abandoned
极度恐慌:撤离点 豆瓣
其它标题: F.E.A.R. Extraction Point 2006年10月24日
类型: 第一人称射击 平台: PC 开发者: TimeGate Studios, Inc. 出版发行: Sierra / Vivendi Games
资料片剧情发生在前次游戏的最后,当主角登上直升机以为事件已结束而準备离开时,红衣女孩艾玛竟也突然出现在直升机上,也让玩家惊觉到这个事件尚未结束,於是在资料片中,便是接续在这个结局之后,由於艾玛的扰乱,主角和同伴们所乘坐的直升机发生了堕机事件,大难不死的主角从地面上昏迷甦醒,并且与同伴们分离,只能靠著通讯器连繫,於是便开始将单独一人面对所有的的超能敌人,再度踏了杀戮之路。
而除了所熟知的对手外,还有更进化的全新灵异敌人等著主角,当然最终的魔头,艾玛,依来随时会出现在身旁,更艰难的处境与更恐惧的体验,将再度挑战你的胆试与射击技巧。
艾玛的报复惩治,现在才直正要开始……
2026年4月4日 不玩了
2026年4月4日 评论 coasting on the original's foundation - Extraction Point feels almost like a mod, not so much an official expansion. The artistic direction of the first game that so carefully tried to follow the traits of J-Horror mixed with an almost futuristic aesthetic is thrown out the window. In its place are random generic corridors, warehouses, construction sites, and a church at the start at least, idk. I haven't gotten too far in the game. I bailed at this table that seems to have melted into the floor and blocked an exit for me. Is this part of the intended level geometry or just a random object that glitched out? I don't know, but I couldn't see an obvious path forward from there. The level design in general is much less intuitive, despite being more linear. And because of its linearity, the AI functions much worse because it was designed for the specific level layouts of the original game. Here you often find yourself in long corridors with rooms that lead nowhere or straight up big open locations where you have to pick enemies out from a great distance because running towards them is suicide. So there's much less encouragement for mobility and much fewer options to retreat and circumvent. Visual cues are also all over the place. I've often seen doors that seemed accessible, but weren't. Plenty of invisible walls. And often the scripts won't trigger unless you approach a certain spot. At some point you're given an AI companion, and that guy is really dumb and slow, and he's the one who has to open all the doors for you. Can't progress without him, until he gets killed in the most ridiculously over-the-top way possible. I know F.E.A.R. 2 is controversial for being noticeably different from the first game, so I was wondering if maybe these expansions did a better job at staying true to the original (that certainly seems to be one of the narratives pushed on the internets). But I don't think this expands on it in any meaningful way. If anything, it cheapens the systems and assets of the original by re-using them incorrectly. I'm not gonna bother with the second expansion, since both of them are non-canon anyway.
abandoned
Panzer Dragoon: Remake IGDB
2020年3月25日
类型: Shooter / Adventure 平台: Windows / PlayStation 4 / Xbox One / Nintendo Switch / Google Stadia 开发者: MegaPixel Studio S.A. 出版发行: Forever Entertainment S.A.
A new, remade version of the Panzer Dragoon game – true to the original, with improved graphics and controls, that suit modern gaming standards!

Pilot through seven unbelievably realistic levels ranging from tropical blue ocean cities to intricate subterranean ruins.

Fight the Prototype Dragon who appears together with evil giant dragonflies, frightening man-sized wasps, giant sandworms, and lethal flying battleships.

Attack approaching from all sides enemies quickly and without mercy, with improved 360-degree controls and lock-on targeting.

On a far, lone planet, you encounter two dragons awaken from the ancient times. Armed with a deadly gun from the past, and the guidance of your armored blue dragon, you must fulfill your destiny and keep the Prototype Dragon from reaching the Tower or die trying.
2026年3月31日 不玩了
2026年3月31日 评论 Not sure who this remake was made for - It's not for the fans of the original because it butchers the original aesthetic and brings virtually no new features. But it's also not changing the original in any meaningful way. The mouse control is a good addition in theory, and I did express my wish for it in my review of the original, but that did imply a full 360 degree movement, which they didn't add here. You still have to manually turn in four directions by pressing buttons. But then, if you're gonna add mouse control, the one thing you could've added is automatic fire because mice are more volatile than keyboards. You already have both mouse buttons do the same thing. Why not let holding down one of them do the traditional auto-aim and the other one do automatic fire? Beyond that, I don't see any changes. This really shouldn't even be called a remake because the only thing it changes is the graphics, and for the worse. I think the only people who would prefer this over the original is those who think pixel count and abundance of visual effects are the only things that matter in graphics. Artistic vision be damned.
abandoned
先祖:人类奥德赛 豆瓣
其它标题: 祖先:人类奥德赛 / Ancestors: The Humankind Odyssey 2019年8月27日
类型: 冒险 / 动作 平台: PC / PS4 / Xbox One
《刺客信条》创始人Patrice Désilets在离开育碧后创建的新工作室Panache Digital Games在2015年4月的Reboot开发者大会中公开了《先祖:人类奥德赛(Ancestors: The Humankind Odyssey)》,这是一款第三人称动作冒险生存游戏,本作的每一章都会让玩家们在纪录片一样的体验中一起来重温人类历史中最伟大的时刻。
在2016年4月与育碧达成协议收回《1666》的版权后Patrice Désilets表示该作并非优先项,目前将全力投入到《先祖》的开发中去。
2026年3月31日 不玩了
this may be a cool concept, but the controls and HUD are very unintuitive. There's a lot of stopping in place and holding down a button for like 3 seconds and releasing just to perform a basic action. That's not helped by the incessant unskippable animations. And unskippable cutscenes? Really? In a game about being a monkey? What story is there to tell???

