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LordMichael の最近のレビュー

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総プレイ時間:66.9時間 (レビュー投稿時点:49.5時間)
Kiełbasa, browary i inne towary
Narodzie kochany, ja Tobie dam!
Opiekę lekarską i rentę wysoką
Tylko mnie wybierz na Prezydenta.

Kokosy, banany, narodzie kochany
A zamiast pracy taniec i śpiew!
I każdy będzie miał, co tylko będzie chciał
Tylko mnie wybierz na Prezydenta.
投稿日 2023年12月23日. 最終更新日 7月17日
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I have no idea why creators won't make it free2play now, since no one plays it anymore, therefore no one will buy nor recommend it. Making it free could be a way for limited reanimation, when ppl just fill lobby partially to play with friends.

I will gladly change it to positive review when it's free.
投稿日 2023年5月26日. 最終更新日 2023年6月8日
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総プレイ時間:104.4時間 (レビュー投稿時点:56.0時間)
In the beginning I'll note that the game is able to create apocalyptic atmosphere for it's specific setting. Ripped away from the world and casted into frozen hell, stranded and hungry, with only marvel of the passed age standing between you and ruthless cold. Soundtrack is great and it has few gems like "The city must survive". Mechanics add to it, with diseases, discontent, hope and so on. It feels as if you were struggling to survive - at least at the beginning.

At it's core it seems to be really cramped city builder with huge focus on survival mechanics and with no real potential for sandbox playing - which itself isn't a flaw in design. Gameplay revolves around specific scenarios with specific problems and challenges that move story forward. Finished scenario usually leaves little to no space left for buildings in the city.

But to the point - the gameplay. There is always the most optimal way to play a specific scenario. For convenience let's imagine it as a curve. We'll call it the A curve. It contains all decisions player undertakes during the game. Here, depending on difficulty level, is a certain distance you can derive from the A curve [in given direction] during your game and still win (survive). If you will go beyond this treshold - you won't be able to succeed. For the standard difficulty the "tunnel" around the A curve that marks how forgiving the game is is quite wide. The problem is that at maximum difficulty it shrinks to the size of fiber-optic cable. You basically have to find out where exactly the A curve is (the hard way) and then follow it meticulously until the very end.

What I want to portray here is that the game doesn't give you many ways of solving complicated problems if you want to be challenged. You have to know the scenario and know exactly what to do and what events are going to appear and when. So the game rewards you for being a seer, not for reacting best you can to unexpected.
The example with the curve is somewhat simplified, and there may be actually even few of those. The point still stands - you have to find this exact path of maximum efficiency and stick to it.

Design of the city itself affects those curves slightly at best. What I mean is that the efficiency of our colony can be only marginally increased by well designed city outlay. The projecting side of the game is not really impactful, and the outcome of the scenario depends generally on how many specific buildings we have if anything, not where those are located.

There are also some other minor problems with gameplay, but it's whatever at this point.

In terms of lore it makes very little sense that the generators are capable of sustaining cities of only around 800 inhabitants each, especially given what it took to build them (building a generator is probably the most interesting scenario btw, it's in dlc though). Also bri'ish larping pagans because of natural disaster is as believable as fallout lore. I understand that much can be said and expected from them, but this is beyond ridiculous.


In the end, we get a game that could have been good, if development was more focused on city-sim side of the game, with more gameplay flexibility. What we've got is quite annoying survival simulator with city builder elements within it.
投稿日 2023年5月5日. 最終更新日 2023年8月8日
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総プレイ時間:22.5時間
It really is fantastic game. It has it's flaws, obviously, many of those actually, but despite balance problems it's really entertaining to play at it's core, even with weaker heroes. Combat system is original and really well implemented, not difficult to grasp, yet mastering it takes time and you can see progress you have made so far. Really immersive and engaging. Each fight is unique in it's own right, with different factors affecting it, depending on game mode. Combat itself is based on mind games and deception, reflex and reading the opponent are necessary to withstand assaults and turn them against the enemy. I also like how fighting with many opponents was solved - the attacked hero gets points by being attacked by multiple foes, and can enable "revenge" eventually, which adds temporary life points and prevents being interrupted during attacks.
Graphics are surprisingly good. The animations are really well implemented and smooth. It's not how you'd expect the real fights to look like, but you also don't expect that in this kind of game due to it's nature - you can't react as fast in video game. Nonetheless, the clashes of swords, swaying of injured combatants, movement of warriors anticipating one another's attack - it's all on point. The scenery and landscape have been created in peculiar way and I can't really explain it. It has changed to more candy-like since Marching Fire DLC, but, even after that, it captures raw, vast natural world in which man builds it's homes and struggles in conflicts with other clans and tribes. The closest thing to that feeling is Skyrim I think. Not what you'd expect from fighting game. I really enjoyed it though. Perhaps it makes the game more unforgettable than the combat itself, but it's just my personal take.
It connects more or less with the singleplayer campaign, which is generally based around a huge cataclism that occured long in the past. Now when I think about it, how it affected the scenery is probably the best thing we got out of it. The story is really plain and unbelieveable (to say the least), so much that it's even funny at points. Even here though, there are few interesting touches. It all hardly influences multiplayer mode really, which is the main point of the game.
With all of it, For Honor creates original and demanding combat environment, for up to 8 players per game. Without deep lore or philosophy behind it, but with really good appearance. You can play with friends of course, which is even more fun.

