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21.2 h en tout (19.5 heure(s) lors de l'évaluation)
Sonic Frontiers Has a Problem With Repetition

feel free to watch this review in video form<<< click me

I liked Sonic Frontiers.

It's the first 3D Sonic game I've liked since Unleashed, Colours and Generations.

There's stuff I don't like and stuff I do like—but overall, I was left with a generic, insipid, yet enjoyable experience.

Movement, traversal, speed, exploration and combat are all things I loved about the game.

Simply moving around is a blast and very gratifying.

Traversing the open zones at breakneck speeds is exhilarating and Sonic Team even implemented sliders that allow you to tweak how The Hedgehog controls.

But of course, even with tighter and customisable controls, in good old sonic fashion, platforming still manages to be quite jank at times.

Despite this, the idea to allow the player to play around with the blue blur so that he feels exactly how you want him to feel is excellent and should be featured in every Sonic game moving forward.

I must add that the majority of my playthrough was also modded to improve the game's physics, alongside adding a few quality-of-life changes.

I recommend anyone playing on PC to do the same, honestly makes the game 100x better...

(note doing so can break certain parts of the game)

The exploration is decent; it's no Scorsese, so don't expect elder scrolls or breath of the wild levels of mystery, wonder or intrigue, but it's there nonetheless.

I was honestly expecting the combat in Frontiers to be broken and bankrupt so it turning out to be one of the better aspects of the game was a very pleasant surprise.

Although this is still a Sonic The Hedgehog game, so don't expect the combat to be fully realised or thought out.


Now for the bad.


The game was in need of some innovation, and I wasn't surprised by any of the game's mechanics.

It simply took what we've come to expect from the open-world formula and threw Sonic into the mix.

This left Sonic Frontiers feeling quite unexceptional.

A passable, middle-of-the-road, run-of-the-mill, uninspired hodgepodge of a game.

It's mediocre

Regardless, Sonic Frontiers is still a fun game; its mediocrity at times is overshadowed by its ability to entertain.

Though, I'd like to talk about what I believe to be Frontiers' most significant flaw.

Repetition.

I constantly found myself getting bored during longer play sessions, long being like 40 minutes to an hour.

Because when put in a pot and reduced, Sonic Frontiers boils down to:

Open Zone > Run Around > Encounter Puzzles, Enemies & Collectibles > Cyberspace > Chaos Emeralds > Final Boss


Rinse Repeat

You must suffer through this gameplay loop five times over with no alterations. There is nothing to shake up this formula other than the next hyper-realistic, beautifully dull environment for you to repeat everything you had done previously.

And each time, it becomes more and more monotonous.

Cyberspace is also repetitive, easy and forgettable; no thanks to there being only four level themes.

There's absolutely no flair and no character to be found in these stages, which is rich since they took the layouts from past sonic stages only to suck the life out of them.


While playing this game, I had this what-if scenario playing out in my head, what if all of Mario Odyssey looked hyper-realistic, like the ruined kingdom.

Absolutely nothing to contrast one kingdom from the other.

Alas, Sonic Frontiers.

Now don't get me wrong, I think the game is beautiful, and it runs like freaking butter (at least on PC)

Nonetheless, Frontiers could've benefitted from not being afraid to be Sonic.

From not being afraid to be unique and true to itself.


Breath of the wild was a clear inspiration for this game.

But what made breath of the wild great was its willingness and eagerness to be authentic to its identity, to be a genuine Zelda experience that just happened to find itself in an open-world environment.

And I feel like if Sonic Team realised this, the game would've had the variety; it's severely lacking.

We would've had environments, enemies and a story that's distinctive and faithful to the character.

Also, the story is trash.

It took itself way too seriously and came off as cringe and simply uninteresting.

Every time a cutscene began to play, my eyes rolled right into the back of my head.


All in all, there's a lot of fun to be had with Sonic's latest endeavour.

And don't get it twisted; I enjoyed playing Frontiers, and you will too.

But as if trapped in a chamber, the game is plagued by an echoing gameplay loop, and by the third island, I was exhausted and keen for the game to end.

Sonic Frontiers is a good game.

It isn't bad; it isn't great.

It's just good.


