18
Értékelt
termék
513
Termék
a fiókon

Garbage legutóbbi értékelései

< 1  >
11–18/18 bejegyzés mutatása
15 személy találta hasznosnak ezt az értékelést
5.1 óra a nyilvántartásban
For a more in depth review, tune into the video below:

https://youtu.be/Yt2vumxIVOQ

Otherwise, here’s a summarized pros and cons list. But first, a primer to the game.

Primer
Conarium has you playing as Dr Frank Gilman, a scientist who wakes up abruptly to find himself alone in a research base in Antartica. Suffering from amnesia, Frank must figure out what happened to his fellow colleagues as well as the nature of the research that he was conducting. From here, you’ll be playing Conarium like a first person puzzler. You can interact with the surroundings to open things like drawers which reveal notes that you’ll read but most of the gameplay comes from solving fetch quest like puzzles that require you to bring Item A to obstacle B. There are some other ones that require you to figure out a combination or password from a diagram but these are few and far between.


Pros

1) The Lovecraftian setting is interesting
Inspired by the book At the Mountain of Madness written by HP Lovecraft, Conarium gives us a pretty interesting setting that utilizes the concepts found in this genre. It talks about transcending reality and other-worldly beings while also providing you genuinely bizarre scenes that will keep you interested, especially if you’re new to the genre like myself. You’ll be able to uncover another race, and the game spends a decent amount of time trying to give them some personality by speculating what their civilization was right. The title doesn’t give you clear answers, but it still manages to capture your attention with a series of unknowns, purely on how strange everything is.


2) Amount of setup for the horror premise
A lot of horror media, be it games or movies or books, often spend very little time building up how the unfortunate soul managed to get themselves into this position in the first place. Usually it depends on a simple stroke of bad luck or some other form of underdeveloped series of circumstances. The problem I’ve had with this is that it doesn’t provide a believable premise to sell me on the protagonist’s predicament. Conarium doesn’t fall into this trap. It lays out why things like why frank was chosen for the research job or how his crew members came to learn about the supernatural beings in decent detail. In doing so, it manages to sell me on its initial premise, thereby making me more invested in Frank as a character.


Cons

1) Forgettable characters
While initially your goal was to find the other scientists, it’s not long before you realize just how little they play a part in the overall journey. You’ll read notes written by them to get their perspective on recent events, but it doesn’t do anything to make you feel invested in them as people. The game is much more focused on having you discover more things about the supernatural race and it sacrifices the development of its human characters to accomplish that.


2) Terrible puzzle execution
Remember when I said that most of the game’s puzzles are fetch quests? Well that also turns out to be the title’s undoing. The problem stems from the fact that it never wants to give you any hint on where the item you’re looking for MIGHT be. Some of them could be as close as being in the same room while others could require you to reach an entirely new area, blocked off by a loading screen, but the game remains silent on any indication whatsoever. What this does is it creates artificially difficult puzzles that rewards hardworking players who take the time to search every section of a room instead of those that use mechanical skill or mental intellect to solve their problems. The needless backtracking can also have the adverse effect of making you waste a lot of time on a puzzle that could have otherwise been completed in 5 minutes. As a result, the overuse of these sort of puzzles ruin the pacing, thereby causing me to feel frustrated the further I went along. I couldn’t even enjoy the Lovecraftian story by the end because the thought of the next unsatisfying puzzle I needed to solve remained on the back of my mind.


Conclusion

I don’t think this game is worth 20 dollars, even with a decent story and excellent presentation. However, the pacing is just absolutely butchered by how unnecessarily tedious and difficult some of these puzzles are. Continuing on with the story felt like I was waiting for the next chore to be made available to me and, in the end, my interest in the Lovecraftian lore wasn’t enough to balance out the sheer frustration I had for the title. It stopped feeling fun and compelling past the halfway point and, having completed it, I’d only recommend getting it at 8-10 dollars.


