❤️
极度恐慌 豆瓣
8.3 (6 个评分) 其它标题: 超能特警组 / F.E.A.R. 2005年10月17日
类型: 第一人称射击 平台: PC / PS3 / Xbox 360 开发者: Wargaming West / Monolith Productions, Inc. 出版发行: WB Games / Sierra
《F.E.A.R.》将带领玩家从第一人称的角度,进入一场满载动作元素和丰富剧情的秘密军事任务中,并透过多变的环境设定,让您导出属于自己的精彩动作巨片。
故事起源于一件价值数十亿美元的太空计划案,遭到不明恐怖组织的劫持,但该组织却未提出任何释放人质的条件或要求。政府立刻派遣特种部队前往,但却因怪异的信号乾扰而失去通联。当事件引起的风波稍稍缓和后,这批派遣出去的特种部队却遭到极度恐怖的命运:屠杀,恐怖组织在士兵完全无法反应的情况下,将士兵们直接分尸,并将过程整个拍摄起来,公诸于世人面前…
身为F.E.A.R.的一员,玩家将前往解决这项无人可解的难题,任务非常简单:不计任何代价,清除每一个潜在的威胁;查出神秘的讯号来源;并赶在阴谋扩大到无法控制前,将其彻底根除。
2026年4月2日 玩过
2026年4月2日 评论 "You will be a god among men" - Throughout the years there have been debates: the best or just one of the best? When it comes to combat, it's definitely undefeated. I've played pretty much every FPS that has ever been in the conversation of the GOAT, (perhaps barring only Dusk, which I'm planning to check out soon) and I'm calling it. From the ragdolling enemies, to the particle effects, to the unprecedented AI behavior, to the genius level design, it's simply unparalleled. Levels are structured in ways that allow both the player and the enemies to ambush each other to play the cat-n-mouse game, as most rooms have more than one entrance/exit, and there's plenty of level geometry to navigate, use as cover or for hiding and ambushing. Between the dynamism of the retro shooters of the 90s with their and the realism of the cover-based shooters of the late 2000s, F.E.A.R. is the link that combines the best of both worlds. Enemies can see your flashlight and advance on you, or retreat when they're taking losses. It's the closest thing in a single-player game to fighting real human opponents. And yet, despite the complexity of the level design, it also flows really well. I only got lost once and only for like a minute. In most cases it creates a sense of non-linearity with branching paths, but most paths still lead you towards your main goals. The impact of weapons is also among the most satisfying out of any game. A shotgun blast can either blow an enemy's head or limb off, or knock an enemy back into his comrade, or rip him to shreds. It's completely unpredictable, but every outcome feels organic to the moment. The physics are straight out of a John Woo movie, but they make sense. For the combat alone, F.E.A.R. is a masterpiece, but really the horror aspect here is also very strong. I would argue the game succeeds better at it than Doom 3 or even some self-proclaimed survival horror games like Dead Space. It does have a few jump-scares (one of which nearly gave me a heart attack), but largely relies on the oppressive atmosphere, which is the way I prefer. I've heard a lot of people complain about the monotonous and claustrophobic environments, but I'd argue they actually contribute to the atmosphere a lot. They create a sense of entrapment, and a longing for the outside world. The few brief moments you do get to "breathe some fresh air" you feel a sense of relief, which is quickly replaced with the dread of having to go back inside the building. I think J-horror, as we know it from the 90s onwards, often relies on closed spaces and is meant to play on the anxieties of a XX/XXI century person, and part of that is the isolation produced by modern buildings housing lots of people separated by walls into their own little worlds where they are vulnerable. I get the feeling the devs were very knowledgeable in J-horror films. In fact, I recall reading an interview where they said the very decision to do this project came out of already being huge fans of J-horror films. I think it's very noticeable in the story, which features a lot of very common tropes of the genre, while also introducing some cyberpunk and military sci-fi elements, giving the game a very unique identity. It's not exactly a story-driven game, and I wouldn't call this story amazing or anything, but it's very minimal and very effective in the few places that it does throw twists at you. But F.E.A.R. isn't perfect. The combat is at its best when fighting common soldiers, but pretty much every other type of enemy is inferior. The worst one by far is those invisible guys in gimp suits that exude electricity. They creep up on you quietly and then take a huge chunk of health with every melee attack. Also, the ghosts in the last level are not fun to fight at all. I would honestly rather not fight anyone in that level. But these kinds of enemies make up a small minority and don't ruin the overall impression. Plus there's the aforementioned jump-scares. Other than that, it's near-perfection and one of the coolest games ever.
completed ❤️
Heroes of Might and Magic II: Gold
类型: Turn-based Strategy, RPG 平台: Windows 开发者: New World Computing, Inc. 出版发行: The 3DO Company
Lord Ironfist is dead and the Kingdom is plunged into a vicious civil war by his feuding sons. At stake is the ultimate prize: control of the land and succession of the royal throne. Will you support the villainous usurper and lead the armies of evil or be loyal to the righteous prince and deliver the people from tyranny.

This compilation contains:

Heroes of Might and Magic II: The Succession Wars (base game)
Heroes of Might and Magic II: The Price of Loyalty (add-on)

For the Windows Apps platform, this is the first release of the game.
2024年6月15日 玩过
2024年6月15日 评论 Porting my old review to a new entry - I played through the main campaign as the bad guy and the Price of Loyalty expansion. I kinda wanted to try and beat the rest of the campaigns because in some aspects this game is amazing, but at some point this goal became a torture. I have to take a LONG break from this game. I'll explain why, but first I'll try to break down what makes HoMM 2 different from the first entry in the series. So, on the surface this seems like an improvement and expansion of everything, but with the added complexity, certain patterns emerge. There are 2 spectra that interact with each other: Army build up vs. Character progression Magician path vs. Commander path These spectra are felt much stronger here than the first game because every aspect of the game was expanded with more elements. In the first game you were able to kinda do everything, whereas here until the late game you're constantly low on resources. This ends up being a blessing and a curse. On one hand, it forces you to choose a path and makes every playthrough slightly different. On the other hand, the resource scarcity simultaneously kinda chokes this system. Because it gives you many choices, but really the most effective one is still somewhere in the middle. So yeah, you can play many different ways, but you're constantly gonna be losing to your opponent unless you choose the path of balance on both spectra. Another thing that kinda chokes this system is the ridiculous imbalance. Some units (black dragons) are just superior to everything else in the game, so it only makes sense to play as the faction with that unit. Some spells (dimension door) are too. Pretty much, if you build an army of black dragons and learn dimension door, you're unstoppable. Still that doesn't stop the gameplay from being insanely addictive, not due to some cheap tricks, but because of how good it is. There's a lot of strategic depth, yet the game is simple enough not to overwhelm you. The visuals and audio are some of the most beautiful in any game ever. And by drawing from a diverse roster of fantasy creatures and environments, the world of the game ends up feeling huge in scope. In addition, with some maps taking forever to beat, each one feels like an epic adventure. Like a world unto itself, not merely a stage in a larger story. But trying to beat this game is psychological torture. It starts off normal, but becomes sadistically tough in the latter missions of each campaign. And the thing about this game is that it gives you a million chances to recuperate, rebuild an army and attempt to turn the tide. What this means in practice is that some maps will take days, if not weeks to beat. I've genuinely driven myself sick of this game. The main campaign was tolerable, which gave me a false sense of confidence. But Price of Loyalty is just fucking insane. I have no idea how one is supposed to beat it. In the last mission, the red player is running around with hundreds of bone dragons, vampires and liches per each hero and castle. So I cheated. Summoned deathstacks of black dragons, and to my surprise still managed to lose a couple of battles. I could never get like 300 black dragons through fair means, but the enemy had 300 bone dragons per hero somehow. HOW? Finally, the thing that led me to give up was two bugs I encountered in that last mission. One was when I was fighting the last castle of the yellow player and he cast a duplicate spell on his mage. I killed the mage and the duplicate disappeared, but continued attacking me. It became like an invisible and invincible enemy with 0 units, I had to bail. The other bug was that the last castle of the red player was simple not attackable. I pointed the context-sensitive cursor at it and it didn't change. No matter where I clicked, my hero would simply run there and do nothing. So I just placed my hero in front of it, hoping the red player would eventually spawn a hero of his own and I'm gonna attack him (which makes it a castle attack if he's in the castle), but he never did. I will still count that as my victory, even if through cheating, but I would say the AI was cheating too. HoMM 2 is a fantastic game with some major mechanical flaws and unfairly brutal campaigns. I'm not really removing points for the latter because I almost never play campaigns in strategy games, as they're just the same as skirmish/scenarios, with a tacked-on story and arbitrary tasks. But I think the campaigns here really helped bring out all of the game's mechanical flaws to the surface. EDIT, 20th April 2025: Thought I'd take a long break before returning to it, but, despite the game's flaws, it has a very strong residual presence. As tough as its challenges are, its world is an alluring archetypal fantasy, almost dreamlike. For a game I have no nostalgia for, the attachment I've developed is unparalleled. So I clenched my teeth and grinded through the last three campaigns. I have to say, these tiny campaigns had some very cool map designs, but the balancing is still insane. Couldn't beat it without cheats, probably ever.