But if anything, Sonic Frontiers is, without a doubt, a step in the right direction and, hopefully, a step towards a brighter future for the blue blur.

Thanks for reading ~
Évaluation publiée le 17 novembre 2022. Dernière modification le 7 décembre 2022.
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0.4 h en tout
Scorn is Ultimately Disappointing, The Problem with Prioritising Atmosphere Over Substance...

If you're questioning my playtime, I played the game over on Game Pass

Here's my video play-through of Scorn as proof that I played the entire game

TLDR: All style, no substance... Had fun and found the game somewhat entertaining. Scorn is Mesmerisingly beautiful and Bafflingly grotesque, with many thought-provoking and raw moments, but ultimately the game is Disappointing with a final act that feels like a drag.

>>>not worth the asking price—cannot recommend, wait for a price reduction<<<

To put it simply, Scorn is a game I and many others have been waiting to play for over six years, and I'd be lying if I said I didn't have high expectations (perhaps too high)

Is Scorn a 'bad game'? No; it's mesmerising and beautiful, Baffling and Grotesque, thought-provoking and raw, but ultimately disappointing and lacking in many areas of the game.

I wanted more of a lot of things and less of certain things (if that makes sense, lol)

I still had a ton of fun, as you can see from my YouTube video, but as the game progressed, I realised that I yearned for something more than what I got.

Ironically, the game started dying as soon as the parasite latched itself to the player character, with each act becoming more and more tiring as the game drew towards its "climax", or lack thereof.

The ending had a laughable "boss fight", or should I say "boss fights", plural, as you have to fight the same thing three times over, followed by a very questionable game-play mechanic that plagues the final moments of the game. Ebb Software's decision to even feature such a cumbersome mechanic is insane to me, especially when said feature killed me by design and put me back about half an hour when I was right at the end...

If I'm to be honest, the final two hours of Scorn felt confused and unstructured compared to how confident the first two hours were.

It's as if the devs didn't know where to go anymore, leaving us with a dull, dissatisfying and cliched end result...


•▣◈▣•

I'm not one for comparisons, but I could not help but think about SOMA whilst playing Scorn; for one, they're relatively similar to one another, and they're both games that rely heavily on atmosphere.

SOMA had a very involved story, an overarching plot that was impossible to miss, something that Scorn lacks but could've benefited greatly from.

Again, Scorn has atmosphere. It has that. But there's nothing to tie all that atmosphere together. There's no story. There's Nothing. You don't know what's going on.


Games don't have to focus on story; many do without; however, what they lack in one department, they have in another.

We know Scorn doesn't have game-play that carries the experience; the shooting is not great, It's not bad, but it's not great.

Play Doom, play Dusk, play any other shooter in the same vein and find yourself having a better time than you would be playing Scorn. It simply isn't the game you play if you want to have a fun FPS experience.

Does Scorn have puzzles that could potentially carry the game? No. The puzzles are tedious and cumbersome at best. So it's not on the level of a Portal or a Witness.


Okay, so game-play is lacking, and the puzzles are lacking.

What's left?

Atmosphere.

But does it have anything to tie all that atmosphere together?

No.


And that's where I have to compare Scorn to a game like SOMA, a game that also lacks interesting game-play; it's literally a walking simulator entirely relying on its atmosphere and story.

However, unlike Scorn, SOMA has something to link to that atmosphere. Something intriguing. The story is there. There's a reason for me to want to keep playing. There's a reason for me to be engaged.

SOMA was carried by its story and atmosphere alone, and because of it's masterful execution, it's one of my favourite Horror Games of all time.

I wanted to know why I was 345ft below sea level. I wanted to know why my character suddenly became a machine.

Every single creature, robot, and enemy, had a back story. The game had an overarching plot, something that Scorn refused to give me despite having such a fascinating setting.


>>>I implore everyone to look into Scorn's Art-book if you have the time; people have even started making videos on it that you can watch; trust me, this game and its world had so much more to offer; it's such a shame—Diving Into the Art-book shows you how extensive the world of Scorn was and how vast the game's hidden story/lore is, so I'm perplexed as to why it wasn't explored in greater depth throughout the game.
I can understand the power of being implicit and the beauty of subtlety, but to have the talent that wrote and realised this world go to waste for nothing feels a little ridiculous, especially when it could've elevated the game to greater heights<<<


I wanted to know more about the game world. But Ebb Software refused to tell me. And at the end, where it felt like I was getting somewhere; I was finally going to be given answers. The character just dies. And you're left with nothing...

