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29 henkilön mielestä arvostelu on hyödyllinen
Yhden henkilön mielestä arvostelu on hauska
2
yhteensä 384.7 tuntia (371.2 tuntia arvostelun laatimishetkellä)
Dungeon crawler with great replayability for hundreds of hours and a ton of content
A game diverse on game situations unique from run to run. A game where every new unlocked item wants to be encountered in the next run. A game where the hour meter will be at least triple digit...

If you are looking for a roguelike for hundreds of hours, and the setting of dungeons with religious overtones does not repel you, you will be pleasantly surprised by this find. Unobtrusive, but cruel story based on the life experience of the creator of the game is well woven into the gameplay, it also explains the essence of some of the items and locations in the game. A lot of items, a lot of characters, a lot of everything, the content here is not stingy.

There is also multiplayer coming, so gather a party of 4 people, buy a bundle with all dlc and enjoy the game!

Do I recommend the game?
I definitely recommend it!
Julkaistu 22. heinäkuu Viimeksi muokattu 22. heinäkuu.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
10 henkilön mielestä arvostelu on hyödyllinen
yhteensä 105.1 tuntia (94.6 tuntia arvostelun laatimishetkellä)
I platinumed Risk of Rain 2, and as a fan I couldn't pass up the reboot of the first part, so I decided to find out where the franchise started.

First of all, they improved the graphics. The locations, characters and enemies were redrawn, and very well done. The work of the artists is noticeable immediately, it's nice to look at the character animation, the logbooks are a separate story. The pictures with the enemies are fascinating in their elaboration and beauty, sometimes you just want to go into the logbooks one more time and look at the well-made drawing, so to speak, to admire it. Also, all the sprites were redrawn, which is also undoubtedly a plus for the game.

The music deserves special thanks, because of the remixes. Chris's soundtracks from the first part definitely please the ears, you walk around the locations and enjoy the masterpiece. I would like to note the epic sound that plays during the battle with the Providence, namely its last stage. This track has notes of the theme from the battle with Mithrix, and this makes the track even cooler.

A couple of QoL features were also added to the game, such as shooting in the direction of the cursor and settings for customizing the interface, for example, so that the interface is displayed above the enemy's head. According to others, active items now drop from special capsules, which is also cool. For which a separate like - when playing with a team, when you die, you don't die completely, but become a weak drone that can peck at enemies a little, and most importantly - pick up items, which allows you not to fall behind your teammates in case of death. Also, as far as I remember, as a drone you can throw yourself into a recycler, and your partner will get junk in return, but I personally didn't check, the information is inaccurate.

Plus, you don't have to stand next to the teleporter to charge it, you can run around the whole map.

They scattered a bunch of cool secrets around the game that are nice to find. The secret has a visualization, for example, an unusual tree, a too long liana, or a small dead end in the wall that looks like the beginning of a passage. In the secret, you can get both artifacts and cool character skins that you can only pick up when you get close enough to the prism (the secret with the skin), which encourages you to study the location more carefully.

The Providence Trials became a cool new addition to the reboot. In it, you often face a rather unusual goal, for passing which they give either a new item or a new skill. Also, the test almost always does not end with the fulfillment of the goal, and it can be passed on gold, that is, to fulfill the goal beyond the norm, which is also cool.

So why is the review negative?

1) The balance of mob spawns is very broken. On the 3-4th location, a shadow elite clay man or a crab spawns, which will almost ALWAYS BE IN INVISIBILITY until it attacks, and the damage this miracle deals is at least 90% of your health bar. The local spawn director often doesn't have enough points to spawn a teleport boss, so he spawns a horde of many, and this horde of many can be shadow or overloaded, because of which approaching it is suicide. Not all characters have invulnerability or the ability to survive this nightmare. When the map allows you to knock an enemy off the map, you will do it, because it is almost impossible to fight in close combat, about the fact that they can teleport to you and occasionally blink black, you understand when a poke goes through you or it will already be too late.

Why not make enemies more visible, and what spawned on later locations? This mob is too strong for the beginning of the run.

In the Lizard Temple and, it seems, on the 4th location, swifts also spawn (such birds that fly around you and then dive) in an elite shadow form, the most dishonest mob. It can start diving right after teleportation, so there is almost no time to react. The same story with the spirit, which has an instant attack, and its indication does not save the situation, because there is also little time, in the case of the elder spirit, everything is much worse, because its attack is faster and further, which makes you a helpless victim.

Starting from the 4th location, the game begins to bury you with an impenetrable crowd of enemies that comes at you in a solid wall, and all you can do is pray that while you are going from one edge of the location to the other, a random blow will not fly at you, because the player's temporary invulnerability is so insignificant that you won't even have time to understand how you'll be dead. It's impossible to dodge such a crowd, all your dodging comes down to spamming the space bar, which makes the character's dodge skills meaningless, because we already have a "solution". For example, the Bandit has a skill that if it kills an enemy, it resets all skills, so how do you pick out a weak enemy from the crowd? No way, the skill becomes just useless. In RoR2, this was solved by an additional dimension, and you always had somewhere to retreat, here you can drive yourself into a dead end. But how to solve the problem of the crowd?

Let the enemies' aggression grow, not their number. Then characters that deal a lot of damage to a single target would play much better, and the game as a whole would too.

2) Delays in rotation. To make a dash, you have to go in the direction you need, then use the skill. But the game still a quarter of a second thinks that you are still going in the same direction, because of which you can make a dash right into a chasm or a crowd.