completed ❤️
恶魔城:晓月圆舞曲 豆瓣 Bangumi
9.1 (27 个评分) 其它标题: Castlevania: Aria of Sorrow / Castlevania: Minuet of Dawn 2003年5月6日
类型: 横版过关 / 角色扮演 平台: Nintendo Switch / GBA 开发者: Konami Computer Entertainment Tokyo 出版发行: Konami Corporation
公元1999年尤里乌斯·贝尔蒙特讨伐德古拉,并且将其完全消灭。德古拉被消灭36年之后,公元2035年,将有一次日全食发生,一个叫来须苍真的日本高中生和他青梅竹马的同学白马弥娜在神社一起观看日食,却遇到了离奇事件。苍真由于不明原因失去意识,当他醒来的时候,他发现自己和弥娜被传送到一座神秘的城堡里。在一个名叫有角幻也的神秘男子的帮助下,苍真开始探索恶魔城的秘密。旅途中他还遇到了费尔南德斯家的传人洋子·费尔南德斯和一个不知自己姓名,外号叫“J”的大叔。苍真逐渐明白,原来这次日食是邪恶力量制造的,其目的是要让德古拉重新复活。而魔王德古拉的灵魂,就潜伏在他自己体内。
  “J”原来就是1999年消灭德古拉的英雄尤里乌斯·贝尔蒙特,有角幻也则是阿鲁卡多的化身。在他们的协助下,苍真打败了策划这一阴谋的邪恶教团头目格拉翰姆·琼斯。但德古拉的灵魂仍然在他的身体里面。苍真答应尤里乌斯,如果他在将来变成魔王,就由他来把自己消灭。苍真进入混沌把它消灭,回到原来的地方。在游戏中如果失败,就会变成魔王。
2026年3月22日 玩过
Though designed around GBA's limitations, the brighter and more vivid color palette compared to SotN really matches the optimism of the early 2000s when, despite all the problems in the world, the new millennium came with a promise of a brighter future. AoS is set in the future and tries to find humanity in the series' trademark villain and put an end to the bleakness of the seemingly endless struggle of reincarnating evil that preceded. The main battle here is the battle within. The soul system with its replenishable mana seems to match that endless blue expanse of the Bliss wallpaper of Windows XP that was so emblematic of the era and symbolized a new beginning.

In retrospect, this is probably my favorite Castlevania.
completed ❤️
蜘蛛俠 2 Bangumi
其它标题: スパイダーマン 2 / Spider-Man 2: The Game 2004年6月28日
类型: A-AVG 平台: PS2 / PSP / XBOX / PC / Mac
It takes place two years following the events of the first game after Green Goblin was killed by glider on Bridge. Spider-Man is trying to balance his civilian and superhero life, frequently late or absent for school, work, and leisure time with his friends. Following dinner with Mary Jane Watson and Harry Osborn, Peter thwarts an armed looting of an art museum, and tracks down an escaped robber, the Black Cat. Soon after this, he thwarts an attack in the streets of Manhattan by The Rhino.
2023年12月14日 玩过
2023年12月14日 评论 PC Version - There's this strange idea that simplicity equals low quality. I don't subscribe to that. Sometimes it's the complete opposite in fact. Spider-Man 2: The Game is a simple game made for children. And for what it is, it achieves its goals with excellence. In terms of presentation, it perfectly captures the aesthetic and tone of the movie, while adding a flavor of the comic-book craziness. But ultimately it's still a very cinematic game. The pre-rendered cutscenes are all spectacles to behold. The voice acting is very believable, Peter Parker sounds just like Tobey Maguire. When it comes to gameplay, it's mostly aiming-focused, similar to the first three Harry Potter games. Your character will usually automatically determine which action needs to be performed when you point a reticle at something. That being said, there's still plenty of nuance (for a kids' game) to combat and platforming. Through experience you can find more efficient ways to fight and traverse levels. It's not an open-world game, but most of the levels are huge, open and filled with secrets and easter eggs, giving you room to explore. I've played through this game like 30 times, but I still keep finding new places and secrets. Yet at the same time the level design doesn't make the locations feel empty and boring. You could mentally divide level into segments of mini-tasks, where the environments are crafted to guide the player to the completion of these tasks while throwing some challenges their way. There's never a moment when you're not busy platforming, solving puzzles or fighting. There's also never a moment you get lost or confused about what to do. The game is very short, and it's got a really good flow. You can beat it in one sitting and not even notice how the time passed. Again I wanna stress that this game is made for kids, so all challenges are very easy. If you're the type of person who believes an easy mode can ruin a game, this game is not for you. But personally, I don't see why that's the game's fault. As a piece of kids' media, it does exactly what it was meant to do, and does it brilliantly. I can testify as someone who bought this as a kid and spent countless enjoyable hours in it. And as someone who doesn't get blinded by nostalgia (you can find many of my reviews where I revisit childhood favorites and get disappointed), I say this game holds up.
completed ❤️
镜之边缘 豆瓣
8.6 (49 个评分) 其它标题: 靓影特务 / Mirror's Edge 2008年11月11日
类型: 角色扮演 / 冒险 平台: PC / PS3 / Xbox 360 / Windows Phone 开发者: EA Digital Illusions CE 出版发行: ak tronic Software & Services GmbH / EA Games
镜之边缘是历史上第一款以跑酷(Parkour)为主题的第一人称射击游戏,故事背景是一个高度发达的近未来威权社会里,存在着一群以手脚传递信息躲避政府监视的“信使”。主人公Faith就是这些人中的一员,由于偶然的情况,她成为了一名候选人遇害的目击证人,为了探究真相和还被栽赃家人以清白,而经历的冒险故事。
Serious Sam: The Second Encounter IGDB
2002年1月24日
类型: Shooter / Indie 平台: Windows 开发者: Croteam 出版发行: Gathering of Developers
Serious Sam: The Second Encounter, the highly anticipated arcade action FPS sequel to the Serious Sam: The First Encounter, is a high-adrenaline arcade-action shooter heavily focused on frantic arcade-style single player action. In a world where cyberpunk meets fantasy-fiction and advanced technology is mixed with black magic and psycho-powers, Sam travels through the three beautiful worlds, confronting countless Mental's minions on his way to the Mental's base.
2026年3月13日 玩过
2026年3月13日 评论 "Shake, baby, shake. But I ain't gonna quake." - Like most fans, I used to consider this the best game in the series. And why not? It builds upon the solid foundation of The First Encounter without messing anything up. There are new enemies and weapons that somehow fit right into the neural network of enemy-weapon combinations and improve the already-excellent gameplay. There's more visual variety between levels, more creativity in the form of secrets, gimmicks and humor. It feels like the devs were having more fun with it, and that's kinda confirmed with the ending credits where almost every developer's name is followed with a funny quote one can only assume came straight out of the development process. This time around, instead of exploring one giant location, you traverse three smaller ones: Central America, Persia/Mesopotamia and something resembling medieval Europe. Across the levels you go through a lot of different biomes. Variety is always a good thing, but I think spending around 8 hours in Egypt made it feel like a more fleshed-out and real location. Here, the most memorable location is Central America because it's the one you spend the most time in. And also it's the most visually consistent one. Persia/Mesopotamia kinda jumps between the more Medieval-looking Persian architecture to the ancient-looking Babylonia. The final three European levels are consistent architecturally, but have radically different tones/themes. In the end, this makes it feel more like an expansion pack, in the sense of it being bonus levels rather than a coherent new entry in the franchise. It also doesn't help that your weapons get reset at the start of every new location. At the time we definitely assumed TSE to be a sequel, and I think it originally was, but then Croteam surprised everyone with the announcement of Serious Sam 2. So, I guess in retrospect TSE should be viewed at as an expansion pack. And for what it is, it's actually amazing. I will say that some levels towards the end of the Persian section and beginning of European section that have some design flaws: unfair enemy placements, a bit of an over-reliance on key-hunting, a couple of pretty confusing puzzles (not difficult, just unclear), occasional overly lengthy fights. But these are rather minor nitpicks. The game definitely starts strong and sticks to landing. Overall, if I had to choose, I think I prefer the first game due to its sense of place, coherence and slightly tighter level-design. But it's really close. In fact, I'd argue TSE has higher hights. The penultimate level might just be the best one in the entire series. In retrospect, TSE doesn't even seem optional. The two "Encounters" truly do feel like one game. A lot of TSE's additions feel integral to the series at this point. Sometimes it's really hard to tell which enemies and weapons were introduced here because of how well they blend-in with the content of the original.
