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Recensioni recenti di Hydris

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Nessuno ha ancora trovato utile questa recensione
179.0 ore in totale (100.2 ore al momento della recensione)
Full review: https://antares.neocities.org/blog/review-nioh

Nioh strikes an adequate middle ground between facilitating co-operative play and providing a challenge. Even though Nioh follows the “Dark Souls formula”, I think it has enough merit that warrants recognition beyond a “clone”.

Perks
  • stances add variety to combat
  • quirky but poorly translated special effects on items
  • kusarigama, a cool Japanese weapon
  • RPG stat scaling doesn't appear to restrict or constrain player choice
  • adequate opportunity for respecs

Warnings

All tooltips and hints are labeled for controllers. Prepare for some confusion and guesswork if played exclusively on mouse and keyboard.

EULA

EULA states the game can only be installed on one computer. The user must delete a copy of the game before installing it on a second computer. This does not appear to be enforced by DRM.

Performance Issues

On Proton 8.0-4, the game will intermittently slow down as the frame rate remains stable; this is not related to any bullet-time mechanics. Some cutscenes can not be played and will be replaced with a placeholder graphic. This also applies to any tutorial related videos.

On Proton 6.3-8, there are major performance issues on the 2D overworld map. This will not be apparent until after the second boss of the game (45 minutes or 2 hours of playtime into th game). An error message appears in the place of unplayable video assets.
Pubblicata in data 11 febbraio 2024.
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4 persone hanno trovato utile questa recensione
57.9 ore in totale
Full review:
https://antares.neocities.org/blog/review-sakuna-of-rice-and-ruin

Sakuna of Rice and Ruin is a hybrid side-scroller and farm simulation. The game as a whole is more charming even as the parts (platforming, combat mechanics, RPG elements) are mediocre on their own.

No disruptive technical issues (e.g bugs, crashes) encountered as of 57 hours of playtime.

Pros
  • detailed representation of rice farming and sensible integration with combat and resource management
  • eloquent and concise dialogue between characters

Cons
  • annoying lead character; also something to dislike about every character at the start
  • 3d anime models look like wet plastic dolls in areas with strong lighting

Observation
Most parts of the game can be completed with very poor equipment and stats but doing so makes the game harder than it has to be.

I forgot rice paddies are flooded with water, so I had poor yields and was underleveled. Sakuna doesn't have the defensive options and i-frames to cover every situation.
Pubblicata in data 24 settembre 2023. Ultima modifica in data 24 settembre 2023.
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7 persone hanno trovato utile questa recensione
0.0 ore in totale
OVERVIEW
Overall fun, especially if you enjoy tinkering with layouts in the Home Realm and want extra objectives. There's no immediate danger, and I had my fun spending the first 15 minutes tagging blocks and hallways before actually building anything.

(+) Surprisingly Varied Objectives
Each map has its own theme of objectives e.g resource management, empire units only, no spawns (prison breakout or torture-conversions only). The last level comes with "Posession Challenges" which has a novelty to it.

(-) General Excessive Memory Usage
To the point, I'm not sure how they got 4 GB as the minimum and 8 GB as the maximum; I'd rather say the minimum is 8 GB and 10+ GB being recommended.

Played on Ubuntu 18.04 bionic.


War for the Overworld isn't a lightweight game to begin with (out of all games I have, it's probably the one that takes the longest time to start up). If the base game's campaign missions are about 40 minutes long on average- ~10-30 minutes if you're going for the speed achievements and 1+ hour if you're really taking your time- then the latter playstyle you're looking at 2-3 hours per Pet Dungeon map.

There's nothing wrong in that except for the game's usage of memory which becomes a problem in long games. Each session uses up my RAM (8 GB)* then fills swap (another 2 GB). Overall, a terrible experience to have a system stall and have alt-tab register 10 seconds late.

* The other applications running being a BitTorrent client (2.1%), music player (1.9%), IRC client (0.5%), text editor (0.2%); I can maybe squeeze out another 5% if I could run the game without running Steam. Generally, WFTO has 85%+ of available memory to itself whenever I play.

* The game likes to drop the frame rate down to ~10 fps when opening the ESC menu and the controls tab.

* The First Time I have Crashed the Game
By spending the first 5 minutes of the map spamming Prophecy on Snowhope, entirely revealing the rogue dungeon, but having nothing built yet.

Ending Notes
If you want to ♥♥♥♥ on my toaster, for barely being able to run a game from the current decade here are my specs.