Now I feel I must add that I'm a huge fan of unhappy, bleak, depressing endings—I love writing fiction. If you were to read any of my 'works' (if you can call it that), you'd see that I'm twisted and sick in the head, lol. I kill off my characters at every given opportunity and prefer an ending with consequence and weight.

That being said, I don't think having a vague or unhappy ending means a story is necessarily good by default or isn't allowed to be criticised just because it goes against the grain or subverts one's expectations. I feel that to successfully pull off a sad ending, it needs to come as a result of a decision; it must feel "earned" by the plot, not inevitable. Stories with neatly assembled plots and character arcs are gratifying, even if their endings aren't happy ones.

Scorn, for one, doesn't even feature a story lmao; it's super vague by design, to its detriment; in my opinion, I don't think it has a good unhappy ending at all. The whole game was based on something pointless from the start, and the protagonist was doomed to fail; how can that work? Tragic endings, for me, must come with a glimmer of hope and/or feel earnt; as a writer, your work, whether happy or unhappy, uplifting or depressing, must feel satisfying to the reader, watcher or player.

Scorn has no substance. It doesn't have the game-play, it doesn't have the puzzles, and it doesn't have the story;
it only has the atmosphere.

Ebb Software are undoubtedly talented and have an endless ocean of promise; hopefully, they'll take the feedback they've been given, both positive and negative and grow, creating something even more significant in the future.

Thanks for reading.
Évaluation publiée le 15 octobre 2022. Dernière modification le 17 octobre 2022.
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3
15.0 h en tout
Lucid, Organic, and Raw.

feel free to watch this review in video form<<< click me

Max Payne 3 and its presentation make it one of the greatest shooters I have ever played.

Many other first and third-person shooters come off feeling stiff and artificial, no matter how esteemed the Game or Gameplay.
There comes the point where we, as players grow conscious, realise that we are indeed controlling hardened tough guys, protagonists who may or may not let the odd grunt slip out of their inanimate lips upon taking damage.

Max Payne 3 has made me realise that our Gordon Freeman's and Master Chiefs all lack emotion; visual and verbal feedback informing the player that they control a person, a living human being. Not a bunch of code that lets us sit on the shoulders of our favourite video game protagonists.

Games lack moments that humanise the characters on the screen, Moments that, if included in a Game's design, Story, and Gameplay, would help grow the assemblage of 1 and 0s that the developers are trying to sell to us into real people.

Max Payne 3 has these moments, and that is what makes it great. The Game's presentation and Gameplay are a trip - Lucid, Organic, and Raw. Playing the Game feels like a dream, literally. Everything feels so real, is so real.

Max's fluid animations blend seamlessly into one another, dynamically reacting to player input, making the Game feel authentic and visceral.

I find it astonishing how gunplay remains smooth and intuitive despite being so heavily animated - the shooting mechanics are some of the best I've seen to date; it's just so satisfying.

Shooting someone isn't something that just happens - it's impactful. You won't see enemies merely rag-doll after being shot; they react to their injuries, clutching their wounds, squeezing their eyes shut with pursed lips; every death feels unique, with a weight that is felt. A life that Max and I have taken.

Perhaps that's just the Game's masterful presentation talking as it imprints on my mind, adding depth and subtle details that may not be there at all.

Admittedly levels feel claustrophobic, and the Game itself is exceptionally linear, with many areas and battle arenas feeling limited. It would've been nice to see more areas like the Nightclub and the Airport that offer more room to move around; however, the levels have benefited from this design choice and are extraordinarily detailed with incredible fidelity.

That aside, Max is a man in pain; I got that much.

However, you don't just see his pain in cut-scenes, but throughout the Gameplay.

Many Games fail to convey how the protagonist feels during the most crucial part of any Game; the Gameplay. They abandon the emotion; it's only allowed for cut-scenes and dialogue, right?


Wrong.