❤️ completed
Tux Racer IGDB
2000年2月28日
平台: Linux / Windows / Mac
Tux Racer is a 2000 open-source winter sports racing video game starring the Linux mascot, Tux the penguin. It was originally developed by Jasmin Patry as a computer graphics project in a Canadian university.
Sid Meier's Civilization V: Collection
2013年12月6日
类型: Turn-based Strategy, 4X 平台: Windows, Linux 开发者: Firaxis Games, Inc. 出版发行: 2K Games, Inc. / Aspyr Media, Inc.
Sid Meier's Civilization V: Collection is a compilation of the main game and its two expansion packs: 'Gods and Kings' and 'Brave New World'.
The Simpsons Game Bangumi
2007年10月30日
平台: PSP / PS2 / PS3 / Wii / Nintendo DS / Xbox 360
The Simpsons Game is a 2007 platform game based on the animated television series The Simpsons made for the Nintendo DS, Wii, Xbox 360, PlayStation 2, PlayStation 3 and PlayStation Portable. The game was published, and distributed by Electronic Arts. It was released in North America in October 2007 and worldwide in November 2007. It features an original storyline written by The Simpsons writers Tim Long and Matt Warburton. In the self-referential plot, the family discovers that they are forced to participate in another The Simpsons video game. Similar to the show, the game pokes fun at popular culture, other video games, and Electronic Arts, its publisher.
2026年2月23日 玩过
2026年2月23日 评论 Final reevaluation - I know it's silly. This is the 4th time I've returned to this game. Idk, it haunts me. I love the show, and this is clearly the best Simpsons game ever made, and I have such sweet memories playing through it. So I just couldn't let go. That's a good thing though. In my previous three attempts I only played through the early chapters of the game, up to the Lard Lad boss fight. This time I played it to completion, which illuminated several things to me: I stand by all my previous criticisms of the gameplay. It's ridiculous just how janky and poorly thought-out it is. But kinda what I realized in my current playthrough is that this game is not about platforming or combat. It's not even about puzzles really. It's about creating situations and making the Simpsons characters (and the player) work together to solve them. The frustration it causes is part of the experience. I don't know whether this was intentional or not, but I suspect it is. The Simpsons were designed as flawed characters and this might be a way of reaffirming that, when even with superpowers they're still kinda incompetent. It might also be trying to convey something about how difficulties and frustrations in life (especially family life) can lead to a more rewarding outcome. The game is structured like an adventure with a huge variety of tasks, seemingly designed specifically to be memorable rather than fun. Upon completion levels truly feel like obstacles that you've overcome. This game is so ridiculously meta. Everything in it, from the story to the mechanics and presentation. It literally has the comic book guy tell you how everything in it is a cliche. Which, to further add to my previous point, the Simpsons as super-powered video game characters might just be one big parody. The game constantly pokes fun at itself, including its gameplay, structure, story, developers and publisher (EA), as well as the player. It has a lot of commentary on the nature of video games as a medium. It talks about the ephemeral present state of video games and the importance of their preservation; how games have evolved and how priorities of players and developers have changed; the ethics of commercialization/licensing; and it includes a lot of mini-games that ape/satirize important games throughout history. Overall it feels like a love-letter to the medium, perhaps even more so than a love-letter to the Simpsons (even though it does have a lot of references to the show, which are nice to see). That being said, I still can't rate it higher than this. No matter how meta and intentional the flawed gameplay is, it's still flawed. Also, despite having a generally well-written and fun story with several memorable locations from the show, I feel like it gets too crazy and fantastical. The original show is very grounded and mostly tackles issues of everyday life: family, school, work, etc. This whole game feels like a huge epic Treehouse of Horror episode, except it's not horror-themed. One thing I can finally say is I think I've resolved my inner conflict of wanting to love this game and being unable to. I think I've come to accept it for what it is and made my peace with it. This was one of seven games that kept haunting me. I've been meaning to rethink my approach because I couldn't reconcile my feelings with my direct experiences. I think this playthrough gave me a new framework through which to analyze those or at least attempt to see them from a new angle and try to identify what keeps bringing me back to them.
❤️ completed
恶魔城X:月下夜想曲 豆瓣 Bangumi Eggplant.place
9.4 (23 个评分) 其它标题: Castlevania: Symphony of the Night / 悪魔城ドラキュラX 月下の夜想曲 1997年3月20日
类型: 横版过关 / 角色扮演 平台: PS4 / PS3 / Xbox 360 / PSP / PS 开发者: Konami Digital Entertainment, Inc. / Konami Computer Entertainment Nagoya Co., Ltd. 出版发行: Konami Corporation / Sony Computer Entertainment America
在里希特击败德古拉的四年后,某天他突然神秘的消失了。据说一个叫沙夫特的巫师在暗中预备召唤德古拉回到这个世界上。里希特是中了他的咒语才消失的。随着贝尔蒙特末裔的消失,各地的妖魔鬼怪又开始兴风作浪,恶魔城又出现了,吸血鬼之王随时都有可能降临。
  正邪势力均衡受到了破坏,产生的巨大能量使一个人从长久的睡眠中苏醒过来,他就是在数百年前和拉尔夫·C·贝尔蒙特一起打败德古拉的吸血鬼贵公子阿鲁卡多。他意识到自己的父亲即将给世界带来巨大的灾难,必须有人来阻止这一切。在贝尔蒙特家族没有人能够胜任的时候,他就要承担起这个义务。就这样,吸血鬼之王的儿子成为了这个故事的主角,作为一个德古拉家族的叛逆者,也是拯救这个世界的英雄。
  说到德古拉成为暴虐的吸血鬼的原因,是因为德古拉和一个名叫莉莎的民间女子结合,并生下了阿鲁卡多(阿鲁卡多的英文“alucard”出自1943年的电影《德古拉之子》,此名也是德古拉”Dracula“名字的反写)。
  世俗的政权和民众认为莉莎是一个巫女,所以残酷的执行火刑的方式把她杀害。德古拉因此对人类产生了强烈的憎恨,从而发誓要毁灭所有愚昧无知的人类,以自己的理念建立一个新的世界。然而这个计划的代价是现在世界上所有人类的毁灭,这对于立志保护人类的贝尔蒙特家族来说是绝对不允许的。不仅是贝尔蒙特家族,任何一个热爱生活的人都不能眼看着德古拉一意孤行,以自己的好恶来决定世界的命运。就这样,阿鲁卡多带者一颗人类的心灵,和玛丽亚一起在恶魔城中救出了里希特,消灭了沙夫特,将复活的德古拉重新封印,并净化了他的灵魂。
  可阿鲁卡多毕竟是吸血鬼的后裔,他明白自己在大义灭亲之后仍不能见容于这个世俗的社会,所以他唯一的选择就是继续逃避。但玛丽亚在和他接触的过程中对他产生了好感,决定和他在一起。这样一来,阿鲁卡多原本平淡沉闷的生活里多了一丝生机。而里希特考虑到自己的能力有限,于是决定隐居,将封印吸血鬼的圣鞭交给了自己的亲戚莫里斯家族。在此后近200年的时间里,贝尔蒙特家族的人没有在对抗吸血鬼的历史中出现,恶魔城的传说仍然会延续下去。
2026年2月22日 玩过
2015 was the year of Castlevania for me. I played most the games in this franchise that year. Didn't beat any metroidvania ones. SotN was the one I put the most effort into, playing it on PS Vita, but bailed at some point in the inverted castle. I love these games, but they're so long.

Years later I installed it on my Vita again. This time a different version, thinking my save was gone. So I started playing from scratch and got pretty far.

But recently I found out that my save was still there, it was just for a different version of the game. So once I got the right version, it worked. I pulled up a map to help me readjust. Turns out I had abandoned the game with one boss battle left! I spent over a decade thinking I hadn't beaten the game, when in reality I'd pretty much did.

Not gonna review it. I think it's been talked about so much that there's nothing I could point out that hadn't been mentioned before.
