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战锤40K:战争黎明—黑暗十字军 豆瓣
其它标题: DoW: DC / Warhammer 40,000: Dawn of War - Dark Crusade 2006年10月26日
类型: 即时战略 平台: PC 开发者: Relic Entertainment 出版发行: THQ
《Warhammer 40,000: Dawn of War Dark Crusade》是一款科幻风格即时战略游戏。作为曾在2005年获得巨大销售成功的《Warhammer 40000 Dawn of Wars》的最新资料片,Relic公司对新作中包括故事情节在内的多个方面进行了调整。两个全新的种族、一个全新单人战役以及得到强化的多人游戏内容将出现在《Warhammer 40,000: Dawn of War Dark Crusade》中。这部资料片必将成为众多“战锤”爱好者的新宠。
暗黑破坏神2:毁灭之王 豆瓣
9.6 (67 个评分) 其它标题: D2:LoD / LoD 2001年6月29日
类型: 乱斗/清版 / 角色扮演 平台: PC / Mac 开发者: Blizzard North 出版发行: Blizzard Entertainment
《暗黑破坏神2》是美国暴雪继《暗黑破坏神》之后,于2000年上市的一款动作类角色扮演游戏。玩家创建属于自己的角色,在一片片暗黑大地上奔跑、杀敌、寻宝、成长,最终成为各自种族里的Master。游戏提供连线功能,除了惯有Ipx, MODEM,以及 Direct Link外,Blizzard 设立了一个Server,可供玩家通过INTERNET,和世界的其它地方的战友一同作战。
求生之路 豆瓣
9.1 (35 个评分) 其它标题: Left 4 Dead / L4D 2008年11月17日
类型: 第一人称射击 平台: PC / Mac / Xbox 360 开发者: Certain Affinity / Valve Corporation 出版发行: Valve Corporation / Russell
《求生之路》(Left 4 Dead,简称L4D,又译“生死四人组”、“生存之旅”,港台地区译为“恶灵势力”)是一款以僵尸为主题的恐怖生存类第一人称射击游戏,由维尔福软件公司旗下的Turtle Rock工作室制作。此游戏使用的是Source引擎,有个人电脑和Xbox 360版本。Left 4 Dead分别在2008年11月18日和11月21日在美国和欧洲上市。
星球大战绝地武士3:绝地学院 豆瓣
其它标题: 星球大战 绝地学院 / Star Wars: Jedi Knight - Jedi Academy 2003年9月17日
类型: 角色扮演 / 冒险 平台: PC / Mac / Xbox 开发者: Vicarious Visions / Threewave Software Inc. 出版发行: Activision / LucasArts Entertainment Company LLC
  Lucasarts发行了他们最新的一款以“星球大战”为背景的动作游戏《星球大战绝地武士:绝地学院》(《Star Wars Jedi Knight: Jedi Academy》)。这是一款动作游戏,既可单机游玩也支持联网模式,由Raven Software负责开发。这款游戏基本上可以算作为《Star Wars Jedi Outcast》的后继作品,顾名思义,游戏以绝地武士学院里的生活为主要卖点,玩家可以像LUKE天行者一样,成为绝地武士学徒,在LUKE和Kyle Katarn的陪伴和教导下,在学院里生活,学习、训练各种绝地武士的技能,掌握控制原力(FORCE)的能力,接受并完成不同的任务,挑战各个强大的对手。当然,游戏里也有一条主线剧情——一个巨大的阴谋正在星系里慢慢酝酿,等待着玩家的揭发和粉碎……

  在这款FPS游戏中,玩家必须逐步训练自己的绝地武士,同时透过种族、性别、服装等内容的选择,让玩家可以自己打造出自己独创专属的绝地武士。另外除了人物之外,就连玩家的武器光剑也可以自己来设计,玩家可以在游戏中取得某些特定道具,并藉由这些道具来强化改造自己的武器。在3D游戏引擎方面,绝地武士III的游戏引擎将揉和改进的QuakeIII引擎、绝地武士II引擎和 Soldier of Fortune II(命运战士II)的引擎。 另外游戏中也准备许多其他的武器让玩家使用,如光线来福枪、电磁枪等等。而游戏中也备有单人与多人等模式,让玩家不管是自己玩还是跟朋友一起玩都能享受到游戏独特的乐趣。
2025年10月22日 玩过
2025年10月22日 评论 Returning to Jedi Academy always feels like coming home - [gets ambushed by four cultists on a narrow cliff] You will die. [one by one, calmly grabs each cultist by their throat and throws them off the cliff] The Dark Side of the Force is a pathway to many abilities some consider to be unnatural. Between JA, KotOR and Battlefront, the three games embody the ultimate Star Wars experience. If KotOR is story and exploration, and Battlefront is large-scale war, Jedi Academy is perhaps the most intimate as its focus is on conveying the tactility of being a Jedi. From the get-go I feel the freedom of movement and action that other games in the franchise just don't rival. Where Outcast kind of stumbled at first, Academy throws you into a linear and colorful level and lets you practice some basic attacks, finishing off with the first lightsaber duel. This is how you start a game. Lightsaber combat here reaches its peak with dual and double-bladed lightsaber options, as well as new acrobatics, multiplying the amount of strategies the player can employ. You will find yourself jumping around, doing rolls and somersaults, jumping off of walls and performing graceful finishing moves. There is a community mod/source-port called Jedi Academy Enhanced. I highly recommend playing with it. On top of minor visual improvements, new weapons and customization options, you get new force powers and the ability to increase the level of dismemberment, which in turn makes the lightsabers even deadlier to a touch. With that setting, a single hit will kill anybody (including you), making the lightsaber combat as realistic as it can possibly get. It becomes all about breaking through defenses and landing a hit while preventing the enemy from doing the same. Sometimes you might get lucky and kill them with the first hit, other times they might kill you. But either way your enemies will feel like genuine Jedi rivals that are as capable (if not more so) as you. I could sing praises to the lightsaber combat in this game