Max doesn't walk. He pulls himself around, dragging his clunky feet, always moving nonchalantly - even when he leaps into the air, there's no grace to be seen; Max ends up falling to the floor like a pile of bricks - struggling, as he staggers back onto his feet. The youthful nature seen in previous instalments made you feel like Neo from the Matrix. Now, It's all gone.

Max's movements; they're unhurried; he's tired, he's in pain. Max is now the one looking to buy more sand for his hourglass, or perhaps he's waiting for it to run out?

He's hanging heavy, desperately hauling himself from altercation to altercation - shootout to shootout. Through his animations and mannerisms, you see all of this during Gameplay - the feeling of pain, a man whose entire being has shattered into billions of pieces. He's lost everything, and you don't just see this during a cut scene of Max drowning his soul in liquor; that depressing, painful tone is slathered all over the Game.

That tone is why Max Payne 3 is my favourite out of the entire trilogy.

Max Payne 3 has been one of the best gaming experiences I've had in some time.

It's a Game I see myself replaying for its visceral nature, fluid animations and gunplay.

Like many others, this Game is a sublime work of art—the story and storytelling - Max's character progression. Sadly, we won't see a Max Payne 4; it's a shame as I have not felt as invested in a character for a long time; James McCaffreys went above and beyond bringing this character to life. And goodness, the music - Health made sure this Game had a soundtrack I won't be forgetting anytime soon.

As mentioned before, Lucid, Organic, and Raw are the three words I would use to describe this Game. It's engaging and surprisingly intimate; unequivocally one of the Best Games I've ever played.


Rest easy, Max.

Thank You,
removedmaterial
Évaluation publiée le 28 décembre 2020. Dernière modification le 7 décembre 2022.
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46.7 h en tout (29.5 heure(s) lors de l'évaluation)
Please play this Game.

Just like how I did, you should play Outer Wilds with no knowledge of what's in store for you. This is a spoiler-free review of my thoughts on this awe-inspiring piece of Art.

Videogames of today risk very little, yet many Triple-A Companies and Developers enjoy a position over those who create Videogames that transcend the medium itself; Outer Wilds did just that. What Mobius Digital have made here merely put is an experience I'm saddened knowing I'll only be able to live through once, and that's the bitter truth I must face.

In the grand scheme of things, very few Videogames I have played over the years have struck me in such a way to where I'm left wanting to write out my thoughts and feelings I have toward said Videogame.

Like many others, I thrive off of this Art form. I play Videogames to escape, be entertained, and journey off into a world that is not my own. However, very rarely will there be a time where I'll encounter a Videogame that allows me to do more than escape, to not only be entertained but wholly invested in a World and Story that is presented to me.
To go on a journey that not only allows me to reflect on what I have learnt - But lets me imagine and question what may be ahead of me.
A Videogame that allows me to feel annoyed and frustrated, joyous and euphoric, discouraged and concerned -
All while having faith and optimism, I'll find the answers needed to continue my quest for meaning and purpose. The same feelings and emotions felt in my day-to-day personal life.

Mobius Digital indeed risked something with this Game, which is in discovering something new. They made Outer Wilds knowing that the world often reacts to new talent, new creations and the idea of something new with scepticism and strident criticism. They could've easily; followed the mainstream and made something old and uninspired - But they gambled and created something novel and innovative, a Videogame that ended up being way more than just that in my eyes and the eyes of others.

They created an authentic piece of Art - And for that, I am forever grateful.

A minute handful of Videogames I have stumbled across in the past have allowed me to experience something new. I couldn't have known such an extraordinary adventure would lie patiently waiting for me amongst the plethora of Games in my Steam Library that wait around gathering virtual dust.

To say that I enjoyed and recommend this Videogame is a gross understatement. Outer Wilds and its maker Mobius Digital have challenged my preconceptions about what a Videogame should be; They have moved me and shaken me to my core. Just listening to the tremendous soundtrack composed by Andrew Prahlow as I write this; accompanies me to the same emotional space I lost myself in numerous times while playing Outer Wilds -
Reminded of how I broke down in tears after discovering Solanum - Or how my hands shook turbulently during my final moments on The Vessel - And how I bawled like a child after the credits rolled, coming to the cruel realisation that this Game can't be played twice in the same way.