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Serious Sam: The First Encounter IGDB
2001年3月21日
类型: First-person shooter 平台: Windows 开发者: Croteam 出版发行: Gathering of Developers
A first person shooter extravaganza where you take the role of Serious Sam, a badass killer whose goal is to defeat monsters commanded by Mental, an extraterrestrial entity that wants to destroy humanity.

Serious Sam is a high-adrenaline arcade-action shooter heavily focused on frantic arcade-style single player action. In a world where cyberpunk meets fantasy-fiction and advanced technology is mixed with black magic and psycho-powers, Sam travels through the beautiful world of ancient Egypt and several diverse planets, confronting countless Mental's minions on his way to the Mental's base.Key Features

Frantic Arcade-Style Action - Fight your way through 15+ nightmarish warriors in Mental's army, including the charging Sirian Werebull, screaming Headless Kamikaze and other crazy monsters, and finally challenge the multi-story Ugh-Zan boss!
2026年2月20日 玩过
2026年2月20日 评论 "It ain't the size that matters, is how you use it." - Lately I've been going through old video game magazines and game-related TV programs, and it kinda occurred to me just how many games gamers in post-USSR got exposed to that are niche or obscure in the West. It gradually changed by the late 00s as the internet became more accessible in that part of the world, and big foreign companies began to get a better grip on marketing there. But Serious Sam was really big in Russia. Far as I can tell, much bigger than in the US. It was so big that all the way into 2005 gaming mags continued to publish maps and mods for it on their discs. And this popularity was completely deserved. To begin with, few games in 2001 could boast levels as huge as in Serious Sam. And it's not like this scale came at the cost of visuals. SS was still one of the best-looking games of the year, especially if you take its aesthetics into account. But it wasn't really the graphics that made it so special. The big open areas would mean nothing if it was just decorative. Jumping into the game knowing nothing about it was an experience. You appear like the Terminator, from a time portal in ancient Egypt, a setting that wasn't very much explored by first-person shooters (Powerslave and Hexen 2 come to mind with their claustrophobic and confusing level design). In front of you is a huge temple, seemingly devoid of life. Behind you is the infinite expanse of the desert. Tribal ambient is playing in the background. To say this game had atmosphere would be an understatement. A strong sense of mystery grabs you and doesn't let go until the very end. The level design, beyond just being functional, creates spaces that feel habitable. Whenever I feel the desire to immerse myself into an ancient-Egyptian environment, I jump into this game. There's a persistent feeling of exploring an actual dead civilization. But it's not before long that first enemies appear. You start the game with a knife and a single revolver. Almost immediately you find a second revolver. And within minutes you find your first shotgun. The progression in The First Encounter is near-perfect. This is something they fucked-up in the sequels (not counting The Second Encounter) and DLCs.These early weapons are only good against early enemy types. But then every time a new weapon gets introduced, you encounter a new (or old) type of enemy that this weapon is most effective against. This way the game teaches you which enemies should be attacked with which weapons. It also gradually throws at you combinations of various enemies to teach you which ones should be prioritized. This prepares you for the later levels where you're gonna be encountering huge hordes and have to think on your feet. Contrary to what many people think, Serious Sam is not a game about kiting and holding down the left mouse button. If you play like that, you're sure to die quickly (unless you play on Tourist). In fact even the movement patterns of some of the earliest enemies teach you to dodge and switch to the third-person view for better spatial awareness, so you could anticipate threats coming from various directions. There is really a very high skill ceiling here. I'm by no means an expert at this game (in fact I mostly play it for relaxation), but I've personally known people who treated Serious Sam as almost an esports discipline. One of my closest childhood friends was one such person. In fact some of my earliest online deathmatch experiences were playing Serious Sam with him and his friends. I've heard people describe this game as "too basic" and what this tells me is that it completely flew over most people's heads. It is forever doomed to be viewed as that game with huge crowds of enemies and giant bosses, when it has so much more to offer. Every enemy is fun to fight with. There are no highly-mobile tiny enemies that are hard to target or the kind that pull some cheap bullshit. In comparison, Serious Sam 3 has annoying little spiders and the Witch-Brides that stun you, disappear and are invulnerable most of the time. There are no Lost Souls or Archviles or those piles of slime from Duke3D, and you never feel like your weapons are not adequate enough to deal with your enemies. Every weapon relates to one or several enemy types, and every enemy type relates to one or several weapons. The game originally had something like 30+ levels, more than half of which got removed in the final product. A lot of other content like enemies and weapons got discarded too. That is to say the game was designed meticulously. Cohesion was clearly a priority. But the way people act, you'd think the devs just threw a bunch of shit into big arenas and called it a day. Occasional puzzles and optional NETRICSA messages add to the atmosphere. The puzzles are never too difficult because they usually require you to flip some switch, and the level-design is extremely intuitive. I don't think I've ever gotten lost in any level in this game, and it's not like the levels are linear either. There is a lot of room for traversal and strategizing. There were two areas that I remembered from my childhood as being really bad. One was this big tunnel somewhere towards the end, which upon the revisit turned out to be much milder than I had remembered. The other is the final arena before the final boss. Now that thing is still a nightmare. You get locked in a comparatively small arena with 6 enemy spawn points surrounding you on all sides, and you have to survive waves upon waves. It's one of those moments where you'd be forgiven for using cheats to just fly over it. The rest of the game is absolutely incredible. And, what makes it special, is that there really is no other game like it. People often call it a Doom-clone, but it's really not. Doom's level-design is much more claustrophobic, and its weapons get progressively more effective with the exception of the shotgun which remains the go-to weapon in short distances. It doesn't really throw hordes of enemies at you. Doom 2 kinda does, but not nearly with the same variety. A lot of enemy types, like werebull, headless kamikaze, Aludraan reptiloid and others are not common enemy types in other first-person shooters and certainly don't have equivalents in Doom, but each of them adds unique mechanics that cascade in depth when put together in various combinations. There's just no other game where the combat consists of rapid weapon-switching while dodging and preventing the horde from reaching you by strategically prioritizing targets. And then between combat you get to explore huge gorgeous locations to the accompaniment of a beautiful and atmospheric soundtrack. And then on top of that there's tons of humor. Serious Sam is truly a masterpiece and one that hasn't been rivaled, nor has there been any attempt to clone it. It occupies its own niche and completely dominates it.
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求生之路2 豆瓣 维基数据 IGDB Bangumi Eggplant.place Steam
8.6 (130 个评分) 其它标题: Left 4 Dead 2 / 惡靈勢力 2 2009年11月17日
类型: 第一人称射击 / 射击 平台: PC / Mac / Xbox 360 / Linux 开发者: Valve Corporation 出版发行: Valve Corporation
《求生之路2》(Left 4 Dead 2)是2008年由维尔福软件公司开发、以丧尸为主题的恐怖生存类游戏《求生之路》的续集,游戏初次于2009年电玩E3展亮相,并已在2009年11月18日于PC以及Xbox 360平台上发行。
2024年2月24日 玩过
2024年2月24日 评论 I've always considered Left 4 Dead 2 a general improvement over the original, but tbf it's more of an expansion pack than a sequel - And if you really break it down, while all the new content and features are great and well thought-out, they're not essential for the gameplay. The original game created a formula that worked incredibly well. Every weapon and enemy felt unique and there was a gentle balance. If you really think about it, the new weapons here are mostly alterations of the old weapons. For example, I love AK-47, but it's just a slightly slower and more powerful version of the M4 from the original, which in itself was a faster and more accurate version of the UZI. But this game also adds another submachine gun as an alteration for the UZI. In the end, while these new weapons are fun, they don't really add anything substantial to the game. The M4 was a massive upgrade for the UZI, but these altered weapons are just flavors of the same. The melee weapons are fun and can be very useful to break through large crowds when combined with adrenaline, but they kinda take away from the survival aspect. Worth remembering that the original game was kinda suspenseful. I jumped into the single player (which is how I first experienced the game back in 2008) for a bit today, and was feeling a little vulnerable because I knew I couldn't count on the AI companions. You can forget about the power fantasy of slashing through hundreds of zombies with a samurai sword. A single smoker or hunter could take you out single-handedly, let alone a tank. But each special zombie there had a purpose: A Smoker would pull you away from your group and incapacitate you. If a Hunter ambushed you while you're on a ledge, he could push the companion(s) next to you off of it, possibly killing all of you. The Tank presented a threat that necessitated cooperation from the entire group. Kinda same with the Witch, except it was more about the group consciousness (each member following the right conduct individually) than a direct cooperation. The new enemies of Left 4 Dead 2 are kinda pointless: The Jockey is basically a slower Smoker. The Charger is almost indistinguishable from the Smoker. Functions exactly the same, except he has to come closer for the attack. The Spitter is probably the one thing I hate about Left 4 Dead 2. She is pretty much useless if encountered alone, but if she attacks you while you're surrounded, you basically have zero ways to avoid death. In addition, she functions as this game's anti-cheat, attacking anyone who manages to find a place that's inaccessible for the zombies, even if her spit technically shouldn't be able to reach that place either. But to me and my friends finding those places was part of the fun. It added an exploratory element to survival maps. Finally, the original had a very strong and coherent atmosphere that consistently permeated everything, from the levels to the menus and the general art direction. The game intentionally evoked grindhouse zombie movie vibes, and this vision was followed with the character design, visual effects (film grain) and the amazing loading screens. I have to say, Left 4 Dead 2's art direction does not feel as strong. While they continue the same theme, setting the game mostly in daylight takes away from that vibe, as most zombie movies (and horror movies in general) heavily rely on darkness. Well, Dawn of the Dead and Day of the Dead didn't, but this game also doesn't make introspective statements on consumerism, class inequality or military-industrial complex like those movies did. So it ends up feeling more "normal". In addition, as much as I appreciate the import of the old campaigns and suvival maps here, their presence further dilutes the atmosphere of this game. Perhaps a better idea would've been to leave L4D2 alone and make another edition that would combine 1 and 2, and give it away for free to the owners of the second game. All that said, obviously I love Left 4 Dead 2 and have played it way more than the original. Most of the new content, although very unnecessary, is a lot of fun, and the addition of the Steam Workshop makes life so much easier (back in the day me and my friends used to download custom maps manually from l4dmaps.com, and I can no longer find some of our most-played maps there). But despite all the objective improvements in the sequel, I've always had stronger feelings towards the first game, and I believe it's not just nostalgia. Left 4 Dead represented a unique and coherent vision that was innovative for the time. Left 4 Dead 2 meanwhile ends up feeling like an optional content pack that you wouldn't be missing out on if you skipped. Although, if it was an expansion pack, it would've been an amazing one.
