❤️
星球大战绝地武士:黑暗力量2 Bangumi
其它标题: Star Wars Jedi Knight: Dark Forces II 1997年9月30日
类型: FPS 平台: Windows
The storyline in Jedi Knight follows Kyle Katarn, who first appeared in Dark Forces. Katarn's father had been murdered by a Dark Jedi over the location of "The Valley of the Jedi" and the game follows Katarn's attempts to find the Valley and confront his father's killers.
2025年2月7日 玩过
2025年2月7日 评论 Played with OpenJKDF2 - The way Dark Forces II conveys scale is unlike any other game I've seen. You feel tiny in the world of enormous imperial megastructures that extend into the clouds or burrow deep underground. And, continuing the direction of the first game, this feels a lot more like an action-adventure, as opposed to straight-up shooters of the same era. You do a lot of platforming, careful balancing on thin girders, and climbing into inaccessible areas. The level design is truly astonishing and a massive improvement over the predecessor, while still following the same general approach. At almost every point there are two or three different ways to go, not to mention countless secrets, all utilizing three dimensions. A lot of the times you will see some almost inaccessible ledge and think you're not meant to go there, but after a lot of trial and error, you finally get there, and you realize that it's either a secret area or yet another path towards your main goal. It's like the developers thought through every little part of every level. Yet the levels never feel confusing. I only got lost once, though admittedly in a quite egregious example of poor design, where you had to notice a tiny button placed on some random wall. Throughout the rest of the game the progression felt more organic than most games. As far as the combat, I would say it's somewhat worse than the previous game. The guns are less balanced, with a couple of them being clearly superior, rendering the rest kinda useless. For example, I don't think I've used the crossbow once beyond the first testing. However, now you get a lightsaber, but, sadly, melee combat here is just abysmal. You kinda just swing your lightsaber like a club, and it murders all regular enemies with one hit, which is fine. But once you get to boss battles, it becomes a shitshow. Best tactic is always to run around them in circles and mashing the left mouse button, hoping one of your hits will land. This tactic, however, doesn't work on the last two bosses, because one of them jumps around more than Irish rappers, while the other keeps going back to a place that heals him, and the only way to stop him is to literally stand in his way and take damage. You also have Force powers now, but they're also not very useful. Force jump and Force speed are great to navigate the levels, but the levels are designed with their usage in mind, so it's not like these powers give you any specific advantage. Force heal is useful, but it sucks all your mana and takes a long time to recharge, leaving you unable to use other powers. It is way more efficient to just eat bactas instead. Force pull lets you disarm enemies, and it's funny to watch them run around helplessly, but it gives you zero advantage in battle because it's quicker to just shoot them, plus the range of Force usage is so tiny that you have to approach them pretty close, where it's hard to dodge bullets. There is a moment in the game where you're allowed to pick between the light side and the dark side, and I have no idea what exactly you're supposed to do. I somehow ended up being light side, and it felt like it just happened automatically. After I beat the game, I unlocked all powers with a cheat code just to see what they're like, and the dark powers all seem very underpowered and useless. Grip incapacitates an enemy for like 3 seconds, after which they will continue shooting you. Lightning is almost impossible to aim, and does very little damage. Bottom line is: this game is still mainly a shooter. Lightsaber and Force powers feel like gimmicks that don't add much. Unlike the powers though, at least your lightsaber blocks enemy attacks and can serve as a torch in dark areas. But the powers are a complete waste. Even in late game, guns are still the preferable way of disposing of enemies, which is not very jedi-like. In Jedi Academy this was handled much better: your guns becoming less and less relevant as you become more powerful as a lightsaber combatant and Force user. There is a story here with FMV cutscenes, which is really cool, especially for 1997, before the prequels were made. It's like getting a new Star Wars movie and being able to play through it. That being said, it's more like a B-movie, which, tbh, I appreciate. Because EU content often violated the themes established in the movies, and this here is not an exception. A lot of plot details here are pure nonsense from the perspective of the movie lore, so I like the fact that at least it doesn't take itself too seriously like SOME games (****cough****-KotOR2-****cough****). It's silly and fun, with some wacky characters and low-budget special effects. Despite some shortcomings, this game is really a blast to play through thanks to its impeccable level-design. It really feels like an adventure in a world you get to explore and craft memories in, as you complete challenges and progress through the story. For 1997 I think it's phenomenal, preceding and exceeding Unreal in a lot of aspects.
completed ❤️
英雄萨姆4 豆瓣
其它标题: Serious Sam 4 2020年9月24日
类型: 第一人称射击 / 射击 平台: PC / Xbox One / PS5 / XSX / Stadia 开发者: Croteam Ltd. 出版发行: Devolver Digital
《英雄萨姆》系列是由克罗地亚开发公司Croteam制作的一个节奏极快、包含了各种各样的武器和怪物的第一人称射击游戏,它具有大量的幽默成分和独特的风格。

  本作是该系列的第四部作品,在早期发布一张艺术图中,胡须满面的硬汉萨姆肩扛重型武器,直面外星飞船降临,而背景则为大家所熟悉的巴黎埃菲尔铁塔,开发商力图把本作打造成迄今为止《英雄萨姆》系列最疯狂、最伟大的一代作品。
2025年11月5日 玩过
2025年11月5日 评论 Underrated masterpiece - *[sets up the beacon] Bacon set! Bacon… Bacon? … I shouldn’t have skipped breakfast.* Time for another hot take I guess because I am seriously confused as to what everyone is smoking when reviewing this. SS4 is the most coherent and balanced that the series has ever been! I love Serious Sam, but I’ll be the first to admit that every single game in the series is noticeably flawed, some more than others. But generally the good overweighs the bad. In the case of the first game, it WAY overweighs it! But even that game has moments of mounting frustration. For example, that giant fucking tunnel of endless enemies (which I suppose they tried to recreate in SS3 and made it even worse), or that arena before the final boss. Let’s just say, sometimes Serious Sam does not know moderation. But that is perhaps the only thing you CAN’T say about SS4. While the previous games orchestrated these large-scale scenarios, the moment-to-moment gameplay often suffered. SS4 DOES NOT have that problem. You can clearly tell that there’s been more thought put into level design, enemy placements, item placements, difficulty balancing, weapon balancing, physics, animations and the overall polish. I will say this one thing about SS4: it does not really capture the magic of the first game. You can almost say that it opts for a different formula. SS1 was about horde-management: you had to make quick decisions on which guns to use against which enemies and which enemies have to be taken out first to prevent the horde from reaching you. It’s a very unique approach to first-person shooters that I’ve never really seen executed well in any other game, even the sequels. With every new SS game, I had the feeling