Közzétéve: 2017. június 8.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
235 személy találta hasznosnak ezt az értékelést
5 személy találta viccesnek ezt az értékelést
9.6 óra a nyilvántartásban
If you'd like to see a more in-depth review instead, please check the video link below:
https://youtu.be/au05lTVovtM

Otherwise, here's a summarized pros and cons and in between list.

Pros:

1) Striking aesthetic
Probably one of the most visually striking games to come out this week on Steam. It tries to emulate the blend of colors you’d find in present day Tokyo. Coupling that with the clean UI design (reminding me of material design) it nicely captures that a modern feel.

2) The mildly compelling combat
The enemies work in such a way that they’ll all zone in on you the moment you kill one of their group. When this happens, combat divulges into a mini bullet hell with you dodging and kiting your way to victory. A lot of this combat also revolves around the game’s mechanic of rotating your isometric camera angle to get a good look at all the enemies and their respective bullets coming at you. Since everyone (including yourself) dies in one hit, overcoming the high stakes and overwhelming odds can be mildly compelling at first.

3) Has a few interesting side quests
The game divides your mission into main ones, side quests and contract missions. While most of them are essentially about getting to your target and eliminating them, some allow you to do things like engage in bike races or take part in a time trial run while having to eliminate the other runners. It’s was a huge relief to have these side quests there, which is unfortunately also telling of the low retention power possessed by the game’s current mechanics.

Cons:

1) Simplistic combat for both playstyles
Let’s talk about going loud and stealth separately since they have their individual issues that make them simple and repetitive. Going guns blazing has the bullet hell aspect to it but besides getting new guns that have a slightly wider spread and faster bullet speed, it doesn’t significantly change the way you approach fights in the game, meaning you’ll still be dodging and kiting around people. It’s fine for the first 3-4 hours or so but when the game has enough missions to last over 10 hours, there’s no form of meaningful progression to keep you invested in the combat.
Stealth is much the same with you having to use the katana since that’s the only silent weapon in the game but it’s also bogged down by the unresponsive AI guards. The AI use the whole “once I look at you long enough, I’ll spot you” mechanic that’s common in most games with a sneaking around element. Problem is, you can kill someone in front of a guard with the sword and so long as he “hasn’t looked at you long enough”, he’ll act as though nothing happened. Nothing that isn’t a gunshot or grenade causes the guards to divert from their patrol, including seeing a dead body in the distance. Also because there is no lure mechanic to divert their attention, stealth runs just include slicing guards with their katana by using the blindspots in their patrol patterns. Nothing wrong with it per se, but again just very very simplistic.

2) Wasted potential with the nemesis system
Completing missions awards you reputation and gathering enough of this places an enemy assassin on the map waiting in disguise for his / her chance to kill you. Problem is, you have no idea who this person is and you’re forced to either wait and hope for them to miss their first shot, or you’ll just shoot at random civilians hoping to spot the one that actually fires back. So much wasted potential here since they could have made it like the former multiplayer of the assassin’s creed series where you’d have a specific amount of time to kill find your assailant. Presently, there is no skill element to identifying your would-be-assassin.

In between

1) Use of the isometric camera angle change
One of the most striking mechanics used by Tokyo 42 is its ability to change the camera angle. However, this is only done to see paths and routes hidden by perspective and not to create new ones using a new perspective. So it’s like Fez and Monument Valley if their respective rotations didn’t create new pathways. It’s an interesting mechanic to put into the game since you’ll have to rely on it to dodge bullets effectively once enemies start to surround you. But again it would have been nice to incorporate the whole ‘create new routes with a change in perspective’ kinda thing.

2) Story
It’s a cyberpunk story that tries to setup a mysterious premise but falls pretty flat by the end because of how rushed it and underdeveloped that last act was. Characters get little to no development due to how their limited screen time and though the concept of people never dying because of a popular drug in this neo Tokyo is itself an interesting plot point, the telling of a story with said concept was done in a rather predictable fashion. Solidly average piece of narrative here.