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Moto Racer IGDB
1997年8月1日
类型: Racing / Arcade 平台: Windows / PlayStation 开发者: Delphine Software 出版发行: Electronic Arts
Moto Racer is an arcade style motorcycle racing game developed by Delphine Software International and published by Electronic Arts for Microsoft Windows and PlayStation. It features both dirt and street bikes, and a variety of tracks.
2024年4月11日 玩过
2024年4月11日 评论 In the conversations about great arcade racers I've never heard Moto Racer's name come up - In fact I don't think I've ever heard anyone talk about this game ever. The only reason I know about it is my vague memories of playing it as a kid. I feel like the gaming community is biased towards certain titles due to their reputation. Because this here is the original Sega Rally, except with motorbikes. And it really makes this distinction tangible with higher speeds, fragile vehicles and more verticality in the tracks. There are two types of races here: your regular speed racing and motocross, and there is a different emphasis in each. The first is a suspenseful, adrenaline-pumping experience that requires hyper attention and reaction. But, when you're able to pull off some of the rather snaky series' of turns at 200+ km/h it feels extremely rewarding. The motocross tracks give you more time to assess the upcoming turns, but add the challenge of calculating the trajectory of your air time that's gonna result from driving up the hills at high speeds. It's all much simpler and more intuitive than it sounds though. One kinda stand-out feature is the ability to speed up by doing a pop-a-wheelie, which is something that's not explained to you in the game, even the control scheme doesn't tell you about it. It's handy after crashes, but normally you don't need to speed up, as you're already going so fast, it'll only make your bike harder to control. The graphics and music are gorgeous on some tracks and kinda vary in quality on others. Some songs with vocals sound pretty corny. The game does let you select which song is gonna play mid-race, which is pretty cool, but it's just extra busywork that nobody needs. Perhaps, if the game let you pick a selection of songs like EA BlackBox's NFS titles do, I might've even rated it higher. Because, although this game doesn't really do anything exceptional, everything it does do is extremely well-done. Certain tracks provide such a stellar audio-visual experience that, if the game managed to keep this up for its entirety, it would've really been a perfect experience. I guess, if I really had to nitpick, I'd complain about the pop-in, which, from the footage I've seen, is as bad on PC as it is on PS1. But it's not THAT bad, and is actually better than most old racing games I've played.
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战锤40K:战争黎明 豆瓣
8.3 (6 个评分) 其它标题: Warhammer 40,000: Dawn of War 2004年12月31日
类型: 即时战略 平台: PC 开发者: Relic Entertainment 出版发行: THQ
《战锤40000:战争黎明》(Warhammer 40,000: Dawn of War,台译《战锤:破晓之战》)的繁体中文版将由台湾英特卫发行繁体中文版。《战锤40000:战争黎明》以着名纸上战棋游戏“战锤WarHammer”为主题的开发的3D即时战略游戏,四个种族:星际战士、混沌军团、欧克蛮人、神灵族因各自的利益在星际间战斗。各有高达十多种兵种、兵器及特殊能力,将原本纸上游戏中的各种设定都忠实搬到玩家的电脑上。
无需生产
《战锤40000:战争黎明》最大特色就是无需生产,而是以“占点”的方式来获得各式资源,游戏主要在强调“前线作战的激烈度”,不会有繁复的收集资源和生产过程。
战场以进攻来作为获得补给的方式;以组为最小单位的部队,使得交战的双方之间之间的冲突规模更大、更加频繁。战场上随时有数十名模型制作精细、动作生动丰富的士兵在交战,场面壮观华丽。《战锤40000:战争黎明》也支援8人连线对战。
近战与远距战斗动画
由于几乎每个即时战略单位都做了动画,游戏提供了细腻逼真的战斗细节描绘,您可以看到混沌军团的大恶魔一击将十多名敌步兵扫开打飞,然后再一斧头砍爆倒在地上的人;陆战队员平时以重机枪射击,敌人接近时则会抽出长刀上前厮杀;巨大的无畏级诸多即时战略战斗的热血、残酷细节呈现。
四个种族各自有不同的特色:风格各异的兵种、建筑,四种独特的科技树,连基地的建造方式也各不相同:兽人是用轰炸机空投建筑和部队,而星际陆战队则是由行星轨道上的母船直接把增援打下去。您会看到巨大的铁球呼啸着从天上掉下来,轰然扎进土?,然后展开变成基地。
12个不同的兵种
游戏中每个种族有12个不同的兵种,各兵种还能配置不同的装备:装备喷火器、重机枪、狙击步枪等等以适应不同战斗的需求。士兵会以组为单位指挥,这使得游戏即能制造出庞大的场面又可保持良好的操作性。《战锤40000:战争黎明》还引入了士气对部队的影响,假如您的部队被凶猛的火力交叉射击,或者是被狙击手攻击而无法还击,他们的士气都会降低。而若是在指挥官的率领下突击,则会因士气高涨而战斗力大增。
无论哪一种游戏中的士兵在装备着远端武器的同时都具备了近战能力。当两支部队相遇时,起先是双方互相射击,而后随着距离的接近各自拿出战斧和大刀呼喊着冲向对方。战斗迅速被扬起的烟尘笼罩,变成一场混乱的肉搏。同时Relic还特意加强了肉搏的重要性,在一群手持战斧的欧克兽人冲进己方阵形之后,枪支的射击很难对他们造成太大伤害,这时最好的办法就是枪枝上刺刀后再和这些蛮子拼个您死我活。
策略得以做最大延伸
在《战锤40000:战争黎明》中建造或者是升级部队所消耗的补给点乃是需要靠扩张来维持,在战斗中每当玩家占领了一个战略位置之后都会以一定的速率得到补给点数,若是在此地造上一个基地,增长的速度就会增加。
战略位置通常遍布整张地图,这意味着想占领一个点很容易,但您的士兵有限,想把他们全守住却很困难,也就是说在游戏中主动攻击一方会获得更多的资源是说《战锤40000:战争黎明》中的战斗会比寻常的游戏更加的激烈。
士兵会视手中的武器自动攻击适当的目标,手持重机炮的步兵会自动选择轻步兵做为目标,配备电浆枪的步兵则会选择敌重步兵,配有火箭发射器的步兵则会朝敌炮塔或载具开火,即时战略兵种间相生相克的控兵基本功现在可以放心交给电脑AI而不需手忙脚乱地拖着某个单位绕着队友团团转。
2024年7月14日 玩过
2024年7月14日 评论 Dawn of War is one of those rare cases where a game does everything right - The squad-based system ensured that battles became much easier to manage compared to most RTS games that were still using the old 1 soldier per unit system. Each squad being able to recover deceased soldiers, improve equipment or get a commander attached to it meant there was more micro-management and depth to every battle. And the morale system, and how you engage with it, contributed to that as well. The idea to make it about conquering strategic posts and fortifying, made this not only a more cerebral experience, but also more immersive and realistic. It meant that you were no longer just finding your way to your enemy's base, but fighting for the actual land, piece-by-piece, progressing forward slowly and trying to hold the positions you've already conquered. And the map having cover spots only added to the realism of the action. Of course, the presentation was just amazing for 2004. Possibly the best-looking graphics in an RTS game up to that point. And the melee combat for the first time in the history of RTS didn't look like a bunch of guys just wailing at each other repeatedly. Thanks to animated finishers and the general physics, the battles looked more alive and real than ever. All this to the accompaniment of Jeremy Soule's perfect soundtrack. Perhaps the only real downside to this game is the story being rather generic, but even there the likeable characters and amazing voice-acting make it so much more entertaining than it has any right to be. There is a rather minor problem, which Detectivefail mentioned in his review , which is the pathfinding. While the exact example he showed is not a common occurrence in my experience, the one very common and similar issue I have with the original DoW is that when you've equipped some soldiers with longer-ranged weapons (like machine guns or rocket launchers), and you order them to attack, the squad will run up just close enough to the enemy that these specially-equipped soldiers can reach them, while the rest of the squad will just stand there doing nothing. Like I said, it's not a major issue, for you can just order them to come closer, but it's one that's consistent and thus becomes kinda annoying. But really, it's easy to look back at this game and see problems with it now, but for 2004 it was an absolutely mind-blowing experience. Every magazine I read was giving it between 9 and 10 out of 10, and rightfully so. This game straight up killed the RTS genre. Going back to Warcraft 3 (which was just 2 years old by this point), the former king of RTS, was so jarring after this. It was truly some next generation shit. And, honestly, for years afterwards I didn't see another RTS that was this well-made, and I practically stopped playing them at some point, with few exceptions. The fact that this game is still so much fun every time I play it is a testament to what a masterpiece it is. And the expansions (in particular Dark Crusade) only polished it to the point of perfection. Btw, did anybody notice how Tartarus (the planet the game is set on) is just Central-Eastern Europe + The Pontic Steppe? Seriously, look at the loading screens, they just took the actual map and removed a few mountains and water sources. You can still easily recognize geographical features, like Crimean peninsula, Carpathian mountains, Volga and Dnieper rivers, Denmark, etc.
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星球大战:前线 豆瓣
其它标题: Star Wars: Battlefront / Star Wars: Battlefront (2004) 2004年9月20日
类型: 射击 / 动作 平台: PC / Mac / PS2 / Xbox 开发者: Beenox Studios / Pandemic Studios 出版发行: LucasArts Entertainment Company LLC