that Croteam doesn’t fully understand what made the first game click and were only occasionally able to recreate the highs of the first game, seemingly by accident. SS4 plays a little different. Weapons seem to be effective against a wider range of enemies, which dumbs down the strategic element. But in return you get a more intuitively engaging combat. The way the movement, animations and gunplay were overhauled, it makes it more fun to just jump around and blast monsters with your double-barreled shotgun while dodging their attacks. It’s a more classic, Doom-style FPS. In fact, with this game I often felt like it’s what Doom 2016 should’ve been. I think SS4 takes at least some inspiration from it, but doesn’t stray as far away from the classic Doom formula as Doom 2016 did. The game is much more careful about how many of each type of enemy it throws at you in any given fight. You no longer feel swarmed by headless kamikazes or werebulls. Crowds are very manageable as long as you play it smart. In other words, it’s become more fair and skill-based. However, that means much fewer moments of that classic Serious Sam gameplay. I suppose the frequency of their appearance is comparable to SS2 and 3, except now the game is still fun when they don’t happen. Sam is faster than ever and can level up and unlock passive skills, adding even more variety to the gameplay. Plus instead of power-ups that get used on pick-up, you now get gadgets that you can use whenever you feel like. This is super useful, because you can store them and unleash all of them at the same time during the more intense battles. The levels are also more varied and bigger than ever, and you can traverse them much easier. Sam’s movement reminded me a lot of the aforementioned Doom 2016 and Titanfall 2, except here you can’t grab onto ledges, double-jump or use a jetpack, and you almost feel like you should be able to. There is a lot of verticality in levels, and with how actions transition into one another, it would really make sense for you to be able to leap into the air or grab onto the edge of a roof and pull yourself up. But even without that, exploring the levels is probably more fun than ever. There are huge optional areas that the game will never tell you about, which will take you like 5-10 minutes to clear out. It also helps that most levels (the sunny ones) look gorgeous, even though I was playing on minimal settings (which it’s a miracle that the game even runs at a playable framerate on my potato laptop, Vulkan ftw). Don’t forget to change the color preset though, the default is too bland. - The moron who burns twice as bright, dies twice as fast. Fun fact, the quote he’s paraphrasing is NOT from Laozi, despite the characters in the game stating so. It’s a common misattribution. This time around there is a much heavier emphasis on the story, which I would’ve probably normally thought was a bad thing, but it’s actually really well-written. It’s a kind of self-aware 80s B-movie type story, but it’s fucking hilarious. I can’t recall the last time I laughed so much when playing a video game. Sam has always been a kind of a wisecracker, but here his one-liners are genuinely funny and make the overall experience of the game way more enjoyable. There is also a cast of supporting characters, all of whom are genuinely likeable, which is again very rare for the series. SS1 had pretty much no story, SS2 had a mushroom drug trip of a story with immature humor, and SS3 in retrospect feels almost like a testing ground for what they did here. When the final credits came on, and the characters were sitting around the fire and reminiscing about those who didn’t make it, I genuinely got emotional. One aspect of the game that I feel is a downgrade is the music. It just sounds kinda generic. Every previous game had a kind of ethnic tribal ambient shit going on, or something like that. Whereas here it’s like a mix between melodic metal and orchestra (symphonic metal? Idk), which just isn’t my kinda thing, and I don’t think it fits the aesthetic and tone of the game as well as the older soundtracks did. Also, it definitely makes this one feel less atmospheric. There was a kind of sense of mystery as you explored abandoned ruins of ancient civilizations in SS1 and 3 (to a lesser degree). Here you don’t have that. But there are a couple of themes that are variations of older themes, and they hit you in those nostalgic feels. *[when fighting a giant crustacean boss] Stop being so shellfish and die!* I do think the game drags a bit in the middle, both in terms of the gameplay and the story, but it does pick up towards the end, especially if you’ve upgraded dual-wielding and sprinting. Around that time the game starts throwing huge crowds of enemies at you, and you become an absolute death machine. It turns into a slaughterhouse in the best way possible. Some of the weapons now have alternate fire modes, which makes, for example, the original shotgun remain useful even after the double-barreled one is unlocked. And idk how I'm gonna go back to the old rocket launcher without the homing missiles... And then the fucking death-ray for the plasma gun? chef’s kiss I feel like a sadist saying it, but it’s so fucking satisfying to use. That thing rips everything TO SHREDS! Imagine a fucking Quake rail gun that shoots at the speed of light? Yeah, something like that. The final mission is just incredible. The Ugh-Zan fight is obviously a very appreciated nod to the first game, but the way it’s executed is so much more fun and so epic. I’m not even gonna describe it here cause I don’t wanna spoil it for the people who haven’t played yet. A lot of people have complained about the Legion system. Some saying it’s underutilized and others that it’s just a trick. To the former I wanna say that it would’ve been ridiculous to have more than one battle this fucking huge. It’s only appropriate that it’s used for the final mission only (and a quick glimpse of it in the prologue). To the latter I’ll say: who gives a shit if it’s a trick? It works. It does successfully create the illusion that you’re fighting like a million enemies. In fact, if some reviewers didn’t mention that most of those enemies are just sprites, I wouldn’t have even noticed. The game’s tone in general is that of a big-budget blockbuster, and it supports that with a lot of cutscenes and scripted set-pieces. But this is probably the first time in the series where that actually kinda works. It definitely feels like the first AAA Serious Sam game where everything seems to be working exactly as planned. There is still some jank here and there, but for a game that provides this much freedom in exploration and variety in weapons, enemies, upgrades, etc. I think it would’ve been impossible to avoid all jank altogether. Now some people have said that the Siberian Mayhem is a better game than this. I honestly can’t imagine how it could be because this here is a masterpiece in my opinion. I still prefer the first game over it, but I have my doubts that Siberian Mayhem is gonna be a perfect blend of SS4’s and SS1’s best qualities. But we’ll see. Playing this actually made me wanna revisit all the other games in chronological order because of how good the story was here and this game being a prequel, which also makes it perfect for newbies. I haven’t played Fusion yet, and SS2 recently received an update that integrated my favorite mod into it, so it’s a good excuse to revisit the entire series.
