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Последние обзоры Scrap Reborn!

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41–50 из 58
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19.1 ч. всего (12.0 ч. в момент написания)
Inti Creates, eat your heart out. THIS is how you revive a character. You don't strip them of features that made them great, you evolve and expand upon what they can do while still retaining what made the gameplay so darn good in past titles. Also, notice how much more lenient the game is with instant death obstacles! It's nowhere near as bad as 9 and 10 were with them. The weapons are way more fun to use, too! I can't think of one I don't like, and the Double Gear System is phenomenal!

It's also worth noting that you can, in fact, continue a series without just placing constant nostalgia bait throughout. Rather than going for the approach of "Hey, it's this thing from that game! Please clap." every few stages (if not most stages), you can try something like, I dunno, INNOVATING. The Double Gear system is a fantastic innovation and lends itself seamlessly to the game feel and flow of Mega Man. You can slow actions down for more leniancy for mistakes or tough moments, you can power your Buster AND Special Weapons up for added effects and improved power. This new system is easy to grasp and get into using and comes with the added bonus of being a fresh new toy to play with without sacrificing anything that worked previously. It's just a solid, good addition to something that already worked. Fancy that.

Honestly, 11 almost beats out 6 and 7 as my favorites of the Classic Mega Man games! The game not only proves itself to be strong enough to stand on its own, it's also just darn fun to replay over and over again! It captures what makes Mega Man so addictive and enjoyable the whole way through, and while the Wily Stages don't have as much meat on them as they used to, 11's stage design is so strong that it really doesn't matter if the game is shorter than the other titles. Without a doubt, one of my new favorite games in the franchise. Mega Man 11 isn't just a great Mega Man game, it's a brilliant return to form that anyone who loves platformers is bound to have a great time with. A must-have game for your library!
Опубликовано 14 февраля 2020 г.. Отредактировано 1 июня 2023 г..
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1 пользователь посчитал этот обзор полезным
387.2 ч. всего (265.7 ч. в момент написания)
I have nearly 300 hours logged in this game. I suppose you might consider it fun.

All joking aside, this kicks butt with friends! Heck, even solo it's a darn good time! This is probably my favorite multiplayer game to date! I can't recommend this enough for the sheer amount of things to do it provides you with. Just an all-around fun game and a constant source of entertainment.
Опубликовано 26 января 2020 г.. Отредактировано 15 сентября 2020 г..
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20.6 ч. всего
I've gotta say, I can't think of a greater sigh of relief I've ever made than when I looked back at the writing of Portal 2 and saw that it was NOT like the writing from High on Life. It was actually funny, knew when to end a joke, and still plays super well. Valve's developers and writers knew what they were doing and had a great sense of humor. What else can I say that hasn't already been said about this phenomenal game? It was a masterpiece in 2011 and it's a masterpiece today!
Опубликовано 22 января 2020 г.. Отредактировано 24 сентября 2023 г..
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11.4 ч. всего (8.6 ч. в момент написания)
Honestly, even after all these years, Sonic CD still holds up as one of my favorite Classic-style games, right alongside Mania and Triple Trouble. The soundtrack is an obvious source of appeal, specifically the Japanese one, but there's nothing quite as satisfying as going super fast and bouncing off enemies in a chain and not touching the ground for a while while you rocket through a level. The floor is lava, and it's up to you to find a way to zoom past it. Even if you're not doing that, though, there's so much meat on this game's bones. Each act has 4 different ways you can experience it, and thanks to the unlockable level select feature, you can dive right in to any version of that act. Obviously, they're not all winners, but hey, the freedom of choice and chance to explore is welcome. I love how many ways you can approach any given zone here and how the music changes with each version.

The boss fights aren't anything special, but then most aren't in 2D Sonic. They aren't really the highlight most of the time, though I can say there is one thing that makes me appreciate what we have here compared to Sonic 1, 2, and even 3&Knuckles. The final boss gives you rings before the fight and doesn't feature instant death attacks. We wouldn't get that kindness from Sega for the mainline console titles again until Mania. I know technically you can carry rings with you in 3&K from the previous part of the stage, but if you die, you don't get another chance to get rings, so I hardly count that. You can't reasonably expect everyone to win 3&K's final fight without dying, too, given how many phases there are and how much instant death comes into play.

