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Exibindo entradas 81–90 de 107
8 pessoas acharam esta análise útil
14.8 horas registradas
Nidhogg is about competitive dueling. I first played EggNogg that was way more hilarious with the swords bouncing around, so I entered Nidhogg disappointed as it was more 'bland' and the different parts of each level are too short to allow longer play and more frequent comebacks. EggNogg had one single level with more variety inside, while Nidhogg has less variety inside a single level but more variety overall with the different levels and their unique twists (grass field to hide in the Wilds, narrow corridors and moving floor in the Mines, concealing clouds and bright colors in the Clouds, and a few pits plus a big central area in the Castle). I will give something important to Nidhogg over EggNogg though: the controls are more reactive and the game is more balanced. It feels good to play, and it leaves a lot of room for improving skill and reading the moves of the opponent. (Edit: However EggNogg+ now has reactive controls that even includes wall-jumps!)

So what else does Nidhogg have? AI players for a single player mode, these opponents are actually quite good and each AI seems to have its own way to fight and unpredictable movements. Good point here. There are nice local multiplayer additions such as an 8 player tournament mode, and the possibility to change the game rules for local 1 on 1.

Last but not least, there is an online multiplayer mode. Having friends to play with seems like the only reasonable way, as the matchmaking is literally empty and on the rare occasions that there is someone else playing, expect painful lag as they are likely at the other side of the world.

So then, here comes the big question. Why am I not recommending this game? I enjoy playing it, I want it to have more success but.... It took so many years and does not seem polished enough. It is not possible to change the color of the players, my logitech controllers are not recognized by the game, the different areas in each level are too short to allow for more tense play (the central area in the castle is the best place for comebacks and tension building up), the online part of the game has the merit to exist but didn't get enough love, there are no arrows at the start of the game to show who is who, and, for all of that, I find that the game is too expensive for what it is. And apparently I'm not the only one thinking that way, seeing all the comments in the forum and the fact that the online multiplayer is quite empty.

I can only recommend this game on sale or if you know you will often have friends over to enjoy the duels. I realize that I am too severe because I probably expected too much and the free game EggNogg biased my judgment a lot, but Nidhogg was around for a long time and the result still lacks polish. Although I guess that it is expensive to compensate for the small niche market. But a fundamental issue for me is the lack of players online, and the insane lag on the rare moments that a player is found (it can even happen often to see the same scene rewind with each time a different player dying, wtf?).
Publicada em 17 de fevereiro de 2014. Última edição em 6 de março de 2016.
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16 pessoas acharam esta análise útil
3.2 horas registradas
To describe this game, I would say very light exploration and puzzle-ish. The concept is interesting, playing a character with insomnia and the rooms change place all the time. The lights have to be turned on again while avoiding the monsters. I was attracted to the concept and the art, but the game was honestly quite boring for me as it dragged on. It just consists of slowly walking around, slowly turning the lights on and slowly hiding or avoiding the monsters. Although I understand how it could appeal to more patient people.
Publicada em 17 de fevereiro de 2014. Última edição em 17 de fevereiro de 2014.
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7 pessoas acharam esta análise útil
15.9 horas registradas (11.9 horas no momento da análise)
The graphics are minimalistic but the art and design actually make it work. The Lovecraftian inspiration is turned a bit cute and comical, but the art and some scary opponents are surprisingly effective and feel a bit creepy and uneasy at times to times. Especially with the great sound design, reminding of Doom with the weird sounds of the monsters that are lurking around.

First person view is very very suitable to this exploration of randomly generated dungeons. The fighting feels good despite being a bit easy, but some opponents (especially in the second world) are so dangerous that the player experiences a genuine fear to be trapped by them.

Despite the very good variety in opponents, the gameplay feels a bit repetitive after a death when the player has to try again from the start. Replayability is kind of the biggest problem I have with the game. At least some items allow to resurrect (at a cost). I think I would have preferred if the Dungeons/Worlds did not have to be all completed in one life, but instead were independent and harder to complete.


So to sum up, I really liked the Lovecraftian theme, the exploration, and the dangerous and original opponents that sometimes made me feel as if I was in an Amnesia game. I didn't exactly like the way progress is registered. Overall, I was very surprised to actually have a very good time in this game despite its minimalistic looks.
Publicada em 2 de janeiro de 2014. Última edição em 17 de fevereiro de 2014.
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24 pessoas acharam esta análise útil
105.6 horas registradas (94.3 horas no momento da análise)
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Nuclear Throne feels really good to play. Instant, immediate fun. Pick a character, move, shoot, pick up new weapons, shoot again.

I am usually not fond of top-down shooters, but Vlambeer completely nailed it. The feedback of the weapons is great (it is even possible to reflect shots). It is so much a pleasure to play that dying and trying again in the randomly-generated levels does not feel frustrating. Except for a few specific ways to be killed, like flames from some traps, and taking multiple hits from the same source because of a lack of 'invulnerability frames' after the first hit.