completed ❤️
英雄萨姆3:BFE 豆瓣
其它标题: Serious Sam 3: Before First Encounter / SS3: BFE 2011年11月22日
类型: 第一人称射击 平台: PC / Mac / PS3 / Xbox 360 / Linux 开发者: Croteam Ltd. 出版发行: Devolver Digital
《英雄萨姆3:BFE》将是《英雄萨姆:第一次遭遇》的前传,玩家将在《英雄萨姆3:BFE》中看到一些熟悉的场景,游戏中英雄萨姆所遇到的敌人中也会有一些老面孔。除去经典元素外,新场景和新的敌人也将数量众多。

游戏整体感觉还将与《英雄萨姆》系列大致相同,动作和幽默元素是绝对少不了的。《BFE》中加入了一些新的设定,比如近身攻击和可破坏的场景,而且该作将支持最多16人合作游戏。
2025年11月27日 玩过
2025年11月27日 评论 “Oh, it’s not over until I teabag every last one of you alien motherfuckers” - Serious Sam 3: BBFE ( the extra B is for BYOBB ) There is a lot of bad critique of Serious Sam. I think it’s one of those niche franchises that doesn’t get understood by the mainstream audiences, like Dynasty Warriors. It’s kinda ironic that the same people would often be super elitist about the Souls games as if they’re misunderstood gems, when they’re literally mainstream hits. I’m not gonna spend my time explaining why Serious Sam (1) is one of the greatest shooters of all time. Maybe I’ll do that in a SS1 review. But what can be said about SS3 in comparison to the other games in the series? I guess, if I was a hack, I’d complain about reloading, aiming down sights and sprinting, as if added mechanical depth is somehow a bad thing, or about some minor irrelevant detail like sand particles or something. I’ve come to realize that a lot of media criticism is people making shit up to complain about because they don’t understand why exactly they dislike something. I’m not saying this doesn’t happen to me either btw. After SS4, I was happy to jump back into the classic gameplay loop of horde management with rapid weapon-switching and dodging with high spatial awareness in structurally-complex levels. Something only enhanced by the added sprint mechanic, as Serious Sam always encouraged constant movement. It’s funny, but the feeling of “homecoming” was also there when playing SS3 for the first time, as it followed the “controversial” SS2 that had deviated from the classic formula. To be fair, SS3 is not quite the return to the heights of the first game. I can totally see someone ditching the game in the first five missions because honestly they’re just bad. They’re very maze-like, and the game throws groups of same enemy types at you, and you don’t have a lot of weapons. This is also where you get introduced to spiders, one of the new enemy types that … uh… I mean, I don’t have to tell you how annoying it is to fight small and fast enemies that can climb walls and sneak up on you. You’re also introduced to the new melee system from the very beginning of the game, and it’s pretty fluid and does come in handy every now and then throughout the game. But once you escape the city, that’s where the game really opens up and starts feeling like Serious Sam, and that classic gameplay loop returns with a vengeance. The levels are as big and well-designed as the first game, and looking gorgeous in the new engine. Sand floats in the wind, heat shimmers on the horizon, lens flares extend from hi-res sandboxes that stretch out into infinity. Particle effects really add a sense of presence to the place. Hitting walls or ground lifts dust into the air like a John Woo movie, enemies get gibbed in the most satisfying ways and blood leaves splatters on the hot concrete and covers your weapons if you’re close enough to get splashed. Now, I don’t think setting a game in modern-day Egypt recaptures the sense of mystery that the old games had, but it is such a nostalgia trip. Fuck the decayed Shadow Moses in MGS4, SS3 sets the whole game in the same location as its first antecedent, separated by thousands of years. You get to revisit several levels from the original Serious Sam and see them ravaged by time. But the sense of mystery is still not completely lost, as you get to descend into enigmatic alien structures that are shrouded in darkness and filled with distant lights, the nature of which you can only ponder. In addition, I love how the game has these Arabic graffiti and ancient Egyptian hieroglyphic inscriptions. When you point at them, you get a translation, and it’s always something cryptic. In SS4 they also had this mechanic, but the texts were usually either jokes or tips, so it felt very player-centric, but here they serve no purpose, which makes you feel like you’re immersed into a real world. All of this is accompanied by the same kind of folk-ambient soundtrack with traditional Arabic and Egyptian motifs. While I’m on the topic of location, I’ll address two of the biggest criticisms I’ve heard of the game in this regard. People seem to really dislike the fact that Croteam reused assets from a canceled military shooter project. I don’t understand this point, considering how these assets perfectly match the vision of this game. You start off in a modern city, then transition to medieval villages and Arabic fortresses, and the game just pushes further back in time through Egyptian ruins the further you progress. Not a very apt comparison, but it’s just like Apocalypse Now in this particular regard, and I just love it. A lot of people seem to hate the tombs because they’re dark and claustrophobic. It’s a surprisingly strong point of contention, considering the fact they constitute a relatively tiny portion of the game. But personally, they reminded me of that anecdote from Akira Kurosawa I once read, where he was talking about how some people hated the on-Earth portion of Tarkovsky’s Solaris because of how long it was, but to Kurosawa spending this much time on Earth only made him miss it more once the movie progressed into the space, and this melancholy was part of the experience. Again, not a very apt comparison because Serious Sam is like the furthest thing from a Tarkovsky movie, but these tombs had exactly the same effect on me. I dreaded going into them, but it was such a relief to get out of them. Seeing that daylight seeping through an opening in the distance always filled me with joy. I get that all these comparisons to deep arthouse movies may be out of place in a review of a silly gibfest about a wisecracking tough guy straight out of 80s action movies, but really most of the time in Serious Sam you spend immersed into these mysterious and empty landscapes and kinda crafting your own narrative while exploring them. This is what makes video games such a unique art form. They lend unique experiences to every player and result in unique interpretations. Also, while I haven’t gotten too far from the topic of reused assets, a lot of people seem to dislike the Doom enemies from the canceled Doom project that Croteam once pitched to id Software, but I think they fit this game really well and add mechanical variety. Cloned soldiers are your generic hitscanner zombies and get easily dispatched with an assault rifle. Scrapjack, the local Mancubus lookalike, basically functions like Zumbul from the previous games. And Khnum (Baron of Hell) plays the role of a Reptiloid. The one new enemy I absolutely hated is the Witch-Bride. She teleports and can grab you from a distance and send you into a seizure during witch you can barely aim, but she is ONLY vulnerable when she’s attacking you. Now, individually she’s not a threat, but when there’s more than one of them or they appear alongside a horde, they become a major pain in the ass. This is probably the only outright egregious design choice in the game in my opinion, and I just don’t understand why and how they decided to do this. In SS4 she was fixed and became actually fun to fight. I was kinda dreading the big tunnel at the end of the game, but honestly it wasn’t that bad. It gets dark and epic, which is a kind of callback to the Cathedral in The Second Encounter, with the soundtrack playing a variation of its motif. The new weapons – dynamite and devastator – are super useful against crowds. Again, some people complained about the sand rising in the air and making it harder to see, but that’s only a problem in the final level, and it’s by design. It’s supposed to add a challenge and prevent from just spamming dynamite (because there are infinite supplies in that level). One thing I kinda disliked throughout the game was that there’s this sandworm roaming on the edges of the maps, preventing you from venturing into the empty dunes. Not that there’s anything to be found there, but I loved how the first game let you do that and just waste your time if you wanted to. However, it’s cool to see that the sandworm was incorporated into the story and becomes a major part of the final boss fight. The fight itself was fine, I think. It’s kinda gimmicky, but I’d rather that than just shooting a giant bullet sponge. I went into SS3 expecting it to be a 7 or 8 out of 10, remembering its flaws and whatnot, but tbh I actually had a blast. Sure, a very slow start, but once the game picks up, it’s that classic incredible Serious Sam gameplay, and it doesn’t let up till the end. The first five levels are bad, but they’re not exactly awful, and there’s still enough new content there to keep you curious to progress. And the Witch-Brides appear like maybe five times throughout the whole game, and most times it’s one at a time, so they’re not major problems. If it wasn’t for these two issues, it would’ve been an easy 10 for me. P.S. Don't forget to choose the vivid color profile in the settings.
