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Nedávné recenze uživatele -||cherohala||-

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18 osob ohodnotilo tuto recenzi jako užitečnou
1 osoba ohodnotila tuto recenzi jako vtipnou
16.2 hodin celkem (11.4 hodin v době psaní recenze)
To call NaissanceE just a “game” would be a disservice to it. It’s an exploration of light and value, an abstracted treatise on loneliness and silence, and an experiment with architecture and puzzles.

My favorite aspect of this title is how well it maintains a “spacious claustrophobia”. The game shifts among moderately sized rooms, tiny spaces, vast expanses, and extreme heights that can elicit an acrophobic response (fear of heights). I would love to play this game on Oculus Rift for sure. The size relation according to the player’s movement and perspective/value shift effectively convey the monstrous spaces and architecture. But what creates the dichotomy of “spacious claustrophobia” is that, despite the looming heights and open spaces, there’s a ceiling – the player can only guess what this ceiling is part of. Later on this contrast is intensified in the desert chapter. The spaces and architecture create an enormous feeling contained within a very claustrophobic feeling.

On top of all that, there are all these buildings and objects and strange machines, but where are the inhabitants? The world is empty of any kind of sentient creature (except perhaps the host...perhaps). This compounds the odd feeling of "spacious claustrophobia” and lends to a constant sense of unease and creepiness.

Graphically the game is gorgeous. Fantastic value combos and muted color schemes add to the game’s atmosphere. There are too many opportunities for screenshots. Most of the textures in the game are smooth, but they blend perfectly with the other aspects.

There’s a lot of music in this game, but also plenty of silence. The selection of music is very appropriate, many eclectic tracks and many selections from Deep Listening by Pauline Oliveros, Stuart Dempster, and others. I actually picked up the Deep Listening CD as a result of the game, and also discovered some of Dempster’s other meditative work. The times of silence in the game are poignant and at times downright crushing. Play the game in a quiet place with no background noises and the silence in the game will definitely assault the ears.

Mechanics involve mostly running and jumping. There’s no “interaction button”, but walking into lights and cubes sometimes triggers environmental reactions. Running includes a breathing button-press mechanic, which must be timed properly to be able to run without trouble. This is important in later parts of the game where the player must continue to run without interruption or die. Speaking of dying and reloading, there's a lot of that at times, which occasionally becomes a mild irritation.

As to the meaning of the game…the developer states on the game’s website that it’s open-ended and intended to be looked at through different perspectives. For me, the game is about the cyclical nature of life: run, run, look where to go, look how to go, look when to go, run some more, get pushed and pulled by various forces, experience all the different values of emotions, run some more, and then rinse and repeat.

Overall, an oddball gem that will hammer a stake into your mind if you let it. An easy 10/10 for those who want a surreal experience.
Odesláno 3. dubna 2015. Naposledy upraveno 4. dubna 2015.
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2 osob ohodnotilo tuto recenzi jako užitečnou
6.0 hodin celkem
This is an unusual game due to how cultural documentary is intertwined throughout it. It has live footage documentary pieces (which seem very similiar stylistically to a PBS or National Geographic documentary, just in piecemeal form) that can be picked up as the player progresses.
* Each of these pieces deals with some cultural aspect that is important to both the Alaskan Iñupiat people and to a particular part of the game. This created a very good sense of relevancy.
*They were also short and to the point, which kept them from overwhelming the game's presence while still succeeding in making me curious about these Alaskan natives.
*It's an interesting direction to take and honestly I hope to see it appear in more games. In my experience, the only other game that I know of that seems to have such a focus on culture and history is Year Walk, another beautiful title that happens to also take place in the snow.

Story wise, it felt refreshing to delve into an Iñupiat tale hands on.
*Good pacing and a good relationship between gameplay and the live footage documentary pieces.
*Enjoyable dialogue, read in the traditional language. The narrator's voice does wonders to further set the tone.
*The story was presented without any needless sappy moments or anything that risked being overly "cutesy", which is something I was initially worried about before purchase .