Ultimately, there's really only one major complaint I have with CD, and it's that the final level, while it is the only level in the whole game to contain a bottomless pit, makes that pit an absolute bastard to get across. Mercifully, this game was designed by people with hearts, so right after the pit, you not only get rings, but you also get a free shield for the final boss. You get more than enough to aid in your survival, since the final boss steers away from the psychopathic design philosophy of something like Crash Bandicoot, i.e., never make a single mistake or restart the entire boss fight. All things considered, you have a game that's honestly pretty comfy to play by 90's standards. I do enjoy hard games a lot, but every now and again, it's nice to relax with something that's forgiving, but not to the extent that it just holds your hand the whole way through. Sonic CD hits the sweet spot in between, I'm grateful I can say that. Absolutely, I recommend this game.
Опубликовано 2 ноября 2019 г.. Отредактировано 19 февраля 2023 г..
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7.1 ч. всего
Do you ever revisit a game you used to enjoy and find it just doesn't do it for you anymore? That, unfortunately, has been my latest experience with Bloodstained: Curse of The Moon. Having gotten the chance to revisit most of the Castlevania franchise as of late on both Steam and Switch, which was mostly pretty fantastic, I also revisited the Curse of The Moon duology, and it just didn't do much of anything for me. My disdain for CoTM2 hasn't changed, mainly with how that game's idea of difficulty comes from sensory overload, such as with that godforsaken sarcophagus boss, but I was surprised to see my opinion of the first game lessen as much as it did.

Originally, I thought it was pretty good. Not on par with the best of the Classicvanias, but still a fun time nonetheless. Curse of The Moon was basically Castlevania 3, but now you could have all of the characters join you instead of just one. Alternatively, you could even kill them for new abilities for Zangetsu, the main character, to experiment with. I still believe this to be the best part of the game. Sadly, the soundtrack isn't as catchy as I'd remembered, outside of Stages 5 and 7, and the level design is the Inti Creates staple of everything being a long, flat, empty hallway with some enemies here or there. Really basic, boring stuff if you don't kill Gebel for the dash ability to zoom through most of it.

The main thing I feel that holds back Curse of The Moon is the level design, honestly. For as impressive as it is to see so many branching paths to take throughout stages, they mean very little when there's next to nothing interesting going on with the terrain. Up until Stage 7, which breathes some much needed life into the journey with moving platforms, conveyor belts, and disappearing and reappearing blocks, the most noteworthy interactions you'll have with the levels will be mostly freezing and breaking water or lava, and that's if you even have the character who can freeze those to begin with, along with the ice spell. On top of that, these are confined to miniscule portions of only two levels. Everything else is about as flat as Florida, and when you figure that out, it really kills the fun in exploring the different paths. You might find a shorter or longer route or a path with an enemy or two that normally shows up later in the game, but that's about it for major changes in your general playthrough of any given level. You can have all the extra paths you want, but they mean nothing if there isn't much going on with them.

Compare this to Castlevania 3, where levels are what lead to branching paths to new, different levels, with much greater variety of platforming challenges and tricks, and it's frankly hard to call CoTM consistently engaging by comparison. Castlevania 3's branching paths offer so much meat on their bones and so much variety that it's possible to have a wildly different stance on the game depending on which routes you take. I can definitely attest to this, as I only played the game once prior to the release of Curse of The Moon, and disliked much of the game because I went with the bottom route, which wasn't my cup of tea at all. Conversely, my recent revisit of the game was spent on the top path, and I had such a better time with the game that it's now almost on par with Rondo of Blood or the newly released "Haunted Castle: Revisited" game we got in the Castlevania Dominus Collection. A new, fantastic Castlevania game in 2024, who'd have expected it given recent years with Konami?

It's always a shame to revist a game you used to like, but now feel is just adequate, but that's how I truly feel about Curse of The Moon. I don't feel it has many moments where I'm particularly enjoying myself anymore, even when experimenting with different character and ability combinations. I don't see myself returning to this one much, if at all, in the future. I've got official Castlevania games in easily accessible form, as well as Bloodstained: Ritual of The Night, instead. I would love to play a game with this kind of interactivity these characters have on top of having level design more akin to what's on offer in Stage 7 onward. Ah well, maybe someday we'll get that, it just probably won't be from Inti Creates. They don't do interesting level design like they used to.
Опубликовано 19 сентября 2019 г.. Отредактировано 24 октября 2024 г..
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8.5 ч. всего
How is this game so unknown to people? There's so much done so well here! The music is fantastic, the gameplay is smooth and fun, the story has a neat premise and twist near the end, and the sense of exploration complements the upgrades perfectly! There is a vehicle section at one point, but it actually had effort put into it and has plenty of checkpoints. On top of that, the devs also found a way to make collectibles worth finding due to the bonuses and lore they provide as opposed to merely being for achievements or for the sake of saying you found everything. That is infinitely better than the latter situations! Pharoah Rebirth+ is a treat through and through! What a delight!
Опубликовано 19 сентября 2019 г..
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44.2 ч. всего
The soundtrack was the only thing I needed to hear to incentivize me to play this game. I'm not exaggerating when I say this is one of the best soundtracks the Final Fantasy series has to offer. I am head over heels for it!