Star Wars: Battlefront is the first in the Star Wars: Battlefront series and is a third/first-person shooter video game based around battles featured in the Star Wars movies. It was developed by Pandemic Studios and LucasArts, and released on September 20, 2004 for Xbox (playable on Xbox 360), PlayStation 2, and PC, the same day as the release of the Star Wars Trilogy (DVD) set. Players can either play Star Wars: Battlefront online, or offline with up to 4 players (on consoles).
2024年9月9日 玩过
2024年9月9日 评论 The core gameplay in this game was better than in the second one - Flying classes were actually useful. Level design was excellent on every map, whereas in the sequel there were quite a few mediocre ones. Some of the maps here are my favorites, and they never got ported into the sequel. There was aircraft in land battles, and you could switch to the cockpit view. Even the graphics were somewhat better because they had lighting and blur effects that were removed in the second game for some reason. Although, of course the models and textures are better in the second game, but that's to be expected. Still, I would say the original looked better for the year it came out in. The sequel had more content, sure, a better campaign mode, better Galactic Conquest, space battles, and the ability to play as the Jedi. But the core gameplay actually suffered. The last class became locked, which meant fewer strategic options at the beginning of the battle (the most crucial time), and the new class (also locked) wasn't really so good that unlocking it felt rewarding. I found myself switching between classes way more in the original than in the sequel where I usually just stick to the first one (especially now that grenades stick, so it's easier to take out vehicles without a rocket launcher). And playing as the Jedi is not very fun after the novelty effect passes, especially when confronting other Jedi. At the end of the day, the original does fewer things, but is close to perfection at them, whereas the sequel has more, but is somewhat flawed. I still come back to the first game every now and then to replay my favorite maps with my favorite classes, because there are experiences that the sequel just cannot replicate.
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极品飞车16:亡命天涯 豆瓣
7.3 (10 个评分) 其它标题: 极品飞车16 / NFS16 2011年11月15日
类型: 竞速 平台: PC / PS3 / Xbox 360 / Wii / 3DS 开发者: EA Black Box / Firebrand Games 出版发行: Electronic Arts
《极品飞车16:亡命狂飙》由Black Box制作,将在11月15日在北美上市,11月17日在欧洲上市,11月18日登陆Xbox360,PS3,PC,Wii,N3DS,还将陆续登录iPhone以及安卓平台。本作中,玩家将参与到从旧金山到纽约的非法,高刺激的飙车世界。警匪追逐将不是唯一的设定,还包括边境爆炸,紧张刺激的城市竞速,包含火箭制导攻击的冰山和峡谷竞速。游戏采用寒霜2引擎,因此只支持Windows Vista及以上操作系统。
2024年10月13日 玩过
2024年10月13日 评论 Narrowly Avoiding Death: The Game - Need for Speed: The Run is one of the most unique racing games I've ever played, and I regret not giving it more attention when it first released. Although it's a racing game, it's structured more like a single-player action-adventure. Every race is something like a level or mission, with its own scripted events and checkpoints. Instead of advancing in the ranks, you're progressing through the story until you reach and beat the final boss. While this does make the game more linear than your standard racing game, it's not like the racing genre is about non-linearity. And, for what it is, this game still has quite a lot of it. You are forced to make a lot of difficult choices, because: Every track features a bunch of shortcuts, most of which are much tougher to drive through, but will reward your skill. You get to earn more nitro by driving more recklessly, incentivizing you to take more risks. Every car has a noticeably different handling, and you're risking losing the race by selecting a car that you haven't tried, and it being a poor choice for this particular track or just hard to handle in general. Risk in general is the main theme here. I've never seen another racing game that conveys the sense of speed quite as well as this one. The steering is rather tight, which means you have to watch the road really carefully, as often you'll only have milliseconds to react to the suddenly appearing obstacles on the road. But it's these little moments that make up the heart of this game. With realistic (for an arcade racer) physics and a cinematic camera, dodging other cars and objects on the road becomes extremely rewarding. I'd say half the times it's sheer luck. And the experience is enhanced when you're going through set-pieces like falling rocks or avalanches and succeeding on your first try. These things just keep getting crazier as you progress through the game. I don't really wanna mention examples because it's kinda spoiling it. These events are so fun to encounter when you don't expect them, you should really experience it for yourself. Every track surprises you with something new and creative. You also get chased by cops, and the collision physics here are the best in the series, which makes ramming cops a joy. They can ram you too, which makes them simultaneously more of a threat than in the previous games, adding suspense to an already adrenaline-pumping situation. I don't think I've ever played another racing game that made me exclaim "WHOAH!" "WTF!" and "JESUS CHRIST!" as often as this game did. Just the amount of raw emotion I got from it is unparalleled. I think I could've given this game a perfect rating, if it wasn't for such a focus on its mediocre, underdeveloped story and some technical flaws that I'll get to. The premise of NFS: The Run is that you're a street racer who owes money to the mafia or something like that (I honestly don't remember), and you join this mega-race called The Run, which spans the entire US from coast to coast. There is a story here, and that's kinda all I can say about it. Occasionally there are QTE-scenes, which are okay, but they don't really add much to the game. By the end of the game, I felt like the developers meant the story to be more important than it came off as to me. Because they implemented these "characters," which you only really learn a little bit about from like a paragraph of text during a loading screen before the levels where you have to race them. It's usually stuff like "Jake used to be a criminal, but then he fell in love with a girl and they wanna start a family, so he bet all his money on this race." And it's like "okay, Jake, I guess I'm gonna ruin your dream now." Then at the end you get this cutscene of just him meeting with the woman that got him into the race, and she says "Okay, here's the key to the box with the money. Also, do you wanna do another race?" This ending is so anti-climactic, it would actually be better to not have an ending. Personally, with a story this weak, I'd probably go for a more action-packed cutscene than this, or make the final race end with some kinda grand set-piece that transitions into the credits. It does somewhat compensate for a poor story with the diversity of visuals. They stick closer to a realistic look than a stylized one, but there is some stylization. Some tracks look pretty mediocre, but others can be really gorgeous, especially towards the end, as you start reaching the East coast. The level in Philadelphia has strong Halloween vibes. Also, what I like about this concept is that you get to drive through locations that resemble previous games in the series. And, I feel like the devs were aware of it and intentionally designed them in a familiar fashion. Because this game has some cars from the previous games (with vinyls and all), such Nissan Skyline from Underground, Nissan 370z (substituting for 350z) from Underground 2, BMW M3 GTR from Most Wanted, Audi R8 from Carbon, and others (including cars belonging to other characters). There is a challenge mode, which includes Underground, Carbon, and Most Wanted-themed challenges. They're kinda lackluster because they don't really do much other than putting specific in cars in specific locations, not even slapping a color filter on top, but it's still such a nostalgia bomb. And you can play through the main campaign using these cars, except not every car is available in every level. And car-selection process here is one of my biggest problems with this game. For some reason they don't let you select your car before each stage, instead forcing you to drive into this gas station (why not a garage?) in the middle of the race, breaking up the flow of the game, and letting