all day, but it's impossible to actually convey in text how it feels. What I can describe is how Jedi Academy builds on the foundations laid by Jedi Outcast. Right off the bat, the visuals are much nicer. Levels are no longer bland-looking, but rather very vibrant and diverse. I think this game has easily the best depiction of Korriban out of any game. The lighting has been improved as well. The level design is very digestible now and rather simple, while still maintaining some exploration elements. But this time around the game focuses more on building interesting premises to its levels. For example, in one level you have to avoid stepping on sand because there are giant sandworms within it that will eat you alive. Another level spans huge open environments and gives you and your enemies speeders. I think the progression here is perfect for someone who hasn't played Jedi Outcast. You create your own character and embark on an adventure. Although the game immediately gives you a lightsaber (which you get to design), it gradually introduces you to weapons and force powers. You unlock or upgrade one power after every mission, but this time around you get to choose which one. The game consists of three sets of 5 missions each, with some transitional missions in between, where major story developments happen. In each section you have to complete 4 missions of your choice, and the last one is optional (in case you want to grind more force powers or just curious). So, although Jedi Academy is not an RPG, you do get some choices. This extends to the story, which will allow you to pick between the light and dark sides, as per tradition. I don't think the story here is very interesting, but it's still very fun from a kind of role-playing aspect. It's about how somebody starts a cult of the ancient Sith lord Marka Ragnos, with the purposes of resurrecting him. The coolest thing is how choosing the dark side here makes you not join the cult, but rather reject both the Jedi and the cult. You get to be a Darth Bane type figure and destroy everyone. It's an indescribable feeling when you jump into a crowd of Jedi and cultists fighting each other and slay all of them. Of course all this (lightsabers, missions, story decisions) gives you some replayability. You'll probably wanna beat the game at least 3 times. I had beaten it like 50 times by now, so I've seen it all and prefer to mess around with cheats, by spawning rancors, sandworms or various jedi into cutscenes or boss battles, and watching them wreak havoc. Between this and the unpredictability of its combat, there is an infinite entertainment potential. However, at this point in my life, the campaign feels a bit short to me. It took me about 8 hours to complete it, but they flew right by. As a kid it felt like a long journey. Probably because it was more difficult for me then. This time I played through on hard and still felt like I should've probably increased the difficulty further to the max. Now the entire 2/3 of the game I kept wanting to get to the last third where you're completely done with ranged enemies and are fighting exclusively the Jedi. Not because I didn't like the first 2/3, but because I knew how much better the game gets as it goes on. From studying at the Jedi Academy to becoming one of the most powerful combatants and Force wielders and getting to fight entire crowds of Jedi at once, this is a memorable experience and one that doesn't disappoint throughout the entire playthrough. Truly one of the best Star Wars games ever. P.S. in my Dark Forces review I said I hadn't seen Dark Troopers in other games except for Battlefront. But replaying this I realized that of course there are Dark Troopers in Jedi Academy. Idk why I had forgotten. Probably because they're absolute units and seem more like robots than humans. One of the force powers JA Enhanced adds, called Insanity, is a great tool to combat those. It's basically like a Jedi Mind Trick, except the target dies after like 30 seconds or so. Absolutely brutal.