Not everyone can create great Art, but great Art can come from anywhere - Only now, after playing Outer Wilds, do I truly understand what it means to feel immersed and lost in a Games' world.

Mobius Digital I am eager for another profound experience such as this one.


Thank You,
removedmaterial
Évaluation publiée le 23 juillet 2020. Dernière modification le 18 juillet 2021.
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5.2 h en tout
Yay! Another game where you mindlessly shoot at ♥♥♥♥, with tired and unbalanced online game modes.

Simply put, this is an uninspired game. A single positive would be that it managed to make me feel lethargic, meaning I got a good nap thanks to Warface.

I'd recommend playing with a bunch of friends, take shots for no reason, it'll make your experience way better.
Évaluation publiée le 7 juillet 2019.
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Un développeur ou une développeuse a répondu le 7 juil. 2019 à 22h11 (voir la réponse)
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21.2 h en tout (14.4 heure(s) lors de l'évaluation)
Crystal Dynamics as we know have made Tomb Raider games in the past, however Tomb Raider (2013) is the first Tomb Raider game that I have ever played, and to be plain-spoken I am satisfied with the introduction I have gotten to the franchise.

Tomb Raider (2013) is a cover-based, action-adventure game with a compelling narrative from our new Lara Croft. The game offers an immensely immersive gaming experience as it throws you into a game world with an array of visually impressive environments, many cinematic camera angles and an exceptional score composed by Jason Graves. The single player campaign offers a captivating plot (although not the best) with friendly and appealing characters, enthralling combat and gameplay alongside collectibles and a point + reward system for Lara’s abilities and salvage to upgrade the weapons she uses.

The game visually is a treat for the eyes, well optimized and it certainly helps to have a decent enough rig to play it at the settings that allow you to experience the graphical fidelity that this game has to offer (I found this game more enjoyable with frame rates 50 and higher). Crystal Dynamics know how to immerse a player (especially me) as Yamatai’s environments had such a fine level of detail I found myself in awe as I ventured into the island. The game constantly has that atmospheric vibe, giving you that sense of adventure wherever you go, whether it be a forest populated with wildlife and foliage or tombs with skulls strewn across the ground, it is somehow always present.

The gameplay and combat are enjoyable for the most part, you do realize it becomes somewhat linear halfway into the game but it does not hinder the experience in any way. I especially appreciated the creativity and thought that was put into Lara’s combat, stumbling and then flinging dirt into your enemies eyes to immobilise them for just the right amount of time to give them that final blow, or evading an enemy’s melee attack at just the right time to then go on to stab them in the knee with your arrows, allowing you to kill them right then and there if you have the correct abilities unlocked, or giving them a blow to the head with an arrow or bullet.

Quick Time Events or QTE’s are present in this game and being honest I am not one for QTE’s especially if they are game breaking or not done right. But luckily for us players, Crystal Dynamics did a good job at including them. You don’t and won’t find yourself doing a QTE at every possible moment in the game, instead, they seem to be wisely placed into parts of the game (mostly coupled with cinematic sequences) and add to the overall immersion and feel that the game manages to radiate.

Stealth, unfortunately, is not seen in Tomb Raider (2013) at all, it is possible to take out enemies silently with the bow, (which is one of 4 weapons in the game excluding Lara’s pickaxe) however you’ll most likely be able to take out 2-3 enemies before one of the other NPC's will spot you, which some if not most of the time is absurd as to how they even know where you are when you could be in a tall tree or in really good cover. Also, the game mostly puts you in situations where you always find yourself guns blazing, killing a whole brigade of enemies, and I won’t lie it will make you feel like a bad a*s.

I spent most of my time in this game looting bodies and looking for salvage or collectibles which I greatly enjoyed, particularly because it gave me a reason to venture out into the game world and bathe myself in the beauty of Yamatai for a while longer. I found collecting and finding the relics (that require you to do some extensive searching just like the other collectibles) somewhat pleasurable, especially due to the fact of being able to listen to Lara’s presumptions as to what age/period that said relic may be from and what it might have been used for, it just lets you know that Lara knows her sh*t as an archaeologist.