completed ❤️
Sunset Riders IGDB
1992年12月1日
类型: Shooter / Platform 平台: Sega Mega Drive/Genesis 开发者: Konami 出版发行: Konami
The Genesis port of the Arcade Classic
2025年5月19日 玩过
2025年5月19日 评论 Despite having grown up with a Sega Genesis (MD to be precise), I'm not a huge fan of that era of video games. - Most times when I go to revisit a 16-bit game from my childhood or play a new one, I don't enjoy them as an adult. In a lot of cases it's the insane difficulty or the unfair challenges, but often just the nature of them being mechanical to the point of breaking immersion. Sunset Riders is one of the few games of that era that I feel has an appealing aesthetic, well-structured progression, and a high skill ceiling, while also being accessible to casual players. I've beaten this game several times, and each time it's a blast from start to finish. You shoot everyone in sight while dodging bullets by sliding, jumping, switching between two elevation levels, or entering saloons for some hot hooker action (the sex is not shown but heavily implied). The gameplay is dead simple, yet every minute of it is meticulously designed to make you feel like the protagonist of a John Woo movie or Neo from The Matrix. And it never grows stale either because levels are rather short, and each has its own quirks while also standing out aesthetically and featuring regular scripted scenes. I've never played the Arcade version, which everyone says is superior, but I did play a bit of the SNES version once, which is supposedly closer to the original. I still have to play through it to make up my mind completely, but based on what I've seen so far I will say that I prefer the Genesis version. Firstly because of the colors: the skies are "Sega-blue", and the landscapes have a more natural palette. Secondly because IIRC the two extra characters in the SNES version play the same as the two they kept in this version.
completed ❤️
毁灭战士3 维基数据 Bangumi IGDB
其它标题: Doom 3 / Doom 3: BFG Edition 2004年8月3日
类型: Shooter 平台: Linux / Windows / Xbox / Mac 开发者: id Software 出版发行: Activision
《毁灭战士3》(英语:Doom 3)是一款杂惊悚与科幻于一身的第一人称射击游戏,游戏由id Software开发,PC版于2004年8月3日由Activision发行。游戏故事除了英文名称外,并未有完全跟随《Doom》的发展,并采用了全新的id Tech 4引擎。游戏目前已发布了Windows、Linux、Mac和Xbox版,虽然Xbox版画面精细程度略于PC版,但其卖点在于支持两位玩家协同作战。故事主要发生在2145年的火星联合宇宙航空公司(UAC)研究中心。
2025年5月11日 玩过
2025年5月11日 评论 After about 20 years, I finally completed Doom 3. A game I could once only dream of playing. - Doom 3 had everything to become one of the greatest game of all time: several years of development, the most advanced graphical technology, huge budget, legendary game designers at helm of the production. So what went wrong? I've always said this, and I'll say it again: circa the first hour of the game is near-perfect. A masterclass in how to establish an atmosphere, build suspense, create a sense of place and presence, and fully immerse the player into it. From the start Doom 3 positions itself as a horror game first. Which isn't as much of a leap as some people would have you believe. I mean, Doom 1 was as much of a horror game for its time as Doom 3 was for its. For example, I find Doom scarier than Resident Evil. And if you take Quake as part of the same lineage, then Doom 3 totally makes sense. In fact, it almost completely follows the Doom formula, with only three real differences: Now there are logs to pick up and read or listen to. The scale is somewhat smaller, probably to make the groundbreaking graphic fidelity playable on weak computers. Everything is really dark and you're given a flashlight, which you can't use while wielding a weapon. These three changes work really well to accommodate the new direction. Reading or listening to testimonies of frightened employees heightens the fear of the unknown. Smaller scale means fewer enemies in claustrophobic environments, which means each enemy is more intimidating. And the flashlight thing is a genius decision that makes the player choose between the ability to see and the ability to defend themselves, creating a persistent sense of vulnerability. For probably the first third of the game, it plays by these rules. Incredible sound design sprinkles echoing noises, and a plethora of scripted scenes make enemies crawl out of the most unexpected locations. The overarching message the game conveys with its design is: YOU ARE NEVER SAFE . Occasional discovery of survivors make you truly treasure this fleeting "human" contact, as you know you're not gonna have another one for a long time afterwards. Mars is an inhospitable place. Every now and then they let you see the surface through windows or even get a quick walk outside, and it's a dead lifeless place with a seemingly constant storm. You really get the sense of isolation and loneliness. I think Doom 3 is probably the closest thing you'll have in video games to the movie Alien (with Quake 4 being the closest to Aliens). That is for about the first third of the game. That's when everything kinda starts crumbling. The game doesn't know how to progress as a horror game, so it tries to progress as an action game. The problem with that is: it's not really a vehicle for an action game. An okay action game at most, not a good one. Small corridors mean that there's less place for maneuver and less potential strategic depth. I feel like almost every location has something like 2-3 possible strategies, and you have to figure them out, like a puzzle. If you fail to do that quickly, you get attacked. And, when you get attacked, it hurts really bad in this game. Particularly because it makes your screen shake like you're having a seizure, and that completely throws your aim off. If you get ganged up, it's near-impossible to hit anybody, even the person demon standing right in front of you. The thing with the flashlight, from being a genius mechanic turns into a major nuisance, especially when dealing with hitscan enemies, which the game throws a lot at you in the last third of the game. These hitscanners only really work in the early game, when you face one or two of them at a time, and preferably in an area with lots of cover. The AI is really good though, similar to Quake 4. These guys can traverse several rooms or even elevation levels to find you. One time a pinky forced me to hide under floor tiles, and once it saw that it can't get to me, it ran away to ambush me later. There is a really cool kind of a "dance" you can do with most melee and projectile-shooting enemies, where you try to get close for a shotgun hit and run away when they're attacking. With some enemies you can shoot down their projectiles, which also adds gameplay depth. But the hitscanners, lost souls, and spiders are really annoying. As