So, you might think, why this man would give this game a negative review if he appreciates it so much? Is it technical difficulties? DLC policy?

Nothing of the sort, even though those were more or less present problems.


All I have written above: it is past now. The described game really existed. But it is long gone.


The abrupt and unexpected end happened on 6th of August, 2020. After long time of Testing Grounds, devs finally released patch, which, for the sole reason of preventing people having fun, was far different from what was being worked on and what was generally considered as a good direction for the game.

One of the changes was hiding attack indicator for the first 100ms from when it was thrown. In case you don't understand what exactly that change is - it basically makes attacks 100ms faster if your latency was 0ms before patch. Technical side isn't crucial here. It was one of the changes that was supposed to incentivise offense. And - it did. It incentivised it so much, that the meta shifted from general concept of mind games and planning to outspamming your enemy. It shifted in this direction since attacks were now almost impossible to punish if u were to rely on reflex - u have 300ms for reaction. The best you can hope for is to block the attack, but not counter it - unless you have superhuman reaction time, that is. This, or you can attack your enemy before he attacks you.
It also had huge impact on animations. In very first days after the CCU (Combat Core Update) certain animations looked awful, absolutely terrible. Especially glariator's light attacks - those literally were appearing on your face. Most hidious animations were since "fixed", but they lost forever their old smoothness, and this really well-made part of the visuals is now gone.

Another change was general decrease of damage. You could expect that right after this change was introduced, many of damage values could be ridiculously wrong - and they were. It was calibrated eventually, but it's not about the Ubisoft's sloppiness with numbers. With this change, it didn't feel that you were swinging war axe or claymore, but more like plastic toys. Weapons lost feeling of their lethality. By far it was not as terrible change as the first one, but it really changed the way you feel about dealing blows and receiving them.

So, with those two changes For Honor shifted from being demanding and brutal (and therefore immersive) fighting game to casual slapping each others with noodles as fast and relentless as you possibly can.
I - personally - loved the concept of brutal and demanding game. If you think you'll enjoy fast throwing massive amount of attacks with flashy effects against a foe that can sustain 20 of such strikes - don't let me stop you from purchasing this title. It was changed to fit your tastes. So don't make those go to waste I guess.



tl:dr
The Combat Core Update and it's consequences have been a disaster for the For Honor gameplay.
投稿日 2023年4月15日. 最終更新日 2023年11月24日
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総プレイ時間:0.0時間
It's free. And the idea behind it is really fun.
But that's all about it's pros.

Execution is severely flawed. But it could be ok, since those flaws are mostly balance - which can be fixed eventually, after receiving feedback and looking into stats. The problem is, that developers made a free dlc - which is nice - and left it in the state it was delivered. Which is terrible. Some heroes are outright useless and their exact opposite are also present - no-brainer picks. Playing this in it's current state feels awful, for it could be easily fixed (in most of cases simple change of numbers would suffice) giving us really interesting and engaging game. Instead, devs decided to just leave it as it is, since it brings no revenues after all.

It's just disheartening. I'd gladly pay reasonable sum if this side-game was to be taken care of. Instead, we end with almost worthless experience which comes for free.
投稿日 2023年4月13日.
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総プレイ時間:96.2時間
I would LOVE to like this game. Bah, I do like it. I would love to be able to *play* it. In it's current and not-anymore changing state the game is barely playable. It's unbelievable pile of bugs. Even more painful is that this could have been a dlc for TW Rome II, in which case it'd receive patches alongside it. Those patches still probably could be easily implemented here. Sega won't do it though - and truly it is a shameful display. This Total War is unique thanks to it's eschatological atmosphere and gameplay reflecting those times. And it still would be great despite all it's massive flaws, if only the main, huge issues were to be adressed.
投稿日 2023年4月2日. 最終更新日 3月11日
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総プレイ時間:94.2時間 (レビュー投稿時点:93.0時間)
That product, for I won't call it a game, is a mixed bag. I'd still rate it 6/10, mainly for it's world building.