your opponents get ahead. That is, if you manage to spot it in time and risk turning towards it when you're driving at an insane speed and hyper-focusing on the oncoming traffic. Plus, after you've selected the car, you have to gain speed again, letting the opponents get even further away. The game is very simple in concept, which kinda makes every little flaw stand out more. And stuff like this can be very frustrating in a game as suspenseful as this. There isn't really any customization here aside from some cars having an extra pre-made setup, and sometimes letting you choose an extra color. You can't really customize your experience much either. For example, there is no music selection anymore, and you can't even regulate sound levels, which is really annoying. Because I feel like this game's soundtrack is quite good, but sometimes I could barely hear the music behind the sound of engine and effects. Also sometimes the game would randomly default my control settings, forcing me to spend another extra 5 minutes quitting back to the main menu and resetting them. In conclusion, I feel like this game had the potential of being a masterpiece, but a few issues held it back. It takes a very simple concept and executes it really well, but the simpler the concept is, the more perfection you kinda expect from it, and this game still has a way to go towards perfection. If it had a genuinely good story or no story at all, perhaps it would've left a better impression. As it is though, NFS: The Run delivers a unique action-packed racing experience, but falls short of achieving true greatness.
❤️ completed
完美世界国际版 豆瓣
7.6 (5 个评分) 其它标题: Perfect World 2006年12月30日
类型: 大型多人在线 / 角色扮演 平台: PC 开发者: Perfect World Entertainment 出版发行: Perfect World Entertainment
《完美世界国际版》是由完美世界(北京)网络技术有限公司开发的一款大型多人在线全三维网络游戏。游戏以盘古开天地为引子,在中国上古神话传说的基础上营造了一个独特的历史空间,具有史诗般的背景和波澜壮阔的剧情 ,为玩家展现了一个古老神秘、充满未知的奇幻世界。
2024年11月25日 玩过
2024年11月25日 评论 I suppose there's always bias when it comes to your first MMORPG - Certain things, like the audio-visual aspects, are entirely subjective and can never be surpassed again, especially when it comes to a game that constructed an inhabitable world out of them, where you spent countless hours forming social bonds and creating sweet memories that will haunt you for the rest of your life. But I still believe there is something objective to be said about why this game still remains one of my all-time favorites (in its past iteration ofc), while other MMOs have failed to grab me in any significant way. There was always this talk of World of Warcraft and how it's so much better than everything else. Perfect World has always been viewed as a kind of low-tier cheap grindfest that isn't worth playing. I've played dozens of other MMORPGs since and still I have not seen another game do what Perfect World does. Upon examination, World of Warcraft turned out to be extremely linear, to the point that it's hard for me to even view it as an open-world game. Every location is surrounded by impassable mountains and has two narrow entry points. You are stuck to the ground and forced to complete quests in a more or less linear progression. Most MMOs I've played are like this. Perfect World, on the other hand, is a game about freedom. It promises you a world without borders, and it commits to that vision fully. Not only are you free to traverse the entire map from the very start of the game, you can explore it in three dimensions. In other words, you can fly, and fly pretty much anywhere. And this is where the game ends up feeling like a much more believable world to me. You can go to the remotest parts of the map and find traces of human (or inhuman) presence there. Some tiny shack somewhere in the woods, an isolated temple in the mountains, ruins of an abandoned military fort on the side of a canyon, and so on, and so forth. Discovering these locations and pondering on the life and activities of the people or creatures that left them behind or currently occupy them is what endears you to this world and makes you wanna keep coming back. I've seen some people, playing PW for the first time, freak out and laugh at the height of the player's jump. To me, as someone for whom this was their first MMO experience, it's the other games that felt weird. It simply does not make sense to me why you would limit your character's movement with realistic physics, when you're trying to build an engrossing fantasy world that the player would want to explore. This jump height was a necessity to climb on big structures or even tiny 1-story buildings. It's yet another thing that adds to that spirit of freedom the game cultivates. Also, it's just more fun. You don't even have to do quests in this game. You can just start it and have your own Bilbo Baggins adventure by just traveling from one side of the map to the other. Which is something me and my friend did once. Instead of fighting enemies, we avoided them. And, whenever we met other travelers, we hung out with them and learned about them and the game. And then we'd discover amazing places, like castles floating in the sky, underwater structures, all manner of cities, towns, and villages, each with their own unique designs. The first guild I ever joined was the best guild I've ever been a part of in any game ever. Every time I'd come home from school and log in, there'd already be a conversation going, and it was about various fun subjects, not just a discussion of the game's mechanics or some boring shit like that. And the chat interface here is infinitely more convenient than in WoW or any of its clones. People were always happy to help each other with quests, and sometimes lower-level players would join in, even if they couldn't help, just to go on adventures together. Of course, at the time, there was a necessity to join a guild, because there was no auto-pathing. You had to actually read your quests and then ask people for help. After auto-pathing and a bunch of other QoL improvements were introduced, the guild system kinda fell out of relevance. I could talk about the actual gameplay, like stats, spells, mobs, etc., but I find that this stuff is usually the same in every MMO, and, honestly, the least interesting aspect of these games. I've never played an MMO to grind and level up, and I didn't do that with PW. I had fun with the game instead. I treated it as a place of wonder, and that's what it really was to me. Most other MMOs I've played are too focused on these mechanical aspects, I think they fail to capture the same feeling of freedom and discovery. Sadly, this game fell to the same problem every GAAS falls to. Over time, the changes introduced to the game have gotten greedier and greedier. By now the official version of the game is nearly unrecognizable. I play the fan-favorite version 1.3.6 on pwclassic. That's still not the same though, because there are too few people there. It's always amazing to revisit this world, but, without other people, it's less of a world.
neverending ❤️
命运战士3:偿还 Bangumi
其它标题: Soldier of Fortune: Payback / Soldier of Fortune: Pay Back 2007年11月14日
类型: FPS 平台: PC / Xbox 360 / PS3
Soldier of Fortune: Payback is a first-person shooter video game and the third installment of the Soldier of Fortune game series, following Soldier of Fortune 2: Double Helix. It is the first game of the series released for the Xbox 360 and PlayStation 3. The game was released on 14 November 2007. The game involves a revenge plot against a worldwide terrorist organization. This time around, the player assumes the role of Thomas Mason rather than John Mullins.

Unlike the previous two Soldier of Fortune games, which were developed by Raven Software using the id Tech 2 and id Tech 3 engines developed by id Software, Payback was developed by Cauldron HQ.

The game was met with tepid, mostly negative reviews, with many saying the game looked pretty but the gameplay was uninspired. Like the other two games in the series, Payback had great character modelling and gore effects. Owing to the level of violence, the OFLC of Australia refused to classify the game. After the game was effectively banned in Australia, a modified version was released on February 28, 2008, that removed radical violence and dismemberment.