Conclusion:
Tokyo 42 is a game that will keep you entertained for maybe 3-4 hours, not the 8-10 that it’ll take to complete the title. The core gameplay loop has no progression and the basic mechanics that make up that loop aren’t well flushed out enough to stand on its own in the first place. While the game’s multiplayer, which sports an online version of the nemesis system along with a free for all mode, may give it some longevity, it nevertheless does not address the core issues brought up. As such, I’d only recommend getting the game at 10, maybe 12 dollars at the absolute highest.
Közzétéve: 2017. május 31. Legutóbb szerkesztve: 2017. május 31.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
190 személy találta hasznosnak ezt az értékelést
3 személy találta viccesnek ezt az értékelést
18.0 óra a nyilvántartásban
If you'd like to see a more in-depth review instead, please check the video link below:
https://youtu.be/Y1s7dbWZTuw

Otherwise, here's a summarized pros and cons list.

Pros:

1) Decent resource management with the 3 main resources.
As you continue on a run (which can last upwards of 7 hours), you start thinking on the risks associated on collecting the resources from potentially dangerous planets. These are metals to repair ship hulls, gasses to refuel the ship, and exotic matter to recharge the jump drive. Balancing the uses of the resources, to either repair and refuel ship or to sell for credits used to purchase upgrades and medicine, will be the most compelling gameplay aspect in TLJH.


2) Interesting setup for some aliens.
Travelling through space, you'll meet about 5 alien races per run you take (runs are randomized so you'll meet different races depending on the RNG of procedural generation). They have pretty interesting premises and personas that's meant to keep you from getting bored with core gameplay loop of resource collection.


Cons:

1) Simplistic resource collection
THe resource collection process itself is really simple. Essentially, it involves a mini-game of trying to land a small craft on a planet's surface to drill a hole to dig for resources. The challenge comes from balancing the use of thrusters for the softest possible landing since harsher ones damage the lander's hull while also injuring its pilot. You'll mostly be holding down the thruster button while orienting the ship to whatever direction you'd like to head towards. Some planets have low gravity which require you to use the back thrusters instead but the execution of the mechanics are the same.


2) Lack of a story and character development
The game has 2 things to push its narrative, the stories of the aliens and your crew members. Aliens are handled much better than crew members. You're given the ability to talk to, insult, praise, question these aliens about all alien races in hopes to learn more about them. If you meet the right aliens of each race, you'll be given a quest that gives you something else to do while developing their individual backstories. Problem is, the frequency of this happening is random for every run and you have no way of finding the aliens with the interesting quest. Leaving it up to luck, these interactions happen far too little to keep you engaged throughout the 8 hours it takes for each journey. As a result, it doesn't save the game from being a chore after awhile.

Things are worse with crew members since you can't even talk to them. The only times they chime in are when they give a sentence or two about their lives during random moments while you're travelling in space. Sometimes they'll be a little witty but for the most part, a lot is left to be desired from these moments. Since so few back and forth takes place between you and these members, and between the members themselves, the execution of this form of "character development" doesn't make them feel very human. Couldn't really care for any of them by the end.


3) Simple combat
Was happy to find there was space combat in the game, not so much when I found out how simplistic it was. Essentially, you have a ship with shields, side cannons, and a boost button. So all altercations boil down to taking laser fire with shields that recharge over time, trying to angle your ship to orient a good shot and boosting your way out of danger whenever you get the change. No secondary fire, no way to rewire power to shields, boost, or cannons. The only things that change are the enemy ships you fight but that just changes the different attack patterns. To it's credit, you can buy cannon upgrades later on that change the spread and damage of your ship but it's still disappointing to see how repetitive combat gets over time.


4) Overall just really repetitive
Without compelling space combat and far too infrequent meaningful interaction with aliens, alot of your time here will just be on resource management, resource collection and possible space combat, 2 out of 3 of which are too simple to keep you attention. As such, the game just feels repetitive after 2-3 hours or so unless you're REALLY into resource management.