completed ❤️
鬼泣3:特别版 豆瓣
9.3 (6 个评分) 其它标题: Devil May Cry 3: Special Edition 2006年6月28日
类型: 冒险 / 动作 平台: PC / PS4 / Xbox One / PS3 / Xbox 360
维吉尔变为了可玩角色;血宫有了9999级;有小丑战斗和Turbo模式速度提高20%。
鬼泣4:特别版 豆瓣
8.2 (13 个评分) 其它标题: Devil May Cry 4: Special Edition 2015年6月23日
类型: 动作 平台: PC / PS4 / Xbox One 开发者: Capcom / Access Games 出版发行: Capcom
《鬼泣4 特别版》定于2015年6月18日登陆Xbox One、PS4平台,6月24日登陆pc平台。该作中加入了维吉尔和蕾蒂、翠西两名女性角色。但丁和尼禄的日语声优分别由森川智之和石川界人担当。
鬼泣 豆瓣
8.2 (9 个评分) 其它标题: 恶魔猎人 / 恶魔五月哭 2001年8月23日
类型: 动作 平台: PC / PS4 / Xbox One / PS3 / Xbox 360
Devil May Cry (Japanese: デビル メイ クライ Hepburn: Debiru Mei Kurai?) is an action-adventure hack and slash thriller video game developed and published by Capcom, released in 2001 for the PlayStation 2. While the game primarily focuses on swordfighting, the player gains new weapons after beating the game's bosses resulting in a variety of combos to perform.
马克思·佩恩3 豆瓣
8.3 (18 个评分) 其它标题: 英雄本色3 / Max Payne 3 2012年5月15日
类型: 射击 / 动作 平台: PC / Mac / Xbox One / PS3 / Xbox 360 开发者: Rockstar Vancouver / Rockstar London 出版发行: Rockstar Games
《马克思佩恩》(Max Payne)系列一二代都堪称经典,尤其是初代给老玩家们带来了史无前例的震撼。三代可能已经让它的爱好者们期待了很长一段时间了,相隔将近4年,《马克思佩恩3》将展开一段故事的最新篇章。前作中主角目睹自己的妻女在家中被谋杀后,在纽约的黑夜为通过自己的手段来为自己的妻女复仇。为了麻痹自己,马克思佩恩同时沾染上了毒瘾,身体情况每况愈下。
马克思·佩恩 豆瓣
9.1 (21 个评分) 其它标题: 英雄本色 / Max Payne 2001年7月25日
类型: 射击 / 动作 平台: PC / iPhone / iPad / Android / PS3 开发者: MacSoft / Rockstar Toronto 出版发行: Feral Interactive / Rockstar Games
马克思·佩恩(Max Payne)是一个第三人称射击的电脑游戏,有着同名的主角。由芬兰的公司Remedy Entertainment所开发,由3D Realms所制作并且由Gathering of Developers公司于2001年7月所发行。在之后被平行移植到微软Xbox以及Sony PlayStation 2上,由Rockstar Games所发行。苹果麦金塔移植版则于2002年由MacSoft发行。至于原本有和PC同步发行计划的世嘉Dreamcast移植版本则被取消了。
在当红的Max Payne发行后,游戏商又随即制作续集,于2003年发行,名为马克思·佩恩2:堕落的麦斯潘恩(Max Payne 2: The Fall of Max Payne)。
马克思·佩恩2:马克思·佩恩的堕落 Eggplant.place 豆瓣
8.9 (14 个评分) 其它标题: 英雄本色2 / Max Payne 2: The Fall of Max Payne 2003年10月15日
类型: 射击 / 动作 平台: PC / PS2 / Xbox 开发者: Rockstar Vienna / Remedy Entertainment Ltd. 出版发行: Rockstar Games
当初《英雄本色》刚公布时,让玩家见识到电脑游戏也能这么玩的,360度慢动作、超炫的子弹飞行特效、接列的枪战火光、四散弹跳的弹壳,以及炫到不行的画面表现,《英雄本色》的表现就像电影“骇客任务”带给玩家的震撼一样,使得这款《英雄本色》不但成为游戏经典,也移植到PS2与XBOX主机上一样大获好评,甚至还被拿来当做测量3D显示卡的测试软体,可见《英雄本色》魅力惊人。
  而这次公布的《英雄本色2》更是彻底超越当时一代所带来的震撼,让游戏画面直接提升到CG动画等级,并展现了Rockstar公司在这两年来3D技术的大幅进步。
恶魔城:暗影之王 豆瓣
7.7 (6 个评分) 其它标题: Castlevania: Lords of Shadow / CSOL 2010年10月5日
类型: 动作冒险 平台: PC / PS3 / Xbox 360 开发者: Mercury Steam Entertainment S.L. / Climax Studios 出版发行: Konami Corporation / Konami Digital Entertainment GmbH
平行时空中不为人知的悲伤往事
  此作年代比《无罪的叹息》还要早50年,制作人为小岛秀夫,因此不属于IGA正史之列。故事发生在中世纪南部欧洲,主角加百列·贝尔蒙特是在光明兄弟会中长大的孤儿,教会赐予他大天使加百列之名,他是兄弟会有史以来武艺最为高强的战士。但他并非真正贝尔蒙特的族人,贝尔蒙特此姓取自其儿时仰望的一座高山的名字。
  加百列的妻子玛丽被黑暗魔物杀害,灵魂被禁锢。为拯救爱妻以及找出事件真相他踏上征途。在圣湖守卫潘与教会长者佐贝克的指引下,加百列击败了狼人之王、死神之王、吸血鬼女王这三位暗影之王,获得了能让死者复生的上帝面具。关键时刻佐贝克抢了面具,原来他才是真正的死神之王,他利用加百列来现实自己的邪恶愿望,玛丽的死也是他用法力操纵加百列下的手。紧接着,真正的幕后黑手撒旦出现并夺走面具。
  就在加百列成功封印撒旦后,吸血鬼女王卡米拉的恶魔城混沌深处,原本被封印的被遗忘者(《无罪的叹息》中的隐藏BOSS)因卡米拉的死亡,即将冲破封印重返世间。为消灭可能给世间带来灾难的被遗忘者,加百列必须获得吸血鬼之力。因此他咬吸了女吸血鬼劳拉的血液,成为吸血鬼后他进入混沌消灭了被遗忘者。虽拯救了世间,但他依然对杀死妻子玛丽的罪行无法释怀,在怨恨与痛苦交织下,加百列变成了吸血鬼德古拉,最终隐藏于黑暗之中。
2025年3月31日 玩过