Another great thing is that progress through the levels is quite fast, so deaths are not as disheartening as in other games. I don't even care about permadeath and reaching the end: I just want to shoot things and get as far as I can until I die. And try again, because I am having fun. There are official daily runs: a common level for everyone, refreshed each day, that can only be tried once. As often, players are ranked daily on leaderboards. This feature gives me a great incentive to play Nuclear Throne each day for at least a quick run (sometimes, really really quick, like less than a minute - yeah this game is not a walk in the park). Unlike The Binding of Isaac, in which I know that a single run can last for a long time and thus I am less inclined to launch it on a whim.

Each character has different and original special skills that allow for a different gameplay, from minor variations to major differences. There is variety in the enemies and their way to attack, however since there are no alternate levels (there are many secret levels though), playing through the same starting area again and again can get a bit too familiar.

The art is cute and the music is perfectly adequate. Only gripe here is that the framerate is locked to 30.

An instant favorite to me.

http://gtm.you1.cn/sharedfiles/filedetails/?id=622827607
Publicada em 2 de janeiro de 2014. Última edição em 16 de abril de 2016.
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13 pessoas acharam esta análise útil
13.7 horas registradas
Although responsive, the game does not feel fun. Worse, it feels unfair. The visuals and the story are very basic. The levels are annoying, and a lot of the fights are frustrating with patterns that are part random and very hard to avoid. Globally the game is not much enjoyable. So why do I have a lot of hours into it? For once, the achievements are the best part, as they are quite challenging. Too bad there is no 'restart' key to make the boss fights with S-rank less infuriating.
Publicada em 27 de dezembro de 2013. Última edição em 27 de dezembro de 2013.
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3 pessoas acharam esta análise útil
22.3 horas registradas (8.1 horas no momento da análise)
Great game. Very intense, with a very good gameplay. Despite being an independent game, it truly feels like an AAA production.

The chasing and hide-and-seek sequences inspired by Amnesia are actually way better than Amnesia. Though the level design is a bit too forgiving early game, making the encounters easier than they should. It gets better later, but at that point the player is not surprised anymore. Though I suppose it's to allow everyone to be able to go past the beginning.

I tend to hate cheap jumpscares, but I actually found the jumpscares in Outcast very well thought out. They surprise but do not feel cheap, and they achieve the best possible result: scare the player when he feels safe, then keep the player on edge when there is nothing to fear.

It all seems well, what's the catch?
The game can feel a bit repetitive, though it's always enjoyable thanks to the good gameplay and the 'mirror's edge'-like body awareness and movement.
The real bummer is the story that falls a bit short towards the end. It's all blood and guts, not a fascinating story and atmosphere. Unlike Amnesia: A Machine For Pigs, that outdoes Outlast in the fascinating 'psychological horror' department.
Publicada em 21 de setembro de 2013.
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3 pessoas acharam esta análise útil
5.2 horas registradas
Very compelling story and atmosphere, I liked them way better than The Dark Descent. Though the game is not 'scary' and there is no situation as intense as the encounter with the water monster in the first Amnesia

The gameplay is simplified, making it for a more seamless progression. On the other hand, I cannot fathom why the game wants to move the player forward when he dies instead of having him try again.

I had a great time, I just wished the encounters were more challenging.
Publicada em 21 de setembro de 2013.
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10 pessoas acharam esta análise útil
9.4 horas registradas
More polished than the first NecroVision. It starts strong, but then drowns in a routine. Always too many allied AIs helping the player. But it was overall very enjoyabled, more of the same but since NecroVision was already good.... A few new enemies (Werewolves) and a few new weapons (Spiked club, Flamethrower).

My main grief is that when it starts to be good (finally the Vampire/Underground part), it's already the end!
So to sum up, it's not a must-have, just an extra adventure for those who enjoyed NecroVision and want a bit more. It's a shame it was not more ambitious.
Publicada em 12 de setembro de 2013. Última edição em 3 de dezembro de 2013.
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3 pessoas acharam esta análise útil
12.2 horas registradas (8.6 horas no momento da análise)
The design and graphisms are great. It really is an ADVENTURE with a huge world to explore. About that.... to solve the puzzles, the player needs to understand the world's cubic language and numerical system. Too much of a bother for just a videogame in my opinion. Just exploring was the best part.

In the 2D/3D platforming genre, I enjoyed Perspective much better.

Oh, I forgot to add that the PC port is not so great, it shows that the controls are adapted to a gamepad.
Publicada em 12 de setembro de 2013.
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2 pessoas acharam esta análise útil
11.8 horas registradas (10.6 horas no momento da análise)
More polished and feeling much better to play than the first one. A scripted adventure, but a GOOD scripted adventure. Only regret: I missed the awesome Librarians from the first one.
A small grief is the interface, very console-ish and annoying.
Publicada em 12 de setembro de 2013.
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Exibindo entradas 81–90 de 107