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Avant-garde exhibition
An incident happened: Cleaners threw away the exhibit called "Pile of Garbage". They thought that it was a pile of garbage.
Publicada em 27 de outubro.
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BOBER
Publicada em 10 de outubro.
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On par with Clannad or Your Lie in April in how gut wrenching the story is.
Publicada em 24 de setembro.
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Manor Lords is right now very advanced in presentation (graphics, immersion, etc), but desperately needs better mechanics and user experience upgrades. The only indicator of food consumption of your town is a tooltip of how much does a person eat. Easy enough to calculate... if you're not exporting food or making dye. Or you spam veggie gardens and never worry about food again.

6h into the game, I'd be surprised if i wasn't done with all the content by the 10h mark. All that's left is lvl 3 housing and towns exchanging goods. Unless of course i get overrun by raiders, which isn't impossible. Luckily, it's easy to spam bows and if you can bind all enemy units in melee, they're helpless vs archers running up their rear and firing at will. Assuming your forces won't rally with 0% stamina (which takes forever to regain) for some reason.

The views are awesome, the immersion and ability to make organic towns puts many others to shame indeed. Warfare is an afterthought but has its moments thanks to immersion and vision: Militia is your workers, you don't want to spend their lives lightly. Again, UX needs work there.

This is obviously a title fresh into early access. Buy it to support the vision, not to get a 1.0 product. This has infinite potencial if the developer stops at nothing to add meat to the game.

There's Ostriv, a much more niche equivalent that's been in EA much longer and so had time to gain some mass feature-wise.
Publicada em 26 de abril. Última edição em 29 de abril.
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Very impressive game that hearkens back to the earliest entries of Age of Wonders series when it comes to the huge depth of things you can do. If you like to customize your race and try out combinations of abilities to end up with OP or just funny things, this is a great title.
Publicada em 26 de novembro de 2023.
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I could point you to the survival horror genre that this title was a landmark for. Name a survival horror game post 2010, they inspired themselves with it.
I could point you to how much dreary detail and evils lurk beneath each note that so many left behind. If there's one thing you should take away from this, its this: Explore and be thorough. You will find more useful items and lore that is truly truly worth it.
I could summarize a brilliant story that reveals to you, bit by bit, evil, guilt and maybe, just maybe, redemption. The most you can hope for is truly disturbing imagery and darkness, ever encroaching darkness. It seems like the worst part, but you will find it's something far scarier than an enemy.
Or I could tell you to put on the lights if you fear getting through it for years, like I did. There's no shame in consuming guides if that's what it takes. Or having a friend guide you, like I did.

Will it prepare you for Amnesia: The Dark Descent? Probably not.
You play as Daniel, a man we initially know precious little about, and not in a good way either. We are in a castle that would probably be cozy, if not of the atmosphere and sound around us. We soon find out Daniel fears the dark and there's something... more to this. We explore the hallways and rooms, finding notes to help us make sense of this world. Soon enough we find a note to self. It tells us that:
We chose to forget how we ended up here.
We must kill Alexander of Brennenburg
A Shadow is chasing us, a living nightmare.
With that we begin our dark descent.

The gameplay unravels with ponderous but constant pace. You have your stats, inventory, health... and sanity. Pretty soon we are introduced to some of the strongest sides of the game: The light/dark interplay with sanity. You gain sanity by progressing in game. You lose it by witnessing disturbing events, staring at enemies and staying in the dark. You're told the lower the sanity, the harder it is to deal with enemies. That they'll be alerted if it drops to zero. Sanity alters your perception of reality as it drops: your vision gets blurry and distorted, portraits and other objects change form, hallucinations escalate, sometimes you even hallucinate enemies. On top of the excellently made atmosphere, it can make your play a living hell indeed.
As you progress, if you are thorough, you find tinderboxes to light up torches and candles, and lamp oil for your mobile lantern. You will also find notes to further explain the setting. Much stress will result from the dilemma of preserving sanity or expending the lamp oil with your lantern and/or tinderboxes.