Can I just say how nice it is to play a JRPG that isn't shoving padding down your throat? Seriously, how often do you find a JRPG that has great pacing and doesn't make you waste time on frivolous, tedious nonsense or arbitrary fetch quests during the main campaign? This is just a smooth glide from one scenario to the next. The pacing is solid, the music is great, the story, well, the story has issues, but I do enjoy most of the characters and I like how useful they are! This is really good!

The added difficulty of the game with remixed boss strategies is wonderful, too! It's really fun to play this game with added features and cool little tests of skill to throw off players of the original release of the game. This is the best way to handle a remake of a game, at least in my opinion. I don't know if I'll ever tackle the super bosses - they require a little too much grinding and precision for me to feel like it's worth it, but if the worst thing I can say about a game is that its side challenges aren't my cup of tea, I think things turned out pretty darn well. As far as classic Final Fantasy games are concerned, this is a darn good time. I highly, highly recommend this one.
Опубликовано 19 сентября 2019 г.. Отредактировано 2 июня 2021 г..
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69.0 ч. всего (31.8 ч. в момент написания)
One of the extra playable characters in this game, Bloodless, is essentially a vampiric Mary Poppins, who can make the sky rain blood on her enemies. If that hasn't sold you on this game, I don't know what will.

Bloodstained left me with the biggest smile on my face all throughout. It is a game that just feels good to play and serves as a wonderful modernized interpretation of the Metroidvania formula. The number of tiny details that make the game so much more convenient is incredible! I wish the earlier Castlevania games featured improvements like this one did! My only major complaint is how nonsensical the task of bypassing the spiked path in the entrance is for Miriam's campaign. It's not clear at all and is oddly one of the only times you're not given a hint on how to progress. Even then, that's nothing that can't be fixed with a patch. You're in for a good time, and hey, there's a ton of free DLCs to enjoy!
Опубликовано 19 сентября 2019 г.. Отредактировано 8 марта 2021 г..
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20.2 ч. всего
"We have Mega Man at home."

A while back, I gave several of the Gunvolt games a shot and found their gameplay got stale incredibly quickly regardless of which one I played. The later entries featured some great quality-of-life changes but were still nothing to write home about in the long term. I tried to earn the highest ranks in each level to see if that would help me get more out of the series, but in the end, that only led to me doubling down on my belief that these are some of the most flaccid and monotonous 2D Action games I've played in my life. Not helped by this is that going for high ranks is the only way you'll ever receive any semblance of challenge from the Gunvolt series, as playing casually is so braindead easy, experiencing even a single death can be considered quite a feat.

Even as challenging as getting high ranks is, namely S+, the highest rank, the toolkit Gunvolt has on offer is so minimalistic in its offerings that it barely changes in any meaningful way from how you start the game. You tap a button, then hold a button. Tap a button, hold a button. Sometimes throw out a special skill that is nothing more than a cutscene power where the game shows you something flashy that's infinitely more interesting than anything you can do without reliance on the cutscene powers. You can get some different shot types, but they change very little in how your basic combat loop functions, outside of the piercing charge shot you can get early on. Don't get your hopes up about that charged shot, by the way, you're still primarily using the electric barrier for damage, not the gun. GV might be the most underwhelming character with electric powers I've seen in any form of media. I don't know what happened here.

I think the thing that baffles me the most is that the game's design actively teaches you to play it wrong. Right out the gate, you're equipped with an item that renders almost any attack a complete non-issue, which destroys your incentive to put care and consideration to your actions as you zoom through or past anything except a bottomless pit without a care in the world. Despite the focus on score, you're only ever rewarded for getting high ranks, most notably via the only way you get upgrades in this game, which is the crafting system. Oh boy, let's talk about the crafting system.