2025年4月1日 评论 Castlevania: Lords of Shadow is more than a Castlevania game - If you wanted to view it as one, it does have all the hallmarks of the series, but, if you don't care about Castlevania, you will find that it functions entirely autonomously as a self-contained and unique title. The elephant in the room is the God of War formula, which can be an immediate turn-off. But, if you're willing to stay open-minded and give it a chance, you'll discover that it's not limited by this formula and improves everything about it. In structure the game has more in common with something like Ubisoft's Prince of Persia series with a sprinkle of Metroidvania influence. It is linear, but the levels have a lot of twists and turns, some of which will need certain gear to unlock, which you will find later in the game. This makes the world feel like an actual place and adds replayability without detracting from the sense of adventure that the game ultimately aims to create. In your journey you will explore ruins of dead cities, abandoned castles and temples, reclusive villages, and many natural landscapes. Locations inspire awe and fascination, making you wonder what civilizations must've built them, what life there used to be like, and how it all collapsed. Along the way you find notes of dead warriors, telling you of their grim last moments, which further reinforces the main theme of the game: the ravages of time . What you're essentially doing the entire game is trying to reverse it, to save those who are long gone and restore some kind of mythical order that has obviously not been around for a long time. It's all over, but there is a semblance of hope that is pushing the protagonist forward. I'd be lying if I said the game is well-written, but the environmental storytelling alongside perfect voice-acting helps the game convey its main themes even with mediocre dialogues. But to return to the topic of combat, which occupies about half the game, alternating with serene exploration and puzzle-solving, it exemplifies how simple incremental changes can lead to a disproportionate increase in depth. Aside from being somewhat faster than God of War, it introduces two new systems: Dodge-meter Light and Dark magic The way it works is: if you successfully dodge enemy attacks, next time you hit enemies, they release these magic orbs, which you can then absorb either as light magic or dark magic. Your light magic will then help you restore health, while your dark magic will increase your damage. This is brilliant on so many levels. Firstly, it incentivizes you to actually use the dodge move all the time. This is an organic way of telling the player how the game should be played without forcing them. Dodging in this game is absolutely paramount, everything revolves around it, similar to Killer Is Dead. You have to employ the samurai tactic: attack and retreat. Choose the right moments, it's all about the timing. And then you gotta choose the moment to absorb the magic points because that immobilizes you, leaving you vulnerable. You have to make the decision whether it's worth the risk. Secondly, if you wanna heal yourself, you need to activate the light magic and attack opponents. Which means you're still participating in the healing process while continuing to fight. You are encouraged to be aggressive and "take" health points instead of just receiving them, which reinforces player agency. Alternatively, you can choose to get reckless and activate the dark magic in hopes that it'll help you kill the enemies faster and then hopefully you'll find a health altar afterwards. Sometimes this can save your life, as killing a dangerous enemy fast might be a more effective strategy, like a cornered boxer who chooses to fight his way out of the corner. Just the amount of different possibilities and strategies that arise from just that is incredible. But then on top of that your combos and secondary items will perform other