Conclusion:

TLJH spends alot of time highlighting its more basic mechanics at the cost of the more interesting ones. The game has alot of content but it distributes it so sparingly in an attempt to warrant multiple playthroughs. As a result, it makes individual runs feel repetitive and boring which does not incentivize players to have a second or third go at returning home. I would only recommend getting this at 20 dollars instead of 40.
Közzétéve: 2017. május 30.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
23 személy találta hasznosnak ezt az értékelést
1 személy találta viccesnek ezt az értékelést
18.6 óra a nyilvántartásban
For those who prefer a video format you can tune in the following video:
https://youtu.be/gLOs5CxjYcY

Otherwise, read on for the written transcript.


Performance
Since the title is mostly about watching pre-rendered FMVs, it’s no surprise that performance isn’t an issue. The cutscenes are rendered at 24 fps but you can still interact with the mouse and menus at your monitor’s max refresh rate, so you won’t have to deal with choppy ui animations. Other than wanting separate audio sliders in the options menu, I don’t really have anymore complaints in the performance department.

Story
You begin the journey as an unnamed psychiatrist who’s been posted at an office with a bit of a dark history. It turns out the previous practitioner, a Doctor Dekker, was murdered recently thereby leaving his patients under your watchful care. However, the police don’t want you to just care for these people. They suspect that one of the patients is responsible for dekker’s death and they’ve tasked you to narrow down the search.

From here, the narrative unfolds as you continue to talk to the patients about their respective problems as well as their interactions with dekker. I was much more interested in the former than the latter and I think that’s got a lot to do with the game’s use of lovecraft. You see, Lovecraftian themes dabble in the concept of cosmicism, like how our reality may not be the only one that exist in this word. It closely relates to a person’s sanity and because the game’s setting relies on the sessions between a patient and their psychiatrist, it sets up the perfect stage to explore these complex themes in a way that feels incredibly natural. The driving force of every act was easily about discovering the extent of each patients predicament, to understand just how bizarre their lives have become. Part of the reason why this is so compelling is also because of how well paced this plot point is. Character stories progressively get more bizzare and it builds up the tension to a point where you feel like you have to second guess everyone’s behavior. The mid section of this game was the highlight for me and while the problems of each patient resolve adequately enough, I didn’t feel the same way about the truth behind dekker’s murder.

Even though the backstory between dekker and his patients was rather interesting, the events leading up to his death just didn’t feel well flushed out enough. There were a few plot points that felt like they could be important but ultimately weren’t expanded upon, making the doctor’s tale feel abit rushed towards the end. For me, I think the game’s reaches its peak in learning about the different patients and understanding how they came to terms with their individual problems. The nature surrounding their situations made for a genuinely interesting story and I think players going into this game blind will be pleasantly surprised.

Gameplay
The infectious madness of doctor dekker is a text-based fmv game made by Daveki studios. The core gameplay loop relies on text input based on the conversations you have with doctor dekker’s patients. At the most basic level, you can search for other cutscenes from singular keywords mentioned in the cinematic you just watched, and your job is to then watch that new scene to find new things to search for and so this cycle continues until you have enough information to proceed to the next act. This game differentiates itself by requiring you to also ask patients specific questions and there are even times where you’ll have to point out contradictions in their statements, like how one moment they say they don’t drink but in the next they state how enjoyable the cheap vodka at a club tastes.