But except interesting world itself there are many flaws. Those flaws make u feel that the potential was barely used. There is essentially no gameplay. The "game" is a story with some points where u can chose fixed path for hero to follow.

I really appreciate the concept of the in-game world, however, I won't say a word about it, for it is by far the most interesting thing to do in the game - to learn the world. That one idea of the game worked great - we get into the place which we (players) do not know and we explore and learn it from the first days of our life.


I'd love to see modding tools for the game. I believe the in-game system offers quite a lot of possibilities for story-telling in general. It's not going to happen most likely though.
投稿日 2022年1月9日. 最終更新日 2023年11月21日
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haa tfu
投稿日 2021年4月30日.
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総プレイ時間:244.1時間 (レビュー投稿時点:90.6時間)
Stellaris really wastes a chance to get pdx games into whole another, fresh way of world building, gameplay mechanics and interactions. Instead, it's yet another map-colouring game that seems to be ignoring the fact that it's set in the space. Instead of using it to create something new, it is merely another reflection of the same old "grand strategy" genre, built in safe, swedish, well-known to us style.
投稿日 2019年1月6日. 最終更新日 3月11日
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5 人がこのレビューが参考になったと投票しました
総プレイ時間:138.1時間 (レビュー投稿時点:98.6時間)
Może zacznę od tego, że sama gra jest potworkiem od strony technicznej i już przy samym uruchomieniu trzeba czasem użyć kilku sztuczek, ażeby móc dostać się do głównego menu. Nie wliczając dziwnych bugów podczas gry, bo zdarza się, że obok naszego karabinu lata czyjać głowa, czy też kamera jest obrócona o 130 stopni.

Aczkolwiek sam gameplay jest zdecydowanie warty uwagi, jeżeli ktoś wymaga od FPSa czegoś więcej niż karabinu w łapie, co oferuje Battlefield.

Sama gra oferuje trzy tryby: fala (czyli odpieranie z drużyną ataków NPCtów), deathmatch oraz tryb walki w okopach, który jest trybem głównym i na nim się skupię.
W grze możemy zagrać jako żołnierz Ententy bądź Państw Centralnych. Drużyny podzielone są na cztery czteroosobowe składy. Istnieje sporo ich rodzajów, zaś każdy członek takiego oddziału pełni inną funkcję. Każdy z tych oddziałów ma także swojego dowódcę, który może wydać rozkaz ataku/obrony konkretnego punktu oraz posiada specjalną umiejęctność wg rodzaju składu.
Sama rozgrywka jest zaś podzielona na fazę obrony i ataku. Po każdym udanym szturmie na wrogą linię okopów trzeba przygotować się na kontratak nieprzyjaciela. Większość dostępnej nam broni to karabiny powtarzalne, pistolety, część klas ma także granaty. Podczas walk dają też o sobie znać karabiny maszynowe, jednakże pistolety automatyczne posiadają chyba tylko dwie klasy.
Przy tym walka nie wygląda tak pompatycznie jak na trailerach. Bieganie sobie w lini prostej na przeciwnika to zachowanie samobójcze. Także podczas obrony nieustanny ostrzał z jednej pozycji prawdopodobnie dość szybko zostanie przerwany przez strzał strzelca wyborowego. Tutaj liczy się, kto kogo pierwszy wypatrzy i zachowa dostatecznie dużo spokoju, by posłać celną kulę w stronę przeciwnika. O ile jeszcze obrońca w razie pudła może po prostu schować głowę za okop, o tyle jeżeli akurat znajdujemy się na "ziemi niczyjej" i spartoliliśmy strzał, to jest spora szansa, że ktoś nas wypatrzył i nasze oddechy są już policzone, jeżeli naszą jedyną osłoną są wysokie zarośla. Kiedy zaś dochodzi już do starcia w samym okopie, to jeden nieudany strzał może - w najlepszym wypadku - oznaczać twój zgon. W nagorszym - pokonaniem/ związaniem walką obrońców oraz otwarcie drogi dla szturmujących żołnierzy. Bądź też załamanie ataku, jeżeli akurat jesteś po drugiej stronie.
Także przygotujcie się, że często będziecie ginąć nie tylko od strzałów z broni palnej, ale także od częstych ostrzałów artylerii oraz granatów. Być może i jest to denerwujące, ale chyba nikt nie będzie zaprzeczał, że artyleria odgrywała kluczową rolę w czasie tej wojny.

Z mojej strony, pomimo wielu technicznych niedociągnięć, warto zainwestować w tę grę podczas jednej z promocji. Oferuje ona rozgrywkę zupełnie inną od tej znanej nam ze słynnych tytułów komercyjnych FPSów.
投稿日 2017年7月18日. 最終更新日 2018年11月26日
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