3) Camera distance. In the settings, you can change the distance of the camera from the player, because of which you will see more of the map, but at the same time your character and enemies will be very small. You have to sacrifice the ability to microcontrol the character in favor of a larger field of view, the meaning of redrawing all enemies is also lost if you can't even make them out.

4) The size of the location. A character without movement will, in case of bad luck, look for a teleport for half a year, the locations (especially the mushroom caves) are incredibly huge, because of which you spend a lot of time getting to the teleport and clearing it. The particles from the portal are not visible at a great distance, because of which it is not always possible to find it. And I remind you that on the difficulty "Rainstorm" the timer does not forgive, and hits much harder than in the second part of the franchise. In case of lower difficulties, the game ceases to resist the player in any way, so you can look for the portal as much as you like.

5) Difficulty modification. The ability to reduce the received damage and increase the inflicted damage is just a shame, Risk of Rain has always been a game about difficulty, where you have to quickly charge the teleporter, collect suitable items and move on to the next location, but why bother when you can change the damage parameters, set the difficulty to "Drizzle", and then the main feature of difficulty - the timer, the choice of priority items depending on the situation is reduced to zero. I'm not even talking about the "Commando" artifact.

6) Some unlockable skills. Skills for the artificer, such as the platform and the fireball, are impossible to use in battle, they are just uncomfortable, the fireball is controlled by wasd at all. The poison bubble on the acrid is also an example of this. What's the point of these skills, other than in trials, I don't know.

It's sad to realize that the balance won't improve. At the moment, I don't recommend buying the game.
Julkaistu 25. toukokuu
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Yhden henkilön mielestä arvostelu on hyödyllinen
yhteensä 57.5 tuntia (52.9 tuntia arvostelun laatimishetkellä)
Roboquest is one of the best roguelike shooters on the market and here's why:

First of all I want to praise the music - Noisecream definitely made the game more dynamic, the tracks perfectly fit the location and convey its mood. In "Canyons" plays a cheerful and simple music, in my understanding symbolizing the beginning of the journey, in "Power Plant" plays a faster music, emphasizing that the player is at a more difficult stage, and in the battle with "IRIS" soundtrack clearly makes it clear that the player faced a very strong enemy. Without it, the game would have remained a game for children, as the developers intended. Noisecream wrote the music with the condition "If you don't like the music, I'll refund your money". This is how the developers decided to make the game much more challenging.

The visuals are quite beautiful, the game looks like a comic book or even a cartoon, the graphics are quite pleasing to the eye. Cutscenes are made in the style of a comic book, sometimes there is a desire to revisit all of the cutscenes again, so they are well done.

The controls are very nice, so it's nice to just run around in the lobby sometimes for no reason at all. You do not feel any stiffness in the control and can run through the locations spectacularly and most importantly, quickly destroy enemies.

The design of the locations is quite ingenious, everywhere there is somewhere to run and they do not feel like a tunnel, although they are. Each room with enemies is not just "four walls", but a segment with various obstacles and places from where you can take a favorable position to fire. Locations are built so that they can and should be passed quickly, and the game gives you the opportunity to do it in different ways.

Visual effects, particles, words "ta-ta-ta-ta" or "boom" perfectly add to the aesthetics of the game. The effects are not intrusive and do not interfere with the gameplay.

The roguelike component in Roboquest is what sets this game apart from other roguelikes. The game encourages you to change weapons to keep up the damage and not kill enemies in a million years. The various items and upgrades per level help build up into whatever one type of damage you want, whether it's damage through fire or through drones. You have various NPCs from whom you can change your cannon or pump up your existing one. The game also pushes you to change weapons by charging a high price to upgrade your current one, as you spend cores and potentially lose a new item or other upgrade. Starting from the end of the game you only get epic weapons, so that the game doesn't seem unfair at the most opportune moment and so that the player can choose weapons to match their items.

The design of the enemies is thoughtful and here's why:
Enemies always have some sort of purpose rather than just being goofballs to take damage. Some enemies try to stun you, some try to hack you, some try to set you on fire or blind you. There are enemies that are immediately targeted and must be destroyed as quickly as possible. There are elite enemies that are not just an improved version of the old ones, but a full-fledged new enemy that is a very serious threat that should be eliminated immediately.

The game's difficulty encourages rather than punishes the player. Passing the game on a higher difficulty the game gives more cores to pump in a run, as well as more wrenches to pump the player for all the runs ahead. With higher difficulty the game not only increases the health and damage of enemies, which is a rather lazy way of making the game harder, but also their aggressiveness and adds new enemies. All enemies are fair game and there's a little something for everyone. All the potential of the game is revealed when you play on maximum difficulty, the game forces you to use all the tools that it gives.

Also in the game there are a lot of secrets and references, it was very interesting and cool to look for them.
I guess there is nothing more to add, it's as simple as that.

A large arsenal of weapons does not give boredom, shooting is very pleasant and gives one pleasure, although there are some very strange and uncomfortable guns.

There is also a spoonful of tar in the honey barrel, and that's metaprogression. Until you improve your camp enough, you're going to lose out as you're depriving yourself of some of the content. Fewer NPCs to improve, fewer different bonuses and run modification options. It's bad when the game limits you and does not give you the opportunity to pass it at once and you are artificially limited.

Also, but already purely my subjective opinion, so it is too strong enhancement for engineer. Due to the new drone enhancements, playing it feels too easy, but again, this is just my opinion and will not affect the review score in any way

In summary, I highly advise you to buy the game and pass, such a good roguelike you will see few places. Or maybe even go in to close on the whole achievement, as I did:)
Julkaistu 1. toukokuu Viimeksi muokattu 14. kesäkuu.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
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