The art felt pretty solid overall.
*For main plot cut scenes, it combines half comic/realism 3D and digitally animated etchings, designed in the traditiona style of the Iñupiat.
*Then there's the 2D environments of the playing field, which hold some expected 3D animation qualities but comboed with painterly effects that yield very enjoyable results.
*My eye also appreciated the use of forshortening to add in some 3D elements during the Forest chapter.

As for music and sound, I thought the soundtrack was fitting and pleasant.
*It wasn't grabbing my attention constantly (probably a good thing). A few times I did start to notice it and thought that finding the OST files might be a good idea eventually.
*Sound effects are alright, the wind can get a bit repetitive sounding, but it does serve to give the player a heads up about the wind speed patterns that play a big role in movement mechanics.

And as for movement mechanics....these would be my only real gripe with the game.
*Sometimes they were annoyingly sluggish, or I would be moving Nuna one way and Fox would float too far away for some reason, which then would cause the spirit under my feet to vanish and my subsequent death. This is perhaps a downside to playing in singleplayer, without a second human partner.
*Object collisions seem a bit wonky at times as well with some instances of wall, rock, and ladder humping.
*But I'm not great at platformers - I tend to avoid them for the most part - and I managed to get through this game with only 2 short periods where I was beginning to pull at my hair a bit. So I think that most people will be able to bear with the controls without much issue.

Overall, a short but interesting and informative venture, with plenty of eye candy to boot.
Odesláno 23. prosince 2014. Naposledy upraveno 23. prosince 2014.
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64.1 hodin celkem
Easily one of the most engaging RPGs I've played yet. No need to farm for levels or items, and no unnecessary backtracking through prior areas. Provided that the player explores enough, creates a good build, and gathers a solid party, the game moves at a momentum which retains the challenge while keeping frustration to a minimum.

The turn-based combat was something I wasn't sure I would like at first, but it ends up being a very nice addition to the game by adding in plenty of strategical elements, especially in combination with the different environments. It takes full advantage of an action point system and each fight can go different ways depending on the choices made for each turn. I look forward to later playthroughs since the combat is so open to imagination.

Control wise, the combat can be a little odd. I sometimes found myself accidentally moving my character when I actually wanted to attack, or would hit the wrong attack with no way of cancelling. It was something that became less commonplace the more I played the game though.

The story of the game isn't the most compelling, but it does have its certain points of interest and I found myself liking some characters, hating others, and being in a strange middleground with a few. Side stories were also good for the most part, some in particular added some weird and funny flavors to the game.
I didn't mind that the story is generally related through large swaths of text, but it was a little annoying at times trying to keep up when my coop partner was doing the talking. I would have preferred if the game placed all players in the main text UI, otherwise trying to catch up through the game log gets to be a chore. I also liked that characters can choose their own reponses (like in Mass Effect), although the personality traits given by some responses don't make sense. I also didn't really see evidence of big storyline differences based on responses, but further playthroughs might illuminate something.

After all, the game doesn't do much hand holding. Rush through and you will rush through. Take your time and talk to people and look around and you'll probably find something. I read about people completely skipping certain areas, such as Hiberheim, due to rushing which goes to show the importance of looking at everything and speaking to everyone.

Music wise, I found the music generally enjoyable and fresh, especially in combat.

The UI of the game is pretty well laid out as well and things were easy to find and organize. Backpacks are a must for anyone like me who loves collecting crud. Selling stuff was a bit of a chore though, as the sell window doesn't retain any form of organization.

Items...I think item diversity could be improved upon. I also felt like crafting was something that rewarded certain player classes more than others and could have been expanded to be more personalized.

Overall, a very solid game that's extremely fun to play coop. Most RPGs I've had enough of with the first playthrough, but this one I can see myself going back to a couple more times.
Odesláno 24. srpna 2014. Naposledy upraveno 24. srpna 2014.
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1.7 hodin celkem
Actual Sunlight discusses the issue of depression within the context of work and social interaction. It also touches on some existentialistic themes, what you should be doing with your life, what the standards for those judgements should be, etc. It's really heavy handed, the text has a very bluntly bleak, darkly sarcastic style.