Overall, the singular keywords aren’t too difficult to identify. Characters normally emphasize them in their speech and it’s pretty obvious when a sentence has a couple of words that sound more complex than the rest. Things do become more hit and miss when it comes to longer sentences and contradictions though. I’ve had times when the game would be really forgiving with my choice of words and others when I had to be really hyper specific in how I phrased a question. I think it’s an inevitable problem when you make a title require a long, and often complex sentence to trigger an event but this game introduces a few mechanics to make that problem much more bearable. The first is how it doesn’t require you to find all the cutscenes to have the necessary information for the next act which is great because There are plenty of questions and keywords that lead to rather superfluous scenes. The second is the game’s asterisk mechanic. You’ll notice in the video that some questions have asterisks next to them. A question with 2 asterisks is guaranteed to contain useful information, while a question with 1 asterisk is guaranteed information that might not be useful and finally a question with no asterisks means that there is nothing more you can get from that particular scene. Not all questions start with 2 asterisks and since the number of asterisks next to a question change as you extract information from it, this mechanic is always sure to let you know when you’ve gotten all you can from a particular scene. If you ever find yourself stuck though, which can be quite common for the more complex questions, then you can also ask for hints in the game that basically tell you what you should be searching for. I believe the cooldown is about 60-90 seconds between hints so you’ll have no problems finding what you need in a reasonable amount of time. While these mechanics have made the game less obtuse and arguably easier than others in its genre, I’d much rather have these features in place since they prevent the title from ruining its own pacing which in turn kept me invested till the end.

Presentation
I think this game handles its cinematography really well and I feel that’s shown in the clip you just saw. The semi-obvious nature of the shots portray the overall atmosphere rather appropriately. Notice how it jump cuts onto different areas of the same subject, and see how it does this in a rather unnatural fashion. Most of the time, the face isn’t aligned well in the frame, as if to signify how the patients themselves are not aligned well mentally. You can also see how the light causes you to view their contrasting faces. A majority of the game involves one side of their face will be brightly lit while the other is near pitch black, as if to highlight how two faced and secretive all these people can be. When I looked at these scenes for the first time, I thought it was a really cool way to portray this uneasy setting to the player though I have to say the audio didn’t impress as much as its visual counterpart.

The background music used is definitely going for that subtle ominous vibe but it’s still noticeable in how repetitive it can be. If someone told me that there were only 2-3 tracks in the game, I’d probably believe them. To its credit though, I did really enjoy the performances of most, if not all of the patients. Each person conveyed a distinct behavior around them, whether that be caution, hapiness, dignity or some perverted form of lust, and it did well to accentuate their vastly different personalities. Apart from the lackluster audio, I was really pleased with presentation.

Conclusion
The infectious madness of doctor dekker offers an intriguing premise to go along with its murder mystery setting. While it has some issues towards its resolution, it’s also only fair to mention just how compelling it was to learn about the individual patients. It’s far from perfect but it gets a lot right and for 9 dollars, it is definitely a worthwhile purchase
Közzétéve: 2017. május 19. Legutóbb szerkesztve: 2017. május 19.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
3 személy találta hasznosnak ezt az értékelést
3.6 óra a nyilvántartásban
Looking at What Remains of Edith Finch you get a walking simulator, of a girl returning to her family home in search of answers. The story is rather deep in a philosophical kinda way but it's easy to get stuck on the big looming question of WHY everything is happening. I'd say don't go into it looking to get an answer to that because that is not the main focus of the story.

Delivery wise, it's neat and innovative style of changing the gameplay aspects as you're introduced to the stories of deceased family members is something to continually anticipate as you play this game. Besides the basic waking an interacting with objects, the game also changes to things like first person platforming or to a 3D isometric adventure. These are nice additions but it's clear early on that they're not well-flushed out enough to sustain the game on their own. Utimately they're there to push the narrative.

Presentation wise, it's really good. Alot of polish in the texture quality, almost excellent draw distance and plenty of detail in the environment for you to look at. Better yet is the amount of detail and craftsmanship that goes into the FInch home (where you'll spend most of your time) and how that translates to information on the deceased Finches. Background music is great too, plenty of ambient tunes for you to hear to set the mood for each new scene. Voice acting is mostly great. Ironically I found the one for the child star to be the most average of the bunch but the more prominent roles do well to immerse you into the world.