The game rewards those who dare to risk sanity-harming events. You'll find more useful items and be able to appreciate the story more. It is best played cautiously, fearfully, diligently. As you progress, the game will introduce enemies to you: First meekly and from far away, but don't let it deceive you: Half the horror in game comes from your inability to fight the enemies. You can only hide and wait till they leave. You have options: Will you lose sanity to hiding in the dark, turning your fear into your friend? Depending on situation, you'll be trying to hide in rooms, in the dark, be as far away as possible, or will have no choice but to run away in harrowing chase. An occasional puzzle will bring some variety. The game is divided into many levels. It starts linear, but then introduces hubs, from where batches of levels are available to be tackled in any order, barring prequisite items to unlock access. As you proceed towards your goal and explore, the veil of amnesia will slowly wear off. You'll slowly realize who Daniel is, what was he up to, and the motivations and artifacts of those around him. This game features some of the most depraved and inhuman characters around, and to your and Daniel's distress, their works will be expressed here. On your journey, the Shadow, manifested in fleshy residue, will continue to follow you, as if chasing you. Without spoiling too much, let me just say: It is not an enemy. It's something arguably worse.

The evils we witness, the atmosphere, the constant and heavy sense of dread, would not be possible without a stellar sound design. Mikko Tarmia has crafted the OST with loving care, and the sounds you hear all make the horror of it all possible. The events we witness (from mere gust of wind to The Shadow going ham somewhere), the hallucinations of Daniel (there's gonna be plenty of that), even psychic attacks: The game revels in trolling you and teasing you with threat of danger, making you scare yourself, especially when it'd only make things worse. Yet much like the darkness, sound design will be your asset. The enemies are loud, and sound will be your main way to locate them.

The presentation is clearly from early 2010s, with pitiful but servicable textures for these days, and lighting from that era as well. It has its charm and will not stand in the way of you being engaged.
You will witness damp rusty sewers, castle hallways, storage areas, all in the usual rustic castle style. But as you progress, you witness spaces that are either beautiful, claustrophobic and disturbing, or otherworldly in its presentation. Machinery fitting 19th century will often be seen, and be object of progression or puzzles.

This is the game where danger lurks when you don't know what you're doing, but this fear can be overcome. As you go, you will start to know what you're doing, and how to handle encounters. You will harden, but the depravity of what you witness will only escalate. In the end, you will truly have made your dark descent, into what defined Daniel's misery. Will you turn your thoughts to vengeance? Or something more?

A maddening, but ultimately sublime experience. Face a game that made history of the genre. Unveil guilt and hearken for redemption as your sins pile up. Know no defence against the enemy, and be pawn of powers beyond humanity. Relive nightmares. Become afraid of the dark in your own home. Become a lamb for futile sacrifice. Help someone and maybe be helped. Settle a debt and conquer your fears. All this and more in Amnesia: The Dark Descent.
A few tips:
-I feared wasting tinderboxes and lamp oil more than any monster and got my ending with 10 lamp oils and about 30 tinders. Such supply is a peace of mind more than anything.
-Be aware of places to hide in case encounter happens. They're scripted.
-Play with your headphones, or whatever will easily indicate direction of sounds. You'll need it for enemies.
Publicada em 25 de outubro de 2023. Última edição em 26 de outubro de 2023.
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choo choo
Publicada em 13 de junho de 2023.
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Hardcore Chinese crossbreed of Project Zomboid and Zero Sievert. So far, quite promising.

EDIT: The issues mentioned by the negative reviews were address vigorously. I'm always happy to toss coins to well-organized indie devs.
Publicada em 22 de maio de 2023. Última edição em 31 de dezembro de 2023.
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"Valve's janitor is better at keeping a game alive than Blizzard"
-A youtube comment
Publicada em 19 de maio de 2023.
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I'm a New Yorker, and my driving proves it.
Publicada em 10 de março de 2023. Última edição em 11 de março de 2023.
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