CPU: AMD FX-6350 Six-Core @ 6x 3.9GHz
GPU: Radeon RX Vega
RAM: 7989 MiB

Maybe one day I will at least be able to enjoy this game with at least 60 fps on a 144 Hz monitor by either (a) the public pointing out some nonsense I overlooked or (b) throwing money at a better rig and feeding the beast that is unoptimized software.
Pubblicata in data 13 febbraio 2019. Ultima modifica in data 14 febbraio 2019.
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Uno sviluppatore ha risposto in data 20 mag 2019, ore 3:39 (mostra la risposta)
8 persone hanno trovato utile questa recensione
361.7 ore in totale (84.3 ore al momento della recensione)
OVERVIEW
If building bases is fun for you, this game can make hours pass like minutes. On the other hand, there's often an excess of resources so it's actually tough to fail missions. There's no difficulty settings and mainly the self-challenge is in how quickly a mission is completed.

(+) Varied Campaign
The campaign has a nice variety of objectives i.e take-your-time base building, skirmish and survival scenarios. Even when the units are autonomous, the mission of guiding a squad of Necromancers was still fun.

* Autonomous Units
Both part of the game and kind of frustrating. If they do something you don't want them to do, you can only slap them, but even so they might go back to doing the same thing you didn't want them to do.

This gets annoying for cases like:
  • Unit strays off and attacks a turret instead of something more important especially when attacking said important thing would mean they outrange the turret.

  • Worker won't pick up gold e.g in Pet Dungeon or Home Realm; gold will just pile up around the enemy spawning zone.

  • Minion gets mad about being hungry, sleep-deprived, or its wage, but this shouldn't happen if the dungeon has a reasonable layout.

(-) Clunky Control Groupings
There's no selection rectangle in assigning units to a warband (control group). Instead the control is CTRL+<Number> then clicking on units to add, which is imprecise.

In your own territory, you can pick up and drop minions for defense, but even that's a little weird since you might grab and drop a sleepy and hungry minion into battle.

TECHNICALS
Played on GNU/Linux.

(-) Unimpressive Optimization
Kind of like walking on eggshells at times. It's understandable for a long game or a lot of units to eventually lower the frame rate, but the frame rate may drop from opening the options menu or saving the game (down to 15 fps).

CPU: AMD FX-6350 Six-Core @ 6x 3.9GHz
GPU: Radeon RX Vega


(+) Not once in 71 hours of playtime has the game crashed.
I did however have to cut playtime sessions short by restarting the game for a better frame rate.

(-) Bugs Here and There
Such as:
  • Non-vaulted gold having the graphics of a Defense Part and falling under the map. There's an extent to which you can do something about it, but it's kind of ridiculous to begin wtih.

    https://gtm.you1.cn/sharedfiles/filedetails/?id=1618461086

  • Half of the ESC menu being off-screen if opened it at the same time as moving the camera.

  • Randomly can not move luxury gold statues even though it is owned and on own territory.

MISC

Navigating main menu is kind of like walking through Shilltown- tells you to sign up for the newsletter, join a chatroom for a terrible chat service, etc. If you just bought the base game and not any of the DLCs, it will look like you bought a very incomplete game.
Pubblicata in data 27 gennaio 2019. Ultima modifica in data 6 febbraio 2019.
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12 persone hanno trovato utile questa recensione
610.3 ore in totale (378.1 ore al momento della recensione)
It's been a while since I played an RTS for a serious amount of time - so this review isn't going to draw many comparisons.

OVERVIEW
+ Intuitive controls and in-game quality of life features
Has prepend and append commands, click and drag controls for actions with in a range, mouse-drawn formations, and many general quality of life improvements. This reasonably reduces micromanagement in some areas, especially economy management.

+ Fun unit variety and cross-factory synergies.
To list some general characteristics, cloaking, shielded, jumping, air, naval, and amphibious.

+ Terraforming is great and interacts well with the available types of units.
For example, spiders can climb cliffs of any steepness, humanoids, limited steepness; and vehicles require flat ground.

+ Can place markers and draw with the mouse to coordinate with your team.

- Single player campaign is structured as a unit-by-unit tutorial, and overall isn't very interesting.
This probably impacts the multiplayer experience by having new players jumping straight into online matches. The main annoying thing in this game is playing teams or co-op with some new player that only builds turrets at base, which eventually will be overwhelmed by bombers and artillery.

MULTIPLAYER - MATCHMAKING VS LOBBY
The best playing experience I've had is with the lobby. Ignoring the player activity difference between the two, the perks are the following:

+ can choose maps, including those outside of a map pool

+ can choose specific modes (i.e Chickens is covered under co-op in mm)

+ can set AI difficulty (co-op)

+ access to various match options e.g mutators or things that change things up

+ team games are either self-organized or scrambled each session, as opposed to reoccuring premades in the matchmaker.

As for matchmaking, even if the game is FOSS/transparent and doesn't force unfair match-ups to influence buying microtransactions, there's still the frustrating experience of good teammates then terrible teammates even if the average player ratings between teams are equal, or just high skill differences because of the limited amount of players queuing.