you progress through the game and encounter more and more enemies, the sense of horror completely fizzles out, but annoyingly the game doesn't stop repeating the same tricks. Reading/listening to the logs becomes a massive chore. All that "People in sector G reported seeing shadows" becomes kinda stupid when you're running around with a rocket launcher and a BFG, mowing down several enemies at once. And this really becomes a major problem towards the end, when they throw gangs of monsters in tiny rooms with you. By the middle of the game, I felt that it had outstayed its welcome. By the end I was exhausted. Which is a shame because there is a lot of cool stuff towards the end, but all the excessive action kinda ruins the atmosphere. I think Doom 3's main problem is that they wanted to do something different, but couldn't commit to it for the fear of alienating the core fanbase. Because Doom 3's main strengths are not in its combat. Don't get me wrong, the combat is fine. It's like a Doom lite. But once the atmosphere dies and all you have left is the combat, you start feeling like you could've been playing something better. Doom 3 is like an elaborate joke with a great set-up and a disappointing punchline. Still, for what it's worth, it's a solid game. I think the BFG Edition is probably the superior experience. It gives you an attachable flashlight, brighter environments, and more ammo. Sure, that takes away from Doom 3's horror aspects, but I think it's probably better to drop the pretense from the get-go and just have fun with what it is: an action game. Not a great action game, but a solid one. One worth playing through once or twice.
completed ❤️
雷神之锤4 Bangumi
其它标题: Quake IV / Quake 4 2005年10月18日
类型: FPS 平台: PC / Linux / Mac OS X / Xbox 360
  《QUAKE 4》将会是系列中第一款让你扮演真正有名字的主角的游戏。他是一名太空舰队队员,名叫Matthew Kane,是突击队中的精锐,有着神秘的过去。Kane被派遣到Rhino 小队中,这个小组和多个小组一起被派进攻strogg 的故乡——Stroggos行星。实际上,《QUAKE 4》是《QUAKE 2》的后续之作。在《QUAKE 2》中,主人公是一个无名的太空船员,他的任务是击退恶心的strogg,这些strogg为捕捉到的生物装上机械部分来改进他们的身体,然后为他们植入神经控制将他们转变为没有头脑的奴隶。游戏的巅峰战斗发生在Stroggos行星上,主人公来到这个行星,杀掉了stogg的首领“makron”,可惜这个致命的打击并没有结束这场斗争。现在地球派遣了像Rhino 小队这样的太空舰队进攻strogg行星,以永久地解除整个宇宙受到的威胁。
2025年4月27日 玩过
2025年4月27日 评论 One of the greatest first-person shooters of all time - Now, if you're playing Quake 4 on a console, you will never in a trillion years experience the game. You'll think you have experienced it, but you'll be cheated. It's such a sadness that you think you've played Quake 4 on your ffffucking console. Get real! I'm sorry, but people rating this low having only played the console version are just being ridiculous. Quake 4 is without exaggeration, one of the greatest first-person shooters of all time. In terms of gameplay perhaps only second to F.E.A.R. It's probably the last of that era between the Doom-clone FPS and the CoD-clone FPS. This was the period when FPS games were generally not designed for consoles, and were able to utilize the superior hardware of computers to their full potential. And they really went all out with this one. Projectile-based weapons, a mix of long-range and melee opponents, each with their own unique tactics and vulnerabilities, ragdoll physics, some of the best level-design ever, and insanely smart AI that will play mind games with you. This is some of the pinnacle of PC gaming, and you cannot possibly play this on a console and understand what makes it a masterpiece. The levels are laid out in such a way to always provide you a mix of cover and enough place to maneuver it in several different ways. You have to think on your feet, sometimes rush opponents, sometimes retreat, constantly move, jump, duck, flank them, and land as many headshots as possible. You're given 10 weapons, each of which functions differently and affects different enemies differently. As a result, when they throw several enemies in a room with you, you have to not only think of how to approach them and who to take out first, but also which weapons to take them out with. There is just an incredible strategic depth to everything you do in this game and a very high skill ceiling, and it's all very fast-paced and adrenaline-infused. You're constantly on the verge of death, and being able to narrowly survive encounters is exhilarating and rewarding in a way that makes you feel like an action hero. The aesthetics instill a constant feeling of suspense, with occasional moments of awe and fascination, as they depict strange and beautiful alien structures and constantly force you to push yourself into increasingly dangerous and uncomfortable scenarios. The art design in this game mostly echoes Aliens and Starship Troopers, but with a tinge of impressionism. The result is something weird and memorable. This screenshot I took towards the end of the game, in my opinion, perfectly encapsulates Quake 4's visuals in a nutshell . A futuristic soldier lying torn in half next to what seems like Disney magic. It's also genius how they played with the setting. You're fighting against the Strogg, creatures that view flesh as weak, so they "enhance" it with technology. Quake 4, being a sequel to Quake 2 where the concept was first introduced, and built on Doom 3's engine, weaves a meta-commentary on the relationship between biological creatures and technology. The interactive screens from Doom 3 take on a new meaning here. You're a human being interacting with technology (the computer) that allows you to interact with technology (in-game computer). Then there's the famous spoiler moment, which I won't talk about here, but it kinda moves the gameplay from a more realistic type gameplay to a more old school type, where you move faster and take on more enemies. In other words you (d)evolve from a normal human to a Quake 2 protagonist, an archetypal grunt that used to be the central character of every FPS at the time. A more efficient killing machine, but is something of humanity lost in the process there? Do video games allow us to transcend our limited biological nature, or do they deprive us of something essentially human? Seeing how young the medium is, I think it's still a valid concern, akin to how AI is viewed today, but it's one that isn't talked much about. Of course this flew over everyone's heads because most gamers want mindless entertainment. Judging by the majority of the reviews (which spoil the only major plot twist in the game btw, so I don't recommend reading them before playing the game), most people expected a Call of Duty. One guy literally called it a "2005 Xbox 360 launch title FPS", which is just utter nonsense. If you're gonna buy a sports car and try to drive it on off-road surfaces, it's not the car that's the problem, it's you.