functions with the magic enabled, varying based on whether it's light or dark. And, despite all that complexity, it all feels very intuitive and easy to remember. Another thing that's improved compared to God of War is the QTEs. I'm sure everybody dislikes them. Lords of Shadow standardizes them by making it not matter which button you press. It's all about the timing now. And these moments are usually accompanied by slow motion and a minimalist interface that you don't have to pay too much attention to, making the action on the screen spectacular and more easily observable. And there's a lot to observe, as the art design in this game is simply amazing. This is easily one of the most stunning games I've ever played, and this applies not only to how the environments look, but almost every single object in the game (not counting some breakable crates and stuff like that) is designed with so much creativity and style. Barring the original Silent Hill games, I can hardly remember another game that paid this much attention to little details. And it's all accompanied by a beautiful orchestral soundtrack. I've always liked the first Lord of the Rings movie more than its sequels because it always felt like a journey through a fantastical and mysterious world with a variety of vivid locations, and different trials and tribulations that you go through with the characters. This game is probably the closest experience to that. Probably an even purer one, as you're the one experiencing it. P.S. this Kojima trailer is fantastic and does the game absolute justice.
completed ❤️
鬼泣3 豆瓣
9.3 (23 个评分) 其它标题: 恶魔猎人3 / Devil May Cry 3 2005年3月1日
类型: 冒险 / 动作 平台: PC / PS4 / Xbox One / PS3 / Xbox 360 开发者: Capcom Production Studio 1 / DIGITAL Hearts Co., Ltd. 出版发行: Capcom
鬼泣3,游戏名,由卡普空第一开发部(Capcom Production Stduio 1)制作发行。《鬼泣2》发售后,由于口碑未如理想,卡普空决定以回归《鬼泣》为重点,开发系列续作《鬼泣3》。《鬼泣3》于2005年3月1日在PlayStation 2发售,取得极高的评价,重新将“鬼泣系列”推上高峰。
本代的故事剧情拉回一代之前,叙述刚成立恶魔猎人事务所的 但丁(Dante),在神秘男子带来口信后,展开了与众多入侵恶魔的对决,与但丁为双胞胎兄弟关系的维吉尔(Vergil),也将以敌对的身分登场,展开一场西洋双手剑对日本武士刀的华丽对决。 鬼泣3
《恶魔猎人3》使用新的 3D 游戏引擎制作,大幅强化了游戏的画面表现,并支援杜比 Pro Logic II 环场音效,在声光效果、剧情演出、平衡度、镜与动作上都有大幅度的改进,并由有「恶魔画师」异名的 ATLUS《真‧女神转生》角色设定画家金子一马担任但丁的恶魔化造形设计。在游戏系统方面,则是加入了 6 种各有所长的战斗风格,其中「枪手(Gunslinger)」、「剑圣(Swordmaster)」、「骗徒(Trickster)」与「皇家护卫(Royalguard)」,分别具备远距离、近距离、回避与防御等专长项目,综合了前两代的各种战斗方式,并加以扩充。游戏中玩家将必须要适时的发挥这四种战斗风格的长处,才能顺利过关。   枪手具备各种花式的枪抱攻击方式,包括在空中倒转往下击出一连串弹幕的「Rain Storm」,如同耍双节棍般以散弹枪朝四方乱射的「Fire Works」,以及双枪可同时攻击不同目标的「Twosome Time」﹔剑圣顾名思义则是使剑的高手,可以施展出将剑高速回旋的「Prop Shredder」,将剑射出的「Sword Pierce」,以及空中连续斩击的「Aerial Rave」。   骗徒则是擅长各种灵活轻巧的特殊行动,包括飞檐走壁的「Wall Hike」,以及高速衡刺的「Dash」等。「皇家护卫」风格具备以往系列作中不曾出现过的「防御」能力,使用此战斗风格的但丁将会已类似中国功夫的防御架势,来抵挡敌人的攻击,并具备将敌人攻击力积蓄於自身体内,再瞬间释放出来的特殊攻击方式,可说是一种攻守兼备的新风格。
Heroes of Might and Magic II: Gold 维基数据 IGDB
其它标题: 魔法门之英雄无敌II / Heroes of Might and Magic II 1998年12月31日
类型: Turn-based strategy (TBS) 平台: Windows 开发者: New World Computing 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.
Chose your allegiance and take what is rightfully Yours!
2024年6月15日 玩过
2024年6月15日 评论 A little too flawed to be a masterpiece - 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 bit my lips 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 ❤️
蜘蛛侠 Bangumi
其它标题: スパイダーマン / Spider-Man 2000年8月30日
类型: A-AVG 平台: PS1 / PC / Dreamcast / Nintendo 64 / Game Boy Color