It's a good game. I don't think there's enough here to change anyone's mind about buying a walking sim at full price, especially at a pricey 20 dollars, but that's fine. From the perspective of the niche market that this game targets, I would say it's worth it,

A more in-depth review here: https://youtu.be/NwJbfyhqgbY
Közzétéve: 2017. április 26.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
1 személy találta hasznosnak ezt az értékelést
3.9 óra a nyilvántartásban
This review is available as a video and written transcript.

Video Link:

Transcript:

Performance

While I do commend Stories untold for supporting 144hz monitors, it’s a big shame that the game isn’t optimized to maintain that high framerate in its walking segments. In the limited times you get to explore your surroundings, the game’s fps maintains at about the mid 40s to 60s which is an unacceptable count for a game like this on a gtx 980ti. Also as a side note, can we please stop labelling graphical presets as beautiful and fantastic. There’s no sense of scale there or description of what each preset entails and I think a simple, low medium high and ultra will suffice.

Story and Characters

Stories untold tells its tale in 4 segments that last about 30-40 minutes each. It’s first story begins with a young man returning to his family’s house and what seems like a normal text based adventure starts to rear its horror filled head when the boy discovers an old computer.

As he begins to play a game on this computer, strange things start to happen and a much more gruesome and chilling depiction of the game’s recent events are laid out. By the end, we have more questions than answers but at that point, it’s time to move on to the next segment. Now each story puts us into an entirely new setting and we rarely get the time to connect the dots before we’re sucked into whatever objective we have at the time but the game’s overall plot relies on the underlying mystery that links these 4 stories into one nightmare.

Sure, there are a few nuggets of information that hint at this link but it’s not really till the last third of the game when it’s explicitly pieced together. While overall, the story isn’t anything spectacular, I think this is a game to be played for that experience of not knowing all the answers just yet and just kinda letting your mind think of all the possible explanations. The game certainly gives you plenty of them with the expansion of the narrative’s overall scope and it did an excellent job in managing that scope to its relative play time. By the end of it all, the plot points were covered in a satisfying manner that gave previous actions new meaning and it was definitely a story I looked back on fondly. Definitely one worth playing in a single sitting.

Gameplay

Each segment of the game uses classic text-based gameplay mechanics where a monitor tells you the scene and you in turn, type out actions your character to take and it’s good to know that none of them play out in an overly obtuse manner. So long as you stick to common actions like “go to”, “read”, “open”, and “look around” you shouldn’t really have any problems figuring out what to do next. It’s unfortunate that the game doesn’t incorporate more modern terms like the phrase “flip switch” to do the same thing as “use switch” but that’s a minor complaint at best.

With that said, some segments also feature other types of puzzle solving that fit into its setting, so things like deciphering morse code or conducting experiments are also on the table. Again, none of these feel unfair EXCEPT in the last segment where they come back without their instruction manuals meaning there’s a chance you’ll fumble around trying to remember how to solve a particular issue. Otherwise, gameplay for the most part is a simple yet effective channel of progressing the narrative.

Presentation

Visually the game is mostly great with one or two hiccups. I absolutely love the way the background changes as you discover new things in some of your text adventures and the game varies the overall setting of the different segments enough to keep things from getting stale. It uses the text well to set up a word picture through its description of not only where you can move but also the sounds and smells that assault your senses as you navigate your way through the rooms. All of this amounts to a pretty good horror atmosphere that will keep you on your toes without relying on the tired out tropes like jumpscares right up in your face. On the other hand, texture quality could be improved upon and the game could really use better antialiasing but that’s mostly only a problem when you have the ability to freely walk around the map.

Now alongside these scenes is ambient background music in the form of synthwave that’s present just enough to fill the silence but also soft enough to leave room for the real atmosphere changer that are the sound effects. These effects really are the main reason you’ll play the game with the lights on, from the startling crackle of a lamp to the abrupt ringing of a phone. They do well to keep you on your toes while letting your imagination be your own worst enemy here and when working together with the visual changes you experience throughout your playthrough, they do a great job in immersing you into the horror experience.

