. trying to move through a corridor but cannot select any cards to pay for it - I want to say I remember the game saying something like "card not available" for this bug, e.g. Cannot click on the shoot button for a gun - text is displayed in red)
3) Turn timer runs to 0 but the current player does not pass - entire game halts until that player leaves the game
4) My friend had another issue I will have to get details on
Hopefully Interstudio will find and fix these.

However, I think Interstudio needs to do work to make clear what happens during the game:
1) Combat dice rolls: An animation of the dice roll with the result needs to be seen for clarity of fairness. Simply seeing "Miss" over and over is vague, as opposed to attacking an Adult and seeing alternating "Creeper", "Miss", and/or "Discard a card to damage" rolls which feels more believable and fair. Seeing the dice would also help explain why there can be a higher probability of hitting a Larva/Creeper in darkness than in light which is unintuitive (thanks Awaken Realms).
2) Intruder Attack Cards (being attacked by an intruder): The player, intruder, and the card should be shown at the same time. This way the player can understand what happened, what happened because they were in Darkness, or what they avoided because they were NOT in darkness, and tie it to the damage/contamination they received. Otherwise they can only understand this from the event log, which is not always feasible to look at afterwards since it is a timed game and you may need to think about your upcoming turn or take your turn.
3) Intruder Attack Cards (intruder taking damage): The intruder and card, and player if applicable, should be shown at the same time. This is particularly helpful when an intruder retreats, since it is possible for an Adults/Creepers to have over 5 damage and still be alive.
4) Event Cards: The event card should be displayed alongside the players it affects, as well as the players that are affected by the "Darkness" effect. Sometimes players are asked to make decisions (use Flashlight, drop Heavy Items) without knowing why or what the implications are. Showing the card also makes clear why intruders move the way they do (especially for rare cards where they move through two rooms)
5) Consequences of certain actions (e.g. getting a serious wound from an incorrect CSS launch)

The lack of explanation in these scenarios means that there is a lot of "wait, what just happened?" reactions, and players cannot learn about the game and improve, and that makes it really hard to enjoy a game as difficult and complicated as this one.

Other than that, the game has been well translated from board into video game, in terms of audio/visuals and immersiveness and all that.
Publicado a 17 de Novembro de 2022. Última alteração: 19 de Novembro de 2022.
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2 pessoas acharam esta análise útil
0.0 hrs em registo
Loot box for the new cards that I already paid for. Trust TRS to come out with a worse mechanic than Skull Totems.
Publicado a 31 de Agosto de 2022.
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2 pessoas acharam esta análise útil
31.7 hrs em registo (16.6 horas no momento da análise)
♥♥♥♥ you techland for your ultimate fury cricket ♥♥♥♥♥♥♥♥, for making me wait 5 seconds TWICE with no zombies then I lose by 25 milliseconds at the end.

Seriously though, the combat skills suck compared to DL1, I don't use any of them and I don't like parkour combat, it's not fluid at all or how I like to fight. I don't want to execute "perfect" moves to fight, I just want to fight.
Parkour skills don't all suck but most aren't that great either. Parkour skills are so much harder to execute this time around.
The key combination or requirements to execute half of the abilities are weird - vaulting over enemies, double jump, far jump etc.

There are some big annoyances, like how you can't execute anything on a slope because you slide down, so sometimes zombies can attack you with impunity if you're stuck on a sloped part of the ground, or at the bottom of a slope. Sometimes you grab a pole or ledge below you for no reason. Idk the character doesn't do what you would like as much as in DL1.
Over half the tall buildings are missing garbage you can land on beside them, so you have to tediously make your way back down the way you came up. The "safe landing" skill is too tough to execute, requiring a "perfect" timing once again, instead of being able to hold the button which would be nicer.

Been doing all the side quests and stuff and still don't have a bow at the time of review which is kind of necessary to fight a lot of the special zombies easily and get trophies for upgrades.

None of the traders provide better weapons than I can find on the streets, so what do I spend my money on?

The game looks beautiful though.

Running at 4K 60 most of the time, but NOT High Quality RT, just base RT, with a 3080. Day 0 it was running at 20FPS, but with the Day 1 patch it came up to 60. It's possible it will get better over time.
Publicado a 5 de Fevereiro de 2022. Última alteração: 5 de Fevereiro de 2022.
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46 pessoas acharam esta análise útil
2 pessoas acharam esta análise engraçada
4
4.1 hrs em registo
This game doesn't even come close to Hollow Knight, so if you're hoping for a similar experience, look elsewhere. It isn't anywhere near as refined, immersive, or fun to play IMO.

Firstly, the voice lines aren't in English, although the text is and so is the intro cinematic. It's weird how there isn't one consistent language across the whole game.

Most important is probably the skill tree - after playing for 4 hours there are no notable or fun abilities at your disposal - I just acquired an axe but it costs energy to charge and use so it's not very practical. Healing also uses energy but you have to manually pick it up after enemies drop it. Most of the starting skill tree is either increasing sword damage, critical hit damage or critical hit chance - a good 10-15 skill points.
I have acquired one "gem" so far which is an equippable item - which increases my critical hit chance.

The platforming is needlessly tedious from the get go and the obstacles don't really fit in with the areas at times. When you get an important item, you sometimes have to go back through the annoying obstacles you took to get there instead of having a shortcut that opens up once you get said item.
The platforming resets you on a DIFFERENT time marker each time you die - so instead of all the obstacles being in the same place when you restart (so you can quickly speedrun the parts you've already accomplished), you need to wait and figure out exactly how everything was when you started your attempt the first time.
The dash mechanic is very annoying - you have to precisely time when to stop a dash by moving in the direction opposite of the dash - and this dash-cancel timing is required often for all the precise platforming you will need to do. The platforms are ALWAYS the smallest size over hazards, often disappearing ones. Some platforms which appear like you can jump through them are actually solid, which usually causes you to die because you're in the middle of a platforming race.
Often times it is difficult to tell the background from the foreground and therefore which things will hurt you unless you run into them. Sometimes the foreground will even block enemies from your sight and cause you to take damage.

The world is huge, but the map only gives you limited markers and although it marks chests and other items of note for you, you have to zoom in all the way to see them so it's tedious to backtrack and figure out where something you're looking for might be.
I don't really feel any magic in exploring the world, and it is confusing enough starting from the second area for me to want to quit the game. There are several different "dungeons" from the main world and so far I have only explored 2 of them. I have 4 or 5 doors that lead to places that I have not discovered yet and it is almost daunting to have to explore the rest. I will need to go back to all of them because there are several items of note that I simply could not reach. I have probably passed 10-20 such items so far but have no way to mark which abilities I need to access each item.

The first boss had several different forms and many different types of attacks - far more complicated than I feel a first boss should have. It also took an insane amount of hits to kill (maybe 50?) in my opinion. If this is a hint of what's to come, then I wouldn't look forward to boss fights.

So far I've only been able to buy one skill point and one health container piece from the main trader in the game. Everything else is far more expensive than I can afford or has no use I can yet discern.]

There is a lack of rest areas, often forcing you to explore for extended periods of time without being able to change your skill tree and try new things out, and fast travel as well.

You also can't edit all the controls, so instead of playing on keyboard how I prefer, I was forced to use a controller. However the controller was bugged in one specific area of the game, so I was forced to play with keyboard and remap my key bindings to use the controls I wanted to use partway through the game.

I do not think I will finish this game.
Publicado a 15 de Dezembro de 2021. Última alteração: 15 de Dezembro de 2021.
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Um developer respondeu em 4 jan. 2022 às 3:06 (ver resposta)
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A apresentar 1-10 de 12 entradas