A supposedly reformed Dr. Otto Octavius is holding a scientific demonstration at Science Expo 2000, in New York City, but is interrupted when an impostor Spider-Man attacks the crew and steals his equipment. Eddie Brock tries to take pictures for J. Jonah Jameson of the Daily Bugle, but the impostor shatters his camera. In rage, the Venom symbiote surfaces inside him, and he swears revenge on both Jameson and Spider-Man thinking them to be evil and destroyers of innocence. Peter Parker (the real Spider-Man, in attendance) is framed for the incident and the police begin to track him down. Meanwhile, Dr. Octopus and the Carnage working together release a strange fog which spreads through the entire city.
2026年1月15日 玩过
2026年1月15日 评论 PS1 perfection - It's crazy how ahead of its time this game is. Despite having no analogue stick, with the movement and the camera control being tied to the same buttons, the game controls perfectly. You never feel like Spidey is doing something you don't want him to do. And somehow the camera also manages to be very cinematic, panning, zooming in and out at crucial moments, and still staying focused on what's important. The amount of freedom the game offers to each challenge is even greater than in some of the later entries in this franchise. There is always a lot of room for you to surround the enemies or stealth, or you can just face them head-on and fight. If you choose the latter, beyond regular attacks there are various special moves you can do with your webbing. You can also grab enemies from behind, climb on top of them and beat them, or you can pick up objects and throw at them. The possibilities are numerous. Same goes for the movement. Beyond just basic jumping, climbing and web-swinging, you can zip or point at a specific spot and let the wall-crawler find his own way there, foreshadowing a system later used in 2012's Amazing Spider-Man. The story is rather simple, but it's the perfectly recreated aesthetic, tone and level of detail that really carries it. This positively feels like the most "Spider-Man" Spider-Man game. Cameos from other Marvel characters are super welcome. It was especially nice in the pre-internet and pre-MCU era, when you didn't necessarily have direct access to other Marvel media. As a kid, I was geeking out at the appearances of Daredevil, Human Torch and The Punisher here. And then there's the enormous amount of Easter Eggs, which encourage exploration and repeated playthroughs. Again, in the pre-internet era just seeing covers of comic books you didn't have was amazing, and you would want to scour every corner of this game, often finding some really cool secrets. Now, as a kid I played the PC version, whereas this time I was doing the PS1 version. The PC version had a few hilarious bugs, where Spidey would get stuck on a wall during a cutscene or forget to web-swing and fall to his death, forcing you to replay the level. To my surprise a couple of bugs still remain in the PS1 version, but nothing nearly as dramatic. Still, I kinda prefer the PC version for its better looks and performance. The PS1 version often has pretty brutal slowdowns. That being said, it might be possible to achieve the best of both worlds using Duckstation. This game is really as perfect as you could get for its era and platform. If it wasn't for the later introduction of the dynamic open-world in Spider-Man 2 on PS2, I'd say this is the quintessential Spider-Man game. I think for its time it achieved what Batman: Arkham Asylum would later achieve for the Batman franchise, that is a complete translation of the spirit of the source material into the video game form.