THE AI
I've noticed that Easy to Brutal Skirmish AI, they appear to employ the same general actions and tactics, just that they accomplish certain milestones later or sooner e.g first secondary factories, first Strider, first air strikes, first superweapons- albeit the lower difficulties are restricted from certain superweapons. Overall they do a well rounded amount of base building, expanding, scouting, and attacking; this makes them generally more effective than players that commonly neglect the latter two or three, but also gives them the perspective of being more difficult than they really are. I don't consider this a bad thing since playing the game like a turtle or as if it were a city builder should often result in a loss.

THE LINUX EXPERIENCE (NOT WINE)
The one perk is that if you installed the game on a Windows partition, you can use the same install on Linux, and have Steam recognize that you're playing it. The extra Steam features like overlay, screenshot sharing, and friend invites are unavailable.

TECHNICAL ISSUES
Listed in no particular order.
  1. Crashes (both Windows and Linux).

  2. Screen will black out if in the lobby for too long (both Windows and Linux).

  3. In-game UI may fail to load (both Windows and Linux)

  4. Memory leaks (Linux).

#1-3, are less common compared to May 2018.

#2, the developers will blame it on OpenGL or drivers, but this is the only OpenGL game where I've encountered such a thing.

#3, Happens more often if the game was tabbed out while loading, and can be manually fixed with the command
/luaui reload

#4, I set
UseLuaMemPools = 0
in springsettings.cfg, by developer suggestion and haven't had memory issues until restarts, anymore.

DONATIONS
You can't throw money at the devs to have them improve the game in certain areas- as much as I'd like that to be the case- because they're developing the game as a hobby. It mainly keeps the servers online.
Pubblicata in data 29 luglio 2018. Ultima modifica in data 3 agosto 2018.
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13 persone hanno trovato utile questa recensione
18 persone hanno trovato questa recensione divertente
26.9 ore in totale (16.1 ore al momento della recensione)
My name is not important.
What is important is what I'm going to review.
I just ♥♥♥♥♥♥♥ love this game, and the Antagonist's monologue playing on my screen.
My whole life has been nothing but cold, bitter video gaming.
And I've always wanted to review this game.
This is the time of vengeance and no typo is worth ignoring.
And I will put in the entry field as many as I can.
It's time for me to review, and it's time for me to post.
My unsolicited endorsement begins... here.
Pubblicata in data 1 aprile 2016. Ultima modifica in data 1 aprile 2016.
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5 persone hanno trovato utile questa recensione
324.7 ore in totale (320.6 ore al momento della recensione)
A decent game that leaves a lot to be desired; not from what is lacking, but the potential for improvements of what's currently presented.

I consider the main appeal of the game being the AI companions that can learn and be trained to an extent. Their inclination stats which influences their behavior is important to attend to since counterproductive behaviors are possible. I felt the inclinations has both placed some interesting constraints on playing, yet some restrictions to what I would've done to prevent some bad habits imparting to the pawn. Compared to average game AI, they're smarter and more capable than average, but still bound to make some stupid mistakes. Unconventionally, the whole deal with character building in RPGs, I ended up paying more attention to customizing the main pawn than the player character.

Mostly, each class has a weakness to be covered by companions. I.e physical damage only classes while there are monsters vulnerable only to magic, or being grabbed by an enemy and needing a teammate to the rescue. However the AI companions, really depending how well trained, can be unreliable for some situations; worst case I can remember is Metal Golems and archers not attacking the floating medallions when I needed them to.

Another appeal is the attention to detail in non-generic ways. Examples, heads actually regrowing on a hydra- delayed by burning the wound. Character weight being a factor in weighing down or being carried off by a flighted monster. Counterfeited quest items can have some fun results later on and in other quests.

My first playthrough, I felt the challenge was fair. Later on NG+, the challenge expires as the enemies don't scale. Even for Hard Mode recontinuing after completing the game, the only thing noticeable is the greater XP and Gold rewards. Ultimately at a high level, one area in the game remains as an appropriate place where the player isn't overpowered for, and even then some of the bosses are leaning towards the easy side. The story gets questionable at first sometimes, but it turns out to be consistent.