Conclusion

Stories untold will likely be complained about for its short play time in relation to its 10 dollar price point and while I think there’s a discussion to be had there, most of them neglect to mention what the game actually accomplishes in its 3 or so hour time frame. To me, this game provides an unoriginal but ultimately interesting story with a satisfying end, alongside classic yet simple gameplay mechancis. Mix all of that into an amazing horror experience that keeps you fearful at the idea of a threat instead of a tangible one, and I think it makes for 10 dollars well spent. This is a game that does not overstay its welcome as so many other horrors do, instead understanding its limits and playing to that limit.
Közzétéve: 2017. március 1.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
2 személy találta hasznosnak ezt az értékelést
6.5 óra a nyilvántartásban
Bleed 2 is an arcade style, side scrolling shooter that is meant to give you a challenge. Taking place after the events of the first game, Bleed 2 has you control Wryn again to deal with an alien invasion.

Story wise there really isn't much to say, Bleed was never really known for its story but gameplay wise I think Bleed 2 makes many great changes that improve the game's overall appeal of fast-paced action and tough boss fights that keep you trying over and over again, especially on harder difficulties.

Some of the bosses are new, some come from the original Bleed but most of them are tough because of the low margin of error in their attack patterns and the speed at which they output moves. It's not always possible for you to tell what attack is coming before it's already making it's way to you, which is where the ability to slow down time comes in handy. This is a game that tests the reflexes for the hardcore player looking for a challenge but its lower difficulties also accommodates the more casual players with an abundance of health and checkpoints in all the maps.

The progression element was taken out in Bleed 2, instead now you only unlock items once you've beat the game on a certain difficulty but since the double pistol and katana combo would only be less ideal to use than other weapons in select few circumstances, the lack of a progression system isn't as bad as one would think.

I don't know if I'd recommend this game for someone looking for a casual time, but if you want a challenging 1-2 hours, give Bleed 2 a try on very hard difficulty. The mechanics here are solid and the tight controls ensure that every death you face is a fair one and that every victory comes with a good deal of satisfaction.

My video review:
https://youtu.be/oiLC057QzhQ
Közzétéve: 2017. február 8.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
2 személy találta hasznosnak ezt az értékelést
7.1 óra a nyilvántartásban
She remembered caterpillars is a really difficult puzzle game that uses a unique colour mechanic of getting little creatures to the white destinations while overcoming obstacles that include things like blockades for certain colours, bridge switch mechanics, etc.

Story-wise the game is subtle and only gives excerpts of expositions as an intro to each level. It tells a decent story that has some good moments but it's easy to kinda overlook it when you're trying to go through puzzle after puzzle or if you're still recovering from the previous one.

The game is really difficult, it's not one of those puzzle games where the solution is immediately apparent and instead requires alot of experimentation. A new colour or mechanic is introduced every chapter (comes around every 4-6 levels) and the mixing of these mechanics makes it more complex in a way that's different from other games like portal. Because you're able to see the entire puzzle map from the start, segmenting the entire puzzle into parts to complete in an order is much harder than traditional puzzle games like Portal. You could very much end up getting one bug to one destination before realizing that you probably need him to get another bug somewhere else. The puzzles are all very logical and probably only have one solution per level and as a result, the game gives you a good challenge.

Mix all that into presentation that's really unique (if you've heard of fungipunk aesthetic before playing this game, I'd love to find out where) and BGM that's subtle but fits nicely into the aesthetic of the vastly different visual maps, and it's good game for this niche genre. The parts we come to expect from this genre are done well and the parts we didn't are fascinating enough to give a fresh look into the game.

Here's a more detailed video review if you need more information: https://youtu.be/RBWstOU2lJs
Közzétéve: 2017. február 5.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
< 1  >
11–18/18 bejegyzés mutatása