Part of me wants to downvote this game, only because I feel that it gives a mere small slice of a certain (hopeless) perspective on depression and considerations about our humanity. On the other hand, I chose to upvote this because Actual Sunlight does delve into that singular perspective quite well. It's a title which focuses on an aspect of human condition and what we're doing to ourselves in society, often without even realizing it. It tells the story of how a singular character falls into and deals with this particular perspective. I don't really find its negative outlook appealing, but it succeeds in making the player consider what they reading. In some ways I think the heavy handed, over-the-top text is asking the player to come up with their own alternatives to the character's view and way of handling his problems.

I also wish this game was longer, so that it could spend more time exploring each character besides the main character. It's an interesting experience though for those who want a break from traditional game story-telling.
Odesláno 8. července 2014.
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14 osob ohodnotilo tuto recenzi jako užitečnou
11.7 hodin celkem (11.1 hodin v době psaní recenze)
Pixeljunk Eden made its way into my library on a whim and it turned out to be a solid decision.

This is a good game to play for relaxing and quiet time. Gameplay consists of leading a small creature from plant to plant or to rocks via jumping or spinning. In later gardens there are additional movement and puzzle mechanics which complicate the game in a positive way. The game introduces new mechanics slowly, which keeps frustration to a minimum. There's some need for planning and quick movements at times, but it's not a game that relies 100% on twitch reactions. The main goal is to find all 5 spectra in each garden and there are additional challenges such as collecting all 5 spectra in 10 minutes or unlocking all seeds in a garden. You can go as quickly or as slowly as you want through gardens, which is a very attractive freedom to me. It has an odd graphic style which is pretty fresh. Each garden has its own graphic style and color scheme, which change as you collect spectra. The music is made by an independent Kyoto artist and is a good selection of electronic trance with light beat (get the soundtrack bundle, it's worth it).

Overall, this is a solid puzzle game that has a lot of fresh and interesting attributes - a great thing to play and just relax with.
Odesláno 8. července 2014. Naposledy upraveno 8. července 2014.
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2 osob ohodnotilo tuto recenzi jako užitečnou
17.5 hodin celkem (15.7 hodin v době psaní recenze)
A lot of things out there try to fit into some category....MirrorMoon doesn't really fit into any of them, and it's unsettling. Upon entering the game I had no idea what anything was, what anything did, where I was, what I was doing, or why I could magically control a moon in the sky which was at the same time the moon I was also standing on (and I still don't know lol). It's unsettling in a really good way.

I guess it might be somewhat of a puzzle and exploration game, but it quietly walks past most of the "hallmarks" of those categories and it might be more apt to describe it as an experience game, simply put. People who want some kind of clear focus and interaction might not find what they're looking for here. It's been compared to the game Antichamber (although I've never played it) and Dream to some extent, and those connections make sense in certain ways.

Playing this game reminds me a lot of the feeling of listening to some 15 minute long ambient drone music, enjoying the subtle patterns and tones. Or of the feeling of watching a film, such as the Koyaanisqatsi trilogy, where the mind gets lost in the images/music and moves outside of itself. There isn't a definite purpose to the game, it's open ended and mysterious and technically never-ending via the seasons system. I feel like maybe all of that somehow mirrors some essential truth about real life. Either way, it's a real keeper.
Odesláno 4. února 2014. Naposledy upraveno 4. února 2014.
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1,982.1 hodin celkem (1,527.5 hodin v době psaní recenze)
This game has changed tremendously over the last year and for the better. When I first started playing back in June '13, it was a cool little game to just collect stuff in, level up items, and fool around a bit. The game underwent a major overhaul for its PS4 release and is now expanding in all categories including lore, map variety, mods, weapons, and warframes. I updated this review pre-update 14, and the additional quest/lore system, upcoming mass-UI, and player ships are HUGE improvements to look forward which will further solidify the game as a serious and unqiue title.

The mechanics are very attractive, mixing fast movement with gunplay/melee combat and the special powers of each warframe. The mod system can change up combat as you see fit, and any gun/melee/warframe is viable with enough love put into it. The graphics are bright and shiny, and the game is pretty well-optimized for older systems. Tile sets for maps are finally taking the game off of ships and onto planets. Sounds for enemies and environments continue to be updated for the better. Dojos offer players a way to create clans and design/decorate their own "house" of sorts. Warframes and weapons can have customized color, attachements, armor, skins, and syndanas (scarves).