completed ❤️
魔兽争霸3:混乱之治 豆瓣 Eggplant.place
9.6 (48 个评分) 其它标题: Warcraft 3: Reign of Chaos / Warcraft III: Reign of Chaos 2002年7月3日
类型: 即时战略 平台: PC / Mac 开发者: Blizzard Entertainment 出版发行: Capcom / Sierra
《魔兽争霸III》获证实为一款极其出色的电脑游戏,发行起计两周内便售出550万套,而其中450万套更是预订销售。玩家可以选择在《魔兽争霸III》中操控四个种族,其中两个在前作《魔兽争霸II》已曾经出现,分别是人类 (Human) 和兽族 (Orc),另外两个则是《魔兽争霸III》新增的种族暗暗夜精灵 (Night Elf) 和不死族 (Undead)。娜迦族 (Naga) 在制作时曾经设想作为第五个可操控的种族,但在游戏测试时删去,而官方解释就是加上娜迦族之后很难保证游戏的平衡性,而今它则出现在单人任务模式和中立生物当中。
《魔兽争霸III》与暴雪公司之前发布的《星际争霸》一样,可谓一款成功的即时战略游戏。游戏包含了大多数即时战略游戏所具备的要素:资源采集、基地建立和战斗指挥。游戏的操作方式亦类似星际争霸,秉承了星际争霸易于操作的优点,并简化了星际争霸中一些繁琐的操作,例如玩家可设定电脑以“自动施放”部份常用魔法,从而省去人手操作的过程。
此外,亦可从四个种族之设定见到《星际争霸》的影子,譬如暗暗夜精灵则像《星际争霸》Terran 般可以移动自己的基地,而不死族与 Protoss 皆能制作一种专门用于侦察的隐形单位,且于造建筑物时农民于可离开建筑物(犹如“召唤”建筑一样而非“建构”建筑)。
2025年4月25日 玩过
2025年4月25日 评论 review - What makes Warcraft 3 a classic is not necessarily its near-perfect map design, addictive RPG elements, beautiful graphics and music, or its well-paced, well-written and well-directed campaign. But rather that on top of all that it served as a platform for endless creativity in the form of custom maps, some of which changed the gameplay to the point of being a different genre, and one (we all know which one) ended up inventing a whole new genre that at least for a few years grabbed all the attention of the video game industry.
completed ❤️
黑暗领域2 豆瓣
8.4 (5 个评分) 其它标题: Darkness 2 / 黑暗2 2012年2月7日
类型: 第一人称射击 平台: PC / Mac / PS3 / Xbox 360 开发者: Digital Extremes 出版发行: 2K Games
游戏厂商2K Games近日宣布《黑暗》即将推出续作《黑暗2(The Darkness 2)》。根据国外媒体报道,《黑暗2》预计游戏正式发售日期是2011年10月7日,,并将在PC,XBox360和PS3平台推出。
前作《黑暗》是由Top Cow出版的同名漫画“The Darkness”所改编的暴力风格动作射击游戏,玩家扮演Franchetti家族的杀手Jackie Estacado,他在迈入第21岁生日时,体内潜藏的黑暗力量突然复苏,这股黑暗的力量有多种形式,玩家可借着吞噬、刺穿等方式来残杀敌人,但这个力量必须要在黑暗下才能展现。
《黑暗2》的时空背景将设定在前作结局发生的两年之后,玩家将再次扮演第一作的主角Jackie Estacado。本次游戏剧本依然由英国漫画家Paul Jenkins负责,而开发工作则由开发过《杀戮地带》、《生化奇兵》等知名游戏的研发商Digital Extremes负责。《黑暗2》将继续Jackie Estacado的故事,他现在是弗兰凯蒂家族的老大。在抑制了黑暗之力(The Darkness)之后,黑暗之力想要自由。在一场黑帮之战之后,黑暗之力和Jackie再次聚合,Jackie将找寻幕后黑手和帮助他的黑暗之力的动力。
游戏继续支持使用火器的同时,用你的恶魔之手释放挥鞭攻击,攫取物体,投掷物体和敌人。
“《黑暗2》是一款充满黑暗和想象力的暴力游戏,有着风格化的美丽梦魇”,2K总裁Christoph Hartmann说道:“《黑暗2》将继续发扬2K Games一贯创作充满质量,创新和深邃叙事的游戏的优良传统。游戏将建立一套独特的黑暗对战光明的战斗姿态。融合Jackie的火器和充满超自然力量的恶魔之手和黑暗力量,我们很自豪地宣布这款新作。”
项目主管Sheldon Carter在本周GDC期间接受Destructoid采访时暗示了剧情主线的一点信息。
不过他也没有谈论多少详细内容,Carter重点说了说《黑暗II》中主角Jackie的超能力以及他利用黑暗力量的另外一些方式。
其中一个新方式是:两个恶魔手臂可以协同合作。左臂可以抓住一名敌人,右臂处决他。左臂主要负责“抓取”,你可以利用它来抓住物体并扔向敌人——甚至刺穿他们。
《黑暗》是一款第一人称的射击游戏,由Starbreeze Studios开发、2K Games发行。于2007年6月份在北美和欧洲发售。该游戏是基于同名漫画改编。发售平台是X360和PS3。
2025年4月13日 玩过
2025年4月13日 评论 Near-perfection - Wow, this game has aged like the finest wine. It was already on my list of all-time favorites, but I think I'm gonna move it way higher, maybe even to the top-10. The story is downright genius. Not only is it a brilliant meta-commentary on the series and on video games as a medium, but it also weaves Gnostic themes into there and explores the application of video games as a tool of metaphysical examination. Even the other aspects of the game, such as the comic-inspired visuals factor into it. Even its cliffhanger, which is annoying (mainly because we never got a sequel) makes so much sense and fits so well thematically with what the game was going for. And it does it all while not violating anything set up by the original Darkness and even enhancing that game's meta-text. God, it's so fucking good, a pure work of art. And, of course, judging by the reviews I've seen, this game's story flew over everyone's heads. Well, I'm not gonna discuss it here for the same reason I've never written a Silent Hill review. Instead I'll talk about the gameplay. This is probably the most mechanically-deep corridor shooter ever made. Despite the total linearity, there is an incredible amount of strategies you can employ to deal with the opponents, who come in a variety of types, forcing you to always consider in which order to take them out or whether to retreat. You can grab and throw objects, use some of them as shields, use