Finding collectibles also gives you survivor points which can then be spent on unlocking dozens of abilities for Lara, from 3 different classes/categories. Other ways to earn survivor points can be from Eliminating enemies, Completing received tasks, Finding secrets or Exploring tombs, which I greatly enjoyed as exploring each tomb you will find out that each is unique, and each has a puzzle for you to figure out in order to gain that much-wanted loot. There were few tombs in this game so it left me feeling lost after completing them all.
Finding salvage on the other can be used to upgrade your weapons, from giving your bow an explosive kick, to silencing your rifle, buffing up your shotgun or making your pistol more efficient. Each weapon has 3 modifications that you will gradually find throughout the campaign leaving you with quite the arsenal.

Crystal Dynamics have created some sort of treasure that I feel honored to have played, seeing our new Lara Croft (voiced by Camilla Luddington) grow from a frightened and vulnerable survivor to the Tomb Raider we know and love, is profoundly compelling. The game has such a full-hearted and ardent score that compliments the game so very well. It was so awesome to watch the final clip of the game as ‘The Tomb Raider’ played in the background as Lara says “I’m not going home”, after that I just must hand it to Jason Graves for composing music that was such a pleasure to listen to during my time with the game.

Overall Tomb Raider (2013) is Truly Immersive and Atmospheric, with a Lara Croft that I did not just care for, but love. The game after completion has left me feeling empty, so I just hope that Rise of The Tomb Raider coming out later this year manages to be the righteous successor this game deserves.

Thank You,
imageofedessa
Évaluation publiée le 16 septembre 2015. Dernière modification le 24 janvier 2021.
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20.5 h en tout (15.3 heure(s) lors de l'évaluation)
Goat Simulator is one of my favourite games of this year, made by 'Coffee Stain Studios' and their brilliant minds. I must say this game is a perfect 'ten' from me and many other players on Steam; everything is perfect, and just so 'New' and 'Entertaining'. With more Goats and Maps to be added this May and many being made from the vastly growing online community, Goat Simulator is bound to be "Game of the Year" or "Goat of the year”.

Kidding aside this game is extremely buggy, but it is ok it is intended to be. Glitches and Bugs can be found in every single nook and cranny of this game, but they do not need to be fixed or even hindered in anyway. Overall this game is a dream come true for me and many other players, I have always wanted to play as a goat and head-butt and kick an innocent pedestrian to death or massacre a riving group of "No Penis Shaped Foods" protestors. This game is a shining star in a pretty dull sky.

Opiziite - 10
Évaluation publiée le 30 mars 2014. Dernière modification le 4 mai 2014.
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44.6 h en tout (22.3 heure(s) lors de l'évaluation)
SEGA promised the fans and they delivered. Classic sonic is back wearing the correct shade of blue jumping from platform to platform in his whole new 2D world, of course with Modern Sonic tagging along with his 'Sonic Unleashed' style stages.

Sonic Generations alternates between the two Sonics as they try and subdue the villain 'cleverly' named the 'Time Eater'. There are 3 eras in the game with 3 stages within each, 2 decades of 'Sonicness' for both Classic fans and Modern fans to enjoy.

As you progress through the not so great story, you will play through 1 Classic stage, 1 Dreamcast stage and 1 Modern stage all of which have 2 levels for both Modern and Classic sonic.

Watching Classic Sonic 'run' not 'blast' through each stage is wonderful and fills the air around you with sweet nostalgia and success. Not to forget Modern Sonic with his finally mastered 'Unleashed' controls, playing as Modern Sonic is just as enjoyable as it was in Colours and Unleashed but this time with an extra "uummph".

I must say SEGA have finally captured the essence of our beloved Hedgehog and have made an excellent game which makes you forget about the many mistakes they have made in the past (Sonic 06). Overall Sonic Generations is an excellent game and a 'must have', even though the game has a fairly bland and predictable plot, and not to forget that Modern Sonic is still... Well... Modern Sonic, but even with all the Complaints from other fans it seems like a meaningless excuse to just hate on our once beloved Sonic.