2025年1月5日 玩过
2025年1月5日 评论 Okay, is it worse than Soldier of Fortune 1 and 2? Sure. Is it a bad game though? Hell nah. - This is what back in the day we'd consider a B-tier shooter. A budget title, but clearly with some effort put into it. You have to give it props for not CODifying the experience. Despite some flaws with poor AI and enemy placements, it still mostly maintains the formula of SoF2, minus the stealth missions (and thank goodness for that). For this reason the core gameplay is quite enjoyable, even if the game doesn't evolve much throughout. It teaches you the way it functions, and keeps providing a fair challenge for most of the game. The aspect that did surprise me was how much of a gun-porn this game is. The way the guns and reload animations are modeled and brought to life, you can tell the animators were enthusiastic. Before every mission you can select 3 weapons and a grenade type. This is something that's been done in other games before it, but just the sheer variety of guns and augmentations here is probably the highest you would see by 2007. And every gun feels genuinely different to shoot, and the augmentations do make significant and noticeable improvements or alterations to the way the guns behave. And all this extends to the multiplayer, which is one of the most fun I've played ever. Now, this game came out only a few days after CoD4, but it had a lot of features that CoD4 was praised for and popularized. The level design in both singleplayer and multiplayer is pretty good. Definitely above what Call of Duty was doing at the time. You get plenty of space to maneuver and outflank opponents, plenty of rooms and buildings that are completely unnecessary, but make the world feel more believable. Speaking of the world, the game's visuals are gorgeous. The blur and bloom effects help create a very stylized and, at times, surreal aesthetic. Some screenshots bring to mind comparisons with Crysis (to make it clear, I'm not saying it's technologically as advanced as Crysis, but some screenshots do look prettier) and CoD4, both heavyweight releases of 2007, although the game does have its fair share of ugly areas. But in particular the smoke and fire effects are standouts, as well as the skyboxes. I've seen a lot of criticism regarding the game's dismemberment system, and yes, it's far inferior to its predecessors. But, combined with ragdoll physics and good feedback, it's still a lot of fun, and more fun than the games without dismemberment. Honestly, try shooting a guy in the face with a shotgun point-blank and tell me it wasn't satisfying. The last two missions though are pretty horrible. They keep locking you in rooms with little cover, throw at you enemies with powerful weapons that can kill you in one or two shots, and often intentionally throw a bunch of smoke grenades in to hide them, not to mention the smoke and dust they raise from using explosives. You gotta understand, these enemies are so deadly that if you are seen by two or three of them, you're literally dead that very instant. So not being able to see them or find cover is just cheap. Furthermore, sometimes you'll clear a room, and, upon exiting, you get shot by two guys, each sitting in a corner on either side of you. Like, it's literally impossible to survive that scenario unless you KNOW they're there. I ain't gonna lie, those last two missions really tested my patience, especially the penultimate one. The last one was relatively easy once you know what you're doing. The ending is a real let-down too. Not that this game has an interesting story, it's basically a Dolph Lundgren/Stephen Seagal movie, but the characters do have some charisma. The protagonist is a kind of old school Duke Nukem/Serious Sam type of guy, and his banter with the dispatcher is endearing. So, after all that the two of you have been through, you kinda expect some conclusion, but they basically drop a cliffhanger on you. Lame! Still, I have to say, I enjoyed the majority of this game. Despite the last two missions being kinda abysmal, they're only a tiny part of the game, and the checkpoints are quite generous, although I would like to see a quicksave feature in a game that's clearly a PC shooter at heart.
❤️ completed
Bad Boys: Miami Takedown Bangumi
2004年2月27日
类型: AAVG、TPS 平台: GameCube / Windows / PlayStation 2 / Xbox
The player takes the roles of Miami Police Department detectives Marcus Burnett and Mike Lowrey over alternating levels. The game contains five acts, each containing several levels.
2025年1月7日 玩过
2025年1月7日 评论 Short, but sweet! - This is in the vein of Kane & Lynch or 25 to Life. Very reliant on precision and cover. It even has a rudimentary cover system, but I ended up almost never using it because you can get much better protection from hiding behind things manually. That way you can even throw grenades or sometimes even shoot enemies without them being able to shoot you. Also, when you run, you are much less likely to be hit, which is realistic and rarely seen in hitscan shooters. The thing that kinda stands out about this game is the amount of destructible objects in the environment. Technically you're penalized for destroying them, but it's so much fun that you just don't care. I think they just take away points that would unlock pointless shit like mugshots or target range challenges. You can apparently also unlock cheats. I got one unlocked after beating the game, it's called 'decapitation' and it does nothing apparently (does not decapitate enemies when you place headshots!), and there's no explanation for what it's supposed to do. You can also disarm enemies by shooting their weapons, which is pretty cool. If you shoot a disarmed enemy, you also get penalized, but, again, it's so much fun. I give up, please don't shoot! Yeah, we're not that kinda police, buddy. I loved the aesthetics too. Of course, it's Miami, which means sunshine, blue skies, palm trees, etc. The actual locations have a lot of character. Some places are downright gorgeous, for example the office of one of the main bad guys has sunlight pouring in through the blinds in the most unnecessarily sublime way possible. This game has atmosphere, and that's probably the main reason to play through it. The story here is not good, but then again neither was it in the movies it's based on. FWIW, I enjoyed the cutscenes here much more than the movies. At least they're not filmed by Michael Bay, which means they're actually watchable. And some of the dialogues were funny. In addition, the characters will constantly banter throughout the game, and their banter is context-sensitive, which leads to a lot of accidentally hilarious moments too. As a cherry on top, the main antagonist's name here is Mendoza . It is a very simple game, and most of what it does is executed well. The level design is good, but the AI is a bit too stupid. Also the boss battles are kinda awful. You instinctively try to treat them with the same logic as the rest of the game, only to realize that it doesn't work. In fact, there's a very specific order of actions you need to follow, so in essence they're more like puzzles, but you won't figure that out until you die at least 2 or 3 times. I think, if this game was remade today with better physics, better AI, proper cover system, and co-op, it could've been amazing.
❤️ completed
毁灭战士 豆瓣 IGDB Eggplant.place
9.5 (6 个评分) 其它标题: Doom Classic / DOOM(1993) 1993年12月10日
类型: 第一人称射击 / 冒险 平台: PC / iPhone / iPad / PS4 / Xbox One 开发者: id Software / Zenimax Media Inc 出版发行: id Software
Doom is a 1993 first-person shooter video game by id Software.
It is widely recognized for having popularized the first-person shooter genre, pioneering immersive 3D graphics, networked multiplayer gaming, and support for customized additions and modifications via packaged files in a data archive known as "WADs".
Its graphic and interactive violence, as well as its Satanic imagery, also made it the subject of considerable controversy.
In Doom, players assume the role of a space marine who must fight his way through a military base on Mars' moon, Phobos, and kill the demons from Hell.
2025年1月19日 玩过
2025年1月19日 评论 I'm pretty sure I've played through individual episodes of the original Doom before, but this was the first time I did it in one playthrough - I did episodes 1 and 3 on PS Vita via Chocolate Doom, which I understand is one of the more vanilla-accurate source-ports, whereas episode 2 at first I did half in the recent DOOM I+II "remaster", but then downloaded GZDoom and did the whole episode there from start to finish. Doom is obviously a phenomenal game for 1993, from both the technical standpoint and the mechanical one. Much has been said about this. But I was surprised at how well episode 1 holds up. I would say, even by modern standards, it's a near-perfect experience. If the entirety of Doom was just that episode, I'd give it the highest rating. But it's unfortunately in the second and third episodes where some flaws come up that mostly have to do with poor level design. I'm not saying that Sandy Petersen and Tom Hall are bad level designers, I do think they did much better job in their later games, but there is a noticeable difference between Romero's levels and theirs. You start seeing some bullshit enemy placements, some poorly-balanced difficulty, some mazey corridors, and those delightful tricks a-la "hey, here's some ammo and medkits that you might wanna pick up-- Syke! That's actually an inescapable trap that's gonna kill ya." And there's really nothing particularly wrong with the overall experience of these episodes as a whole, but the moments of confusion and frustration stick in your mind so vividly that it's hard to retain that amazing impression the first episode made. The game's reputation though is perfectly understandable, as these rather unpleasant moments were probably completely overshadowed by the absolute excellence of the rest of the game upon release. However, since 1993 there have been many games that arguably provide a better "Doom experience" than the original Doom. Therefore my rating here reflects how the game feels to play today. In fact, this is gonna be a controversial take, but I think Doom is best played with GZDoom. Sure, the ability to use the Y-axis and jump do make some of the maps easier, but the amount of immersion they add is invaluable, not to mention they make some of the more egregious design choices in episodes 2 and 3 much easier to swallow. Plus there's a plethora of other quality-of-life improvements.
❤️ completed