powerful melee attacks, which then allow you scripted kills that will restore your health, ammo, mana, or give you a shield. You can dual wield a variety of different weapons and choose to combine weapons of different types for unique combinations. And dual-wielding in this game is without a doubt the best you'd ever see in any shooter ever. The way your guns will glide and zoom in automatically, allowing you to maintain your accuracy without the need of right-clicking to aim down-sights. Hell, you can even grab your darkling sidekick and throw him at an enemy. And on top of that you get to buy upgrades, which give you even more mechanics. The possibilities are ridiculously numerous. Every level is extremely creative and radically different from the previous. There's one level in a whore-house, were you get to see some actual fucking (so glad this game wasn't censored). The haunted-house attraction ride in the abandoned circus, where you have to tell apart enemies from the animatronics is fucking genius. Very reminiscent of a similar level in Max Payne 2. You get to go through all these cool-ass locations and events, shredding people into pieces with some insane, beyond Soldier of Fortune, dismemberment system, pulling their fucking skulls and spines out of their asses (literally) and eating their faces with giant snakes. Just from the conceptual point of view, this is the coolest game ever made. And you have these stunningly gorgeous and unique-looking visuals. No other game looks more like a comic book than this. Sadly, this also flew over a lot of people's heads, as I've seen them call this game cel-shaded. Apparently most gamers don't understand what cel-shading is. The developers of this game hand-crafted every single texture to look cartoony, which makes the overall picture capable of looking like a comic-book while still getting all the benefits of complex lighting and shading that would've been lost in a cel-shaded game. With the exception of one tiny stealth section, there is literally not a single downside to the experience. It's just a pure joy at every moment which then grows with profundity and reaches an emotional catharsis. It's games like this that showcase the potential of video games as an art form.
completed ❤️
鬼泣2 豆瓣
5.8 (5 个评分) 其它标题: Devil May Cry 2 / DMC2 2003年1月25日
类型: 射击 / 动作 平台: PC / PS4 / Xbox One / PS3 / Xbox 360 开发者: Capcom Production Studio 1 出版发行: Capcom / Virgin Interactive Entertainment (Europe) Ltd.
  中文名称:鬼泣2
  英文名称:Devil May Cry 2
  日文名称:デビル メイ クライ 2 
  游戏平台:PS2
  发行区域:日本、美国、欧洲
  游戏类型:动作
  游戏语言:英文、日文
  发售日期:2003年1月25日
  游戏开发:CAPCOM
  游戏发行:CAPCOM

  《鬼泣2》是CAPCOM在PS2上推出的第二款“鬼泣系列”作品,本作与前作有着截然不同的风格,无论是场景,气氛,以及系统。在背景上,本作由前作中诡异的哥特式古堡转换到了空无一人的都市中。场景与前作相比也更加庞大和充满气势。而天气与场景的气氛搭配在本作也体现的非常优秀。在场景方面,黄昏下古镇的古老,大雾中街道的神秘,夜色下都市的阴森,以及充满了金属气息的工场,和诡异的遗迹等等,都可以让玩家体会到全新的感觉。
  而在动作与影像方面,本作加入了大量的动画元素,每段动画都充满了效果。而更加丰富的动作也会穿插在游戏的过场动画与实际游戏中。更体现出了恶魔猎人但丁的魅力。
  本作的系统曾有玩家认为太慢而失去了前作的爽快,但总的来说,本作的系统还是有非常多优秀的地方的。游戏中首创了枪械切换与玉石搭配,根据搭配不同的玉而拥有不同的属性与特性,除了前作中保留的一些属性和技能,还增加了冰,攻击提升,HP回复等技能。
  但是由于前作的高度,以及各种风格的深入人心,使得本作的多种改革并不得到好评,由于各种原因使其成为鬼泣历代作品最不受欢迎的一部。
克莱夫·巴克的耶利哥 豆瓣
其它标题: Clive Barker's Jericho 2007年10月23日
类型: 动作 / 第一人称射击 平台: PC / PS3 / Xbox 360 开发者: Mercury Steam Entertainment S.L. / Sonic Mayhem 出版发行: Codemasters
【游戏简介】
恐怖有很多种,你想尝试哪一种,人们对于未知的事物都充满了好奇,从鬼怪传说、惊险小说到恐怖电影,似乎对于恐怖的体验已经成为人们日常生活娱乐的一种方式,只是这样的恐怖带给人们更多的是精神上的极度刺激。在游戏世界中所营造的恐怖惊悚带给人们的则是生理与心理的震撼,毕竟游戏更能把玩家带入剧情。相对于小说电影的接受信息和满足好奇欲望,游戏中的恐怖世界则是由玩家自己去探索,去挖掘,去探知恐惧背后的真相。由著名的恐怖小说家、电影导演、剧作家克莱夫·巴克尔(Clive Barker)和英国公司Codemasters共同合作开发的一款恐怖冒险游戏《克莱夫·巴克尔的耶利哥》(Clive Barkers Jericho,以下简称《耶利哥》),将登陆PC、PS3和Xbox 360平台,游戏预计将于明年第四季度发行。作为一名知名的英国籍导演和剧作家的克莱夫·巴克尔,无论是在拍摄风格还是撰写话剧等剧本方面都凸显出其诡谲灵异的风格,这一点在他所执导的《养鬼吃人》(Hellraiser)、《杀人蜂》(Candyman)和《夜行骇传》(Nightbreed)等等影片,以及巴克尔诠释的话剧本《科学怪人》(Frankenstein)中便可见端倪。
星球大战:旧共和国武士 豆瓣
其它标题: Star Wars: Knights of the Old Republic / KOTOR 2003年7月15日
类型: 角色扮演 / 冒险 平台: PC / Mac / iPhone / iPad / Android 开发者: BioWare 出版发行: LucasArts Entertainment Company LLC / Aspyr Media, Inc.
