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Nylige anmeldelser av Forblaze

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53.3 timer totalt
Really good game. Basically Frostpunk in space, but your people aren't quite as whiny.

My one and only complaint is how micro-intensive stockpiles can be. Each stockpile can only have one resource, so low-quantity resources like electronic chips are never really justify a stockpile of their own so you're constantly juggling the designation to shuffle them around. At the very least, an ability to specify multiple resources for one stockpile would've been nice. Transport trucks are also a fairly unintuitive bottleneck that the game doesn't give you a good way to understand. Multiple small stockpiles become more efficient than large stockpiles simply because they put more trucks on the road.
Publisert 2. september.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
2 personer syntes denne anmeldelsen var nyttig
339.0 timer totalt (331.6 timer da anmeldelsen ble skrevet)
One of the best coop games in a long time.
Publisert 30. august.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
Ingen har angitt at denne anmeldelsen er nyttig ennå
37.9 timer totalt (23.5 timer da anmeldelsen ble skrevet)
Behind a thin layer of humor is a story about politics and the media's role in it. You're asked to editorialize and shape a narrative that has substantial impact on how the story unfolds. Is it moral to censor this? Is it safe to release this footage to the public? These are questions you're asked to answer, and your answers have consequences.

The game does some leg work to make both sides justifiable options, but I feel like some of the ways they got there felt a bit unfair at times. The developers ultimately seemed to want to avoid letting their personal beliefs seep too far into the narrative, but you can definitely tell they're trying to work around them. The player will need to take a step back at times and objectively analyze a situation to fully understand it, because the game will frequently frame things in ways that tell you how to feel about them. Maybe that's just meta-commentary on what you're doing in game, but if it is then I feel like it's something lost on people in a lot of the discussion around this game.
Publisert 8. februar 2022.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
12 personer syntes denne anmeldelsen var nyttig
39.8 timer totalt (30.3 timer da anmeldelsen ble skrevet)
I only played the single player, but I have to imagine some amount of this translates to multiplayer as well. I was also only playing on normal, which was the second out of four or five difficulties.

This game is incredibly frustrating, at least with the imperial navy (The only playable race in single player). Every faction is notably faster than you. This would be one thing, but a large number of mission types require you to catch and either board or kill another enemy ship in an extremely small time window (2-3 minutes). In either case, the target ship will do nothing but run from you, even if they're orks. It will take well over a minute just to reach their side of the map, even with your lightest ships with all possible speed upgrades, but being able to do anything meaningful in under half of a minute is very much based on luck. If your objective is to board the target ship, you may really only have a 30% chance to succeed in the board. If you fail, you just lose. If your objective is a kill, you have very few options to deal large amounts of damage quickly. If your enemy for either of these mission types is eldar, then your chances of success are even further diminished because of the eldar ships are *many times* faster(10x? More?) than you, and any attempt at a chase is immediately obviously futile. These are only the worst examples. Any mission that isn't a straight up firefight or that can't be turned into a straight up firefight, which is most, feels heavily weighted against you. The cost of defeat is also pretty high. A heavily damaged ship takes one day to replace, which is 2-3 deployments (missions), and a destroyed ship takes two. The amount of ships you have is very limited, so every ship that gets taken out of commission for any length of time is a huge loss. Even retreating a ship before it becomes heavily damaged has a chance to have your ship become "lost in the warp" and be out for several turns. There are also further penalties for losing missions on top of the damage your fleet sustained, including lowered income, fewer available deployments, more expensive upgrades/repairs, and higher chances for your ship captains to attempt to desert.

The special campaign missions are also incredibly poorly thought out. In one mission, your objective is to escort an inquisition battleship through an asteroid field. The battleship flies exactly as fast as your cruisers, only very slightly slower than your light cruisers (188 vs 150), and is constantly using its speed boost ability. Just to keep up with the battleship, all of your effort needs to be put into keeping up with it. Any attempt to maneuver to better fight the enemy just puts you further behind the battleship. Note that weapons are very much directional. I don't think any of the ships in the imperial navy have a weapon that shoots behind your ship, so all you can do is soak up damage targeted at your weakest point. This would all be one thing, but the dialogue is constantly telling you to defeat the attackers. Again, I'm only playing on normal. The only reason that dialogue and actual gameplay would be so mismatched on a relatively low difficulty would be that the developers just didn't put any thought into how this mission actually played. The entire mission is actually a bit insulting, because the inquisitor's battleship will steamroll any of the enemy ships that get in front of it, because it's the highest tier ship in the game against the second or third lowest. The only reason any of them are a threat is because they can just sit behind him and fire with impunity. A very obvious way to fix both of these problems would be to give you control over the battleship and put a timer on the mission, then increase the tiers of some ships coming after you.

It really can't be overemphasized just how frustrating this game is. Losing is one thing, but it's just how often you feel you don't have any control over the outcome.
Publisert 17. mai 2016. Sist endret 17. mai 2016.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
32 personer syntes denne anmeldelsen var nyttig
2 personer syntes denne anmeldelsen var morsom
8.5 timer totalt
In always every discussion I see of games similar to DMC, I see this game brought up and praised. Coming from that perspective, I was very disappointed with this game. It doesn't do a job explaining mechanics to the player, gameplay is inconsistent, and combat can feel very tedious.

Mechanics like stealth, parry, blade mode, and dismemberment are explained either very poorly or not at all.

Narratively, you're constantly being encouraged to stealth. Unfortunately, the game barely even attempts to explain how stealth works. Enemies have a cone of vision that varies between 2 feet in front of them to across rooms, and don't always mind the sound of explosions or the screams of their buddies. These aren't just odd little kinks in the system though, almost every encounter has to be stealthed by trial and error, just guessing at what the enemies won't detect.

Block and Parry are very integral to combat, but they aren't really touched on much in the game. What's worse is that you aren't really told when the attack you just tried to parry isn't actually parryable. Considering the strength that Raiden displays in cutscenes, it's a bit surprising when you figure out you can't parry some of these attacks. And failing to parry them isn't really different from just not attempting to at all, so you're left to just assume you messed up and try again, losing a good chunk of health for each attempt.

Blade Mode, the ability to slow time while you rapidly swing your sword, is extremely context sensitive. The rules for when you can and can't dismember something or when you can perform Zandatsu aren't really brought up. You're left to react to the random slo-mo or button prompts that show up on screen, even though you can still use it in other, unexplained contexts.

The game also has a lot of inconsistencies. Ninja Run, a sort of auto-platformer ability, isn't usable for almost any creative means. Unfortunately, it means that Raiden's super reflexes and agility aren't available to you when you want them to be, or feel like they should be. This, in addition to Raiden's unreliable strength, can be very frustrating when you're trying to figure out how to fight a boss or new enemy. You're often just left grasping for contextual QTE triggers.

In combat, you aren't really punished for button mashing. Parry can be used on 95% of all attacks, leaving you nearly invulnerable given how easy they are to perform. Health can be fully replenished by using Zandatsu on any given enemy, which you're also encouraged to use as often as possible by the post-combat ranking system. Subsequently, you're never really in danger.

Replayability is also hurt by all of the plot related phone calls you receive, which force you to walk slowly while you listen, the unskippable cutscenes, and various other constant interruptions.
Publisert 21. juni 2015. Sist endret 21. juni 2015.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
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