Sonic is finally getting his s*** together not to forget that this is an improvement from his last 2 games or 3. But if you are a true fan you will buy this game, "I mean pleeeaaasse, we all bought Sonic 06". And with added mods from other sonic fans this game is a lot better on PC than any other console: D

Opiziite - 8.4
Évaluation publiée le 6 octobre 2012. Dernière modification le 4 mai 2014.
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384.8 h en tout (256.9 heure(s) lors de l'évaluation)
Garry's mod is a great game for both casual and hard-core gamers, with plenty of game modes and its well-known 'sandbox' feature it is pretty hard to become 'fed up' of this stupendous game. Although this game is currently priced at a very respectable £5.99 it is much more expensive overall, for instance "missing textures" is a big f****** nuisance in this game (pardon my French), to make things easy this game requires you to have certain games installed in order to not see 'bright purple' and black' checkered squares everywhere or the well know "Error" instead of your desired 'object' in game. So to overcome this you may need to buy some of, if not all of Valve's games. Yes from CSS to HL2, as the game does indeed run on the 'Source engine'.

Negatives aside this game is extremely fun, especially with friends. Inviting a group of friends and then just spawn killing them with 'duplicated dynamite' or crushing them with the random prop is freaking hilarious and oddly amusing. And of course, the odd immature player that spawns in Barney and the Metrocops in. Aside from that, Gmod consists of 8 game modes and dozens of others that are made by the almost infinite online community, 'Trouble in Terrorist Town' (TTT) and CityRP being my favorites of most of the game modes.

The building may look pretty 'daunting' at times and trust me it is, but with practice, it becomes a subconscious feat. But not to worry making a pretty basic and cool looking 'build' that can easily impress or annoy your many friends can only take a few ‘hover balls’ with the stay 'upright' feature on and a 'muscle' rope that can move in all directions, and "Shabam" you got a pretty easy build right in front of your eyes. And for all the lazy buggers out there Garry kindly added the 'Dupes' button which allows you to spawn and use other people amazing "creations" that can kill and impress the people around you.

Overall this game is a must buy and I recommend it highly to anyone who just wants to have a good time with friends or the vast community...

Opiziite - 9.7
Évaluation publiée le 6 octobre 2012. Dernière modification le 10 mai 2019.
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TF2 is far better than any other FPS I have ever played excluding 'Counter Strike' of course, with a unique and almost 'child friendly' vibe. With added 'hats' and 'different' weapons or 'different' takes on already existing weapons.

Gameplay is great and each of the 9 classes are completely unique with their own skills and weapons to master, Spy being the hardest and Heavy being the easiest (in my opinion), even though some may find the game repetitive and a '1 night fling' sort of game, it is still worth playing as it is a free to play.

The 'Online Policies' are not too bad but some items can cost and outrageous amount of money, but all can be avoided by buying items from tf2shop and trading with the online community at backpack.tf and etc.

But this game being 'Profitable' is not its only strong point, mastering and or becoming experienced at this game creates a much better play style and enjoyable game. Being competitive like most FPS (not COD -_-) learning the each classes strong point and weakness is fun and knowing which class can detect or kill another class easily is fun and interesting, for example if an engineer is not guarding his buildings they can be wiped out in seconds by Snipers or a by the Spy's sapper, if you consist as a team of all Heavies without 'Pocket Medics' you are not going to get very far if the neighbourhood Spy or Sniper comes along and says "Hi!".
Pyros mostly end up as Spy detectors if you are not an experienced player and help protect the Engineer and his ammo consuming buildings, and of course the Medic being one of the most quintessential points to a team’s success, if paired up with a Demoman or a Soldier and of course a Heavy.

Each class has three main ways to attack its 'prey', a primary weapon (the Heavy's minigun, Pyro's flamethrower, Engineer's sentry gun, etc.) and secondary (various classes have shotguns, others pistols, while the Demoman has a highly effective mine thrower) and melee weapons (the Scout's bat, the Medic's ‘bone saw’, and so on). Teamwork is also another vital part when it comes to winning against the 'enemy team'. As I find TF2 a great team builder along with 'Counter Strike'
Overall the game is a must play and especially coming from someone like me who has over 900 hours with the game: D

Opiziite - 9.6
Évaluation publiée le 6 octobre 2012. Dernière modification le 18 septembre 2014.
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