  由BioWare开发,LucasArts发行,横跨PC与Xbox两台的角色扮演作品《星际大战:旧共和武士》,将带着玩家再次踏入星际大战的科幻世界里,于浩瀚的宇宙里四处征战,并领导一群自由斗士化为自己的绝佳助手,左右整个银河系。
  各式角色任意挑选
  在《星际大战:旧共和武士》中,玩家可操纵的角色将不再局限于单一主角,而可操纵各式各样的人物,体验不同个性的人对于每件事情所带来的不同结果,尽情沉浸在星际大战的虚拟情境中。而游戏里也有许多不同的种族可以挑选,包括人类、机器人、提列克族、乌奇族与各式各样的外星种族。玩家的队伍中最多可由三人组成,而配合不同种族所具有的战斗特性来选择成员,将可让每场战斗事半功倍,更加顺利前往旅途的终点。
  增加乐趣的迷你游戏
  除了一般所进行的故事模式外,本游戏还设计了不少可添增乐趣的小游戏,如速度竞赛,看看谁的操纵技术最好、或是操控炮塔歼灭敌军等,而这些迷你游戏可让玩家在进行游戏之余小小休息一番,还能迅速熟悉系统操纵,有利于往后的故事进行。
  广大浩瀚的宇宙场景
  《星际大战:旧共和武士》里,玩家的旅程将横跨许多不同的场景,无论是熟悉的地点,或是前所未见的环境等,包括塔图因行星、西斯组织强大的基地、丹图音绝地领地、乌奇族原居地等等,都将成为玩家探险的绝佳场所。
  游戏简介说明:
  *您将领导一群自由斗士,踏上史诗般惊涛骇浪的银河冒险之旅!旅途涵盖遥远的塔图因(Tatooine)行星与黑暗西斯大君的故乡,您将利用各式各样的武器对抗未知的敌人!当心黑暗魔力的诱惑!无论您最终选择了黑暗或光明的一方,都将左右整个银河系的命运!
  *自定角色,您将可扮演更多人物,让您沉浸在星际大战的虚拟情境中,体验内容多样丰富的角色扮演游戏!
  *您的队伍最多可由三人组成,涵盖人类、机器人、提列克族(Twi’ leks)与乌奇族(Wookie)和其它外星种族。
  *快节奏的迷你游戏─像是和飙机速度竞赛,或是操控炮塔比赛。
  *旅程横跨多种景色迥异的不同世界,范围包括您所熟悉的故事场景与前所未见的新环境。
  *行经地点包括塔图因(Tatooine)行星、西斯组织强大的基地Korriban行星、丹图音(Dantooine)行星的绝地学院(Jedi Academy),以及乌奇族(Wookie)的原居地(Kashyyyk)卡须克行星。
  *选择您的命运!决定运用光明或是黑暗的原力。
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 (36 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 (10 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 (19 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。
2025年4月12日 玩过
2020年5月2日 评论 my Steam review from May 2020 with some minor alterations - Max Payne and Max Payne 2 are among the best video games ever made and are in my personal top-10. And this is the case when a sequel made about half a decade later by another developer is almost as good as the originals. Yes, many disagree, but this is a near-perfect sequel, and here's why: The gameplay conveys the spirit of the originals instead of trying to copy them, hence feeling both innovative and nostalgic at the same time. Every element of the game-design is made to remind you of the past without feeling repetitive. The only completely new feature is cover-shooting, but it's integrated in such a natural way. You never just sit in the cover and shoot everyone like in other games with this mechanic. You're still constantly moving because your enemies are constantly trying to flank you or destroy your cover, so in essence the gameplay involves more strategy as you move from spot to spot, barely keeping yourself alive, gobbling up painkillers. It's intense and addictive. This game stands on its own, it's not just a clone of the previous games with a few new features. And yet never for a moment you will feel like it's not Max Payne. The story is emotional and suspenseful, carrying over that cynicism and wit from the previous games, yet taking itself more seriously this time. The creators knew they couldn't just make it a simple continuation of the story. It would've never lived up to its predecessors. So they've put their own spin on it. This feels more like an epilogue than a direct sequel, in a similar fashion to The Godfather Part 3. Yes, the story in the previous installment was self-sufficient, yes this third entry didn't need to exist, but it does, so they take this one in a different direction and explore a new side to the main character. Neo-noir. This point is more of a continuation of the previous one, but I felt like this needed to be addressed separately. Ever since the game came out I kept hearing people complain: "Max Payne 3 is not noir". It is. And if you disagree, you don't understand what noir is. While the original 2 games paid tribute to the 1940s' black-&-white movies, this game references the neo-noir of the 60s and 70s, which had a tendency towards sunny, hot environments, social alienation of the protagonist (i.e. being lost in a country where nobody speaks your language), exploration of societal issues such as poverty, prostitution, drugs, etc., the existence of a darker underbelly (i.e. organ trade), etc. All of these elements are present in Max Payne 3. Not only that, you can clearly see the noir structure in the plot: things constantly get worse and worse as you progress. You complete an action-packed mission, getting closer and closer to your goal, but in the end you fail. Every step forward seems to be dragging you further down to hell with bodies piling up and things spiraling out of control. How is this not noir? This type of structure is one of the core elements of noir. The physics and controls work in perfect unison to convey the sense of age of the protagonist and immerse you into the game. Max doesn't always immediately react to your inputs, but it's done in such a natural way that you never feel like the game is broken, but rather it sells you that illusion of being older and weaker. And yet throughout all this, your aim is sharper than ever. It's almost like Max knew he was getting older and started to rely more on accuracy than agility, understanding he's not as fast anymore. The element of cover-shooting fits perfectly into this theme. The soundtrack. I don't have much to say about it, aside from it's amazing and fits the game's art direction, gameplay and story perfectly. It's not the same music as the first two games, and yet the main theme from them remains a haunting presence, appearing at important moments and reminding you yet again that, despite how distant the events of this game feel from the first two games, it's still Max Payne. It further contributes to the epilogian spirit of this sequel, creating a sense of structural climax (this being the third act of a trilogy) and closure. Conclusion: Every step of this game is designed with an incredible amount of care and attention to detail. This game is an experience every element of which fits perfectly with the rest, and where the whole is better than the sum of its parts. I honestly can't imagine how else this game could be improved. If I really HAD to nitpick, the only thing I dislike about it is how Max keeps switching weapons before every cutscene. I think this was probably done because they could only record cutscenes once and had to pick which weapon they'd want to feature in them, but at the same time they wanted to keep continuity and fluid transition between cutscenes and gameplay. I personally would prefer that they break this continuity in favour of the gameplay, but still this is such a minor issue. I think, were the first 2 games not better in regards to the story and atmosphere, I would've probably called this the best game in the series. It's such a surprise to see a different developer nail the sequel so well. This is a 10/10 type of game. A must-play. A masterpiece.
completed ❤️
马克思·佩恩 豆瓣
9.0 (23 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)。