Why a platforming game you can beat in around 2 hours has a crafting system is completely beyond me, but the way it was handled here and in the sequel spits in the face of convenience entirely. I've dealt with crafting systems in platformers before, but the items you needed were always tied to a specific enemy and then when you got what you needed, you could bail immediately. Not here. In Gunvolt, you need to find the level the part you need drops from, then play the level, its midboss, and end boss in full, every. single. time. that you need a part. Even then, it isn't as simple as you getting the part. Oh no, they had to add an extra layer of annoyance on top of all of that time consuming crap. Parts are given to you through mystery slots on a grid. The higher your rank, the more you can choose from.

Sometimes, you'll get what you need. Other times, you'll get a pittance of money or some common scrap you can find in basically any level and have to run the whole stage and its bosses all over again. The worst this system ever got for me was when a part I needed for something I wanted to test out was only available on the boss rush levels. I did EIGHT consecutive runs of one of the two levels I could get the part on, earned at least an S rank (second highest rank in the game) every time, and still never got the damn part from the level. I checked online to make sure the game wasn't ♥♥♥♥♥♥♥ up, but no, the game was just that stingy about giving me what I was after. This series does not respect your time, especially if you want to experiment with new equipment. It is as draining and tedious as it sounds. Nonsense like this is not the only reason I'm not going back to this series, but it is big part of why.

I mentioned it before, but honestly, what boggles my mind the most with this series is how, despite its focus on score, you're never really rewarded for it in any way. There are no leaderboards of any kind, even local ones for just your friends, missions and achievements ask you to earn high ranks, not high-scores, and near the end of the series, you can get an upgrade that gives you more money as a bonus for the rank you earn, with the reward being larger if you get a higher rank respectively. There aren't even any developer high scores for you to challenge yourself to beat in the games themselves. What are we doing here?

Like, so much of gaming has moved beyond the idea that score has value, yet you still want to make games with a focus on score. Okay, cool. SELL ME ON THAT. Give me something as an incentive. Inti Creates, you have done less than the old-school NES era has, which at least gave us extra lives for hitting certain point thresholds. It's possible to make high scores rewarding to go for, I know that for a fact. The fanmade Streets of Rage remake from 2014 has a great system where your score is tallied up at the end of a playthrough and given a one-to-one conversion rate for money, which you spend in a bonus shop. You can get new modes, new playable characters, CHEAT CODES, all sorts of cool stuff! Items you collect during your runs become extra sources of points which then also get turned into money! It's phenomenal for replay value and it managed to get me to genuinely care about score in a video game! It worked for me, it can work for others. Give us that "I get it now!" moment!

Nevertheless, it's unfortunate to say, but as long as Gravity Circuit and Shovel Knight exist, you've always got better, more engaging, more interesting options for platformers than anything you'd find from an Inti Creates Mega Man-like. Keep your search elsewhere. Gunvolt is little more than a pretty face with some exceedingly repetitive and tedious design choices that just drain the enthusiasm right out of me. I could probably find a game in a bargain bin with more going for it than this.
Опубликовано 19 сентября 2019 г.. Отредактировано 12 января.
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32.9 ч. всего
I can't believe that even as much as I've enjoyed this game, I haven't posted a review of it so far. It is not often you find a competent Mega Man-like on Steam, but this one, holy moly, this game handles Mega Man-style gameplay and boss fights with aplomb. The sheer amount of options for how to approach a fight, the sheer amount of weapon combinations and builds, the quality of the special weapons, the fact that each weapon has certain enemies that are weak to it so that no weapon feels like it's just there to be a boss weakness, I could go on. In fact, I think I will!

It would be one thing if the devs just made a Mega Man fangame with your traditional stage select and endgame gauntlet, but they spiced things up in such a great way, I can't help but love it. Roguelike gameplay, when done badly, can lead to a disastrous time for the player. This is not a concern here, as it purely provides fresh takes on levels you'll be playing and replaying over and over, both in terms of level design and the weapons and upgrades you'll find in each level. Gone are the days of having to revisit a level for one specific thing you need but didn't/couldn't get earlier. The whole game takes the approach of optimally using special weapons in a Mega Man game and puts it on a much larger scale with a single task: adapt to what you're given and determine how much you need something. It puts a greater emphasis on the importance of what you have and what you're given.

I have only fondness in my heart for this game and I can only imagine how much better a time it is with friends. Knowing 30XX is on the way and looks so dang good makes me confident that Batterystaple Games will pave the road to innovation of the Blue Bomber's formula in a positive way. I adore 20XX. If you are a Mega Man fan or even someone who just thinks this looks cool or fun, you owe it to yourself to play this.
Опубликовано 19 сентября 2019 г.. Отредактировано 3 июля 2023 г..
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