completed ❤️
Fight Night Champion 维基数据 IGDB
2011年3月1日
类型: Fighting / Simulator 平台: PlayStation 3 / Xbox 360 开发者: EA Canada
Fight Night Champion is a boxing video game developed by EA Canada and published by EA Sports. It is the fifth entry in the Fight Night series and was released on March 1, 2011 for the PlayStation 3 and Xbox 360. The game takes a drastic turn from its predecessors, depicting a "grittier", "darker" setting with animations and player damage that "truly conveys the brutality of the sport of boxing."

Andre Bishop is a boxer serving time in a correctional facility. After winning a jailhouse boxing match against another inmate, he is cornered and brutally beaten by several prisoners including his opponent. Bishop wakes up severely injured and damaged. The game then flashes back 4 years to his rise as a professional fighter.

Bishop's pro career begins after defeating 9-time amateur champion Joel Savon, which earns him significant recognition as a contender. After a few successful bouts, he and his trainer Gus Carisi are approached by DL McQueen, famed fight promoter and longtime foe of Carisi who offers to promote Andre under the management of his daughter Meagan. The two refuse, causing a dispute between the crooked promoter and Bishop. McQueen continues to urge Andre to sign a deal with him, only to be denied each time. He soon frames Andre of police assault with the help of two crooked cops. Andre is then sentenced to over 5 years in prison.

After a series of fights inside of jail Andre is framed and ambushed in the showers where he gets a rough beating. Soon after recovering from his injuries, Andre begins to train himself and keep fit while imprisoned. He is angered to discover that his brother Raymond had become a professional heavyweight with McQueen Promotions, the company that framed him. Soon after being released, Raymond organizes him a job as an assistant trainer. Now a heavyweight and a focused fighter, Andre beats two ranked heavyweights during regular sparring sessions. Meagan approaches him soon after and offers to get him a new professional license, having split from her father's business due to disagreements. Gus returns as Andre's trainer and helps him make an unexpected comeback as a heavyweight.

Following several successful heavyweight bouts, Andre's brother Raymond challenges him to a fight to secure a chance against the world heavyweight champion Isaac Frost. During the fight, Andre goes down but does not get up to allow his brother a chance at the title. Raymond then fights Frost, and is defeated in the first round by a devastating KO. Angered, Andre challenges Frost himself and manages to defeat him by KO. He becomes the world heavyweight champion, and McQueen is arrested after his crooked business with the framing of Andre is revealed.
2025年3月31日 玩过
The only other Fight Night game I've played was Round 3 for PSP, so I can only compare this to that.

The new story mode they added here is completely uninteresting to me. Who needs a story mode in a boxing game anyway?

The Legacy mode is still as much fun though. I'm not a big fan of the Skills training, but the fact that it's optional means that you're still getting largely the same experience, except of course the graphics and physics being better here, though I don't know how much better (if at all) they are compared to Round 3 and 4 on PS3. I noticed some details here I didn't notice in the PSP game, for example you can hear your coach shouting tips at you, and they are genuinely good ones. And the commentators are just delightful, and it's crazy how well they're able to read the existing save data and comment on your career, not just on the current fight.
neverending ❤️
文明5:美丽新世界 豆瓣
9.6 (48 个评分) 其它标题: 席德梅尔之文明5 / Sid Meier's Civilization V: Brave New World 2013年7月9日
类型: 模拟 / 策略 平台: PC / Mac / Linux 开发者: Firaxis Games 出版发行: 2K Games
《文明V:美丽新世界》是回合制策略电子游戏《文明V》的第二个资料片。此资料片的消息在2013年3月15日公布,资料片增加了9个新文明、8个世界奇观、两个情景、贸易路线机制和世界议会机制。《美丽新世界》2013年7月9日在美国发售,12日在世界其他地方发售。