Expectations
Dragon May Cry: The RPG, considering the director and team behind it. There's some similarities, but a lot of the character's effectiveness relies on stats and equipment because of the way damage is calculated. I felt the countering attacks and dodging was quite easy and the timing required was lenient.
Other Opinions
  • For the RPG aspect, I felt the means of upgrading equipment and character were simplistic. For the action, only 6 skills per weapon (3 if Warrior) loadout were limiting.
  • Inventory items shared the same icons in an annoying way.
  • The game only has one save slot for a character, I'm mostly fine with it since a lot of character details (like appearance, class, augments) can be changed without starting over.
Experience
  • Played the game on Normal the first time, then for NG+ switched the game difficulty to Hard.
  • Most played vocations are Assassin and Mystic Knight; played the least of Sorceror and Mage. Had some fun with Magick Archer, but I didn't like the lock-on and target tracking on magic bow skills.
  • Have done all the nongeneric quests in the game.
Pubblicata in data 25 febbraio 2016. Ultima modifica in data 9 giugno 2016.
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33 persone hanno trovato utile questa recensione
2 persone hanno trovato questa recensione divertente
26.9 ore in totale (25.2 ore al momento della recensione)
Game is separated into distinct parts where the gameplay is different. There's the platforming to navigate the world, 4-direction top-down shooter in a mini-game to get unlock upgrades, and real-time turn-based hybrid RPG-like combat as boss fights. The platforming and the shooting are simple while the boss fights can pose a challenge and look intimidating, but there's a reasonable learning curve from the first boss to the end of the game.

There's no restriction or linearity to dictate where and when to progress; so, some trial and error to find which boss is the party as is, is equipped and upgraded enough to handle.

Aside from the aspects of gameplay, The Desolate Hope strays a bit from the standard with user interaction. Pausing is bound to unconventional keys (F2 or ALT) [while ESC immediately closes the game]. The manual makes no mention of this; minor-ish issue, but more significant than usual as the game is under a time limit, ticking down in most areas of the game.

Misc. Info
Bought At
Full price ($4.99)
Expectations
My first exposure to the game was a YouTube video demonstrating a boss fight. Though I think the boss fights are very entertaining (but leaning to the same strategy of applying all party buffs and chaining high damage moves), replaying encounters is limited to the two final bosses for a save.
Steam Features
Steam Overlay doesn't work with the game, which means taking screenshots and broadcasting must be done by other applications.
Pubblicata in data 6 febbraio 2015. Ultima modifica in data 20 febbraio 2015.
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4 persone hanno trovato utile questa recensione
2.9 ore in totale
Cozy game, but very short on content. Has combat, puzzles, and platforming, but doesn't have much on any of those aspects. A 100% playthrough can be done blindly in under 3 hours, but it indicates fully revealing the story.
I don't recommend if you're looking to get the most game time out of your money.

Misc. Info
Bought At
7.19 American dollarydoos (price of a cheeseburger)
Expectations
Barely if any at all, but judging from the developer name, corny self-aware little anime girl voices (which are in the game).
Peripherals
Keyboard and mouse. Controller was recommended according to the store page, but I don't have issues with controls and related options (e.g mouse sensitivity to camera viewing speed).
OS
Windows 7
Pubblicata in data 4 febbraio 2015. Ultima modifica in data 20 febbraio 2015.
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4 persone hanno trovato utile questa recensione
356.4 ore in totale (286.7 ore al momento della recensione)
The kind of game that may require reading a manual initially- there isn't much guidance provided in the game past an optional tutorial segment and some missions (plot chains) have a 'be-ready-for-anything' deal.

There's a lot to familiarize with, and it's is not from the sheer difficulty of the game, but from the quantity of content to explore i.e the command softwares, ship equipment, weaponry, sector information (e.g supply and demand, production, wares), factories- the list goes on. Patience is probably needed, and it's not going to be from the speed of the ship relative to the average distance to travel (there's time compression and jumpdrives for that).
Surmounting this, you get a game with features analogous to ones in real-time strategies (e.g units, control groups, invading sectors) and empire building (e.g production, fleets, personnel), in addition to what's obvious: shooting, trading, objectives from NPCs in a toggle-able first/third person perspective viewing stunning scenery coupled with unfittingly reused NPC avatar assets from 2003.

The odd ding of the game is the UI and menu interaction (without community mods/scripts), and even for a game like this, there isn't the convenience of command queuing. It's usual to navigate sub-menus and sub-menus within sub-menus- making some functionality hard to find at first or tedious to navigate to. Another is how [player owned] AI ships can get that one surge of stupidity or suicidal tendency then bump into objects until they crash and die, or try to fly through a Xenon sector then die.

The main attraction of the game is in the freedom and possibilities in player defined goals. Don't expect tense emotional moments, flashy cutscenes, or iconic characters with funny and quirky lines- is not part of what mostly goes (or what will ever go) on. Some of the plot lines available (9 in total) aren't so great with some missions including ~5 seconds long unskippable scenes (fortunately infrequent) that show redundant information that the HUD shows already, and [being told to] follow(ing) a ship flying at 56 m/s for a 60 km or so journey, though the end rewards can have a massive effect on the universe and what's available to the player.
Pubblicata in data 27 febbraio 2014.
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