Best of all, the game boasts a dedicated developer team who usually respond quickly and respectfully to the thoughts and wishes of the community. They even run live streams which are fun to watch and offer a kind of interaction that a lot of games miss. One of the biggest improvements I've seen due to this dev-player interaction is through events, which were once extremely annoying due to their setup but are now engaging and fair to both the occassional player and the diehard clan alike.

The cash shop for this game is also rather extreme but this is F2P and to be expected. The game lacks dedicated servers, but several changes put into the grouping system have made joining a terrible host much less common. The pve/psueo-pvp Dark Sector system was arguably released too early and right now doesn't offer players/alliances much benefit. However, with DE's track record, it's suitable to have faith the Dark Sectors will continue to be improved upon. There is an actual pvp system in the game, but having never bothered with it, I can't offer any opinion.

RNG is perhaps the one big drawback of this game. Much of the game's content relies on RNG, which after a while gets very tiresome. To date, not much has been done to allow players to have some influence over RNG (except outright buying said items through store or prime access) and there are many tweaks that could be made to make things less grindy..

Yet, there's a lot of good in the game and all the reason to trust that improvements will continue. If the game had some kind of membership system, I'd definitely buy into it without a second thought. It's plenty obvious this game is growing and growing quickly under focused guidance. It's good to see a team that's not afraid to remain in the beta phase and still get stuff done. High hopes for this one!
Odesláno 31. prosince 2013. Naposledy upraveno 26. listopadu 2016.
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1.3 hodin celkem
I spent more time looking at the pause menu because I'm such a noob. I wanted to pansy out but BALLS where are they? I ran 17 miles while playing this and closed every door behind me. I saw some creepy things and they saw me and so I pressed my W (or S in the case of going backwards asap) as hard as possible because pressing it down harder logically results in moving faster :D. I definitely descended into some darkness and I'm fairly certain the main character is Darth Vader on weed.
Odesláno 31. října 2013. Naposledy upraveno 25. listopadu 2013.
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9.4 hodin celkem
One of the finest games I've come across, I'm not usually a big sidescroller fan but this game just captured me. The atmosphere and storyline are curious and poignant. The hand-crafted clay environments create a neat look and it's easy at times to get lost in the combo of music+setting. The puzzles can be frustrating but then again they should be, although I can't help but think that the sidescroller format doesn't take full advantage of the world's potential. This could have been flowered into a massive game in many ways, but it remains a lovely gem in its current petite form.

After finishing this must say that it turned out to be one of the most emotionally and psychologically striking games I've ever come across. It dares to reach into existential no-man's land and the ending choice sums up the entire game quite expertly. This one will make its home in the back of your mind and I'll be revisiting it soon.
Odesláno 30. srpna 2013. Naposledy upraveno 4. února 2014.
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4 osob ohodnotilo tuto recenzi jako užitečnou
175.4 hodin celkem (52.3 hodin v době psaní recenze)
Having been playing since before its official release, I gotta say this game is a keeper. Intriguing story, plenty of stuff to do, plenty of things to see, and I personally find the combat refreshing for an MMO. Dungeons are there to grind if that's your thing, although the elitism can be annoying at times (don't be a 1970 please--use your keyboard). Honestly the main story and multiple side stories which all tie together are what really make this game wonderful. Everything is rooted in real life legends, mysteries, places, stories, and intrigues. There's TONS of lore to peruse through and investigation missions, while often being really frustrating to figure out, are also very interesting in terms of their topics and references.

Animations and clothing selection could use a bit of work but at least the number of mission bugs has decreased a lot (LOL when this game first released). I also wish the main story mission was repeatable but alas, perhaps someday. In addition, I wish holiday events were laid out more simply and were not so heavily based on big team activities, BUT then again this is an MMO, and one based on the hidden "secret world" to boot. It should be noted that this game is fairly graphics intensive-expect it to be necessary to lower graphics for large groups and dungeons.

Overall, this game lives in the spaces between genres in more ways than one and that's what makes it the memorable experience that it is.
Odesláno 16. července 2013. Naposledy upraveno 31. prosince 2013.
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