Also you can't fight any animal for some reason, only either intimidate or dodge. Makes no sense.
abandoned
Poltergeist: A Pixelated Horror IGDB
2014年9月1日
类型: Puzzle / Strategy 平台: Linux / Windows / Mac / PlayStation 4 开发者: Glitchy Pixel 出版发行: Glitchy Pixel
Poltergeist: A Pixelated Horror is a puzzle game for PC/Mac/Linux, in which you are a ghost named Henry B. Knight. You will scare the tenants currently living in your house, so you can have some peace at last in the afterlife.
2023年12月8日 不玩了
I was kinda expecting more out of it. Thought it would be closer to Ghost Master or Polterguy for Sega Genesis. But this is much more simplistic. You just have a limited number of tools and have to utilize it against different types of characters, some of which are mages that can counter some of your attacks. This is a puzzle game where you have to figure out the correct order of "scares" on every level.

It's pretty fun for what it is, but gets boring quick. It's more like a mobile game to play when you're stuck somewhere far from real gaming platforms and just wanna kill some time.

The graphics and the music are nice, and it has slideshow cutscenes which are kinda boring and skippable.
abandoned
龙之信条:黑暗崛起 豆瓣
8.1 (11 个评分) 其它标题: 龙之信条:黑暗再临 / Dragon's Dogma: Dark Arisen 2013年4月23日
类型: 角色扮演 / 动作 平台: PC / PS4 / Xbox One / PS3 / Xbox 360 开发者: Capcom / 8-4, Ltd. 出版发行: Capcom
开放世界动作游戏《龙之信条》系列已经在全球累计售出320万套,并在2017年迎来了系列诞生五周年。本作除了提供繁体中文字幕外,还将配合PS4和Xbox One的性能提供高分辨率的画面体验。
2023年12月9日 不玩了
2023年12月9日 评论 A game directed by Hideaki Itsuno, I should really like it, but I don't - I'm honestly baffled as to all the praise this game gets, especially regarding its combat. I found it very clunky, unresponsive and not really complex. I've played a number of Action RPGs, and you can't tell me this is one of the better examples of combat in the genre. It's especially disappointing coming from the director of Devil May Cry 3 and 4, which have some of the best combat in any game ever. One of the main gimmicks of this game is climbing onto huge monsters, which is apparently a feature first introduced in Shadow of the Colossus. Now, I've not played Shadow of the Colossus, but I have seen this feature in another game - Castlevania: Lords of Shadow. I didn't like it there, and I don't like it here. I don't really see why people find it exciting to turn a boss fight into a slow and tedious platforming section. It's awkward and frustrating, as the camera keeps shifting and altering your directional controls, and the monster keeps throwing you off before you manage to reach the head. In addition, if you play as a mage (which is the mistake I made on my first attempt), this feature is completely lost on you, because you're a ranged and vulnerable class that should stay away from the enemies and can shoot them in the head from a distance. I mean, that's kinda a half-truth, because you can't really aim with your regular attack as a mage. Only with your skills, which it takes forever to cast. That is if your button presses register, which they might not, because the controls and animations are so ass. You have to hold down Ctrl or Alt and then click one of the mouse buttons (and hold it? Sometimes? I'm not sure tbh), and the skill ends up being cast when you release Ctrl or Alt, not when you release the mouse button. This is incredibly counter-intuitive. And because the animations are so long and can't be cancelled, sometimes you press Ctrl/Alt right after you released it but before the animation is done, and your character just ends up standing there. And you're just waiting for like a second for him to do something, because you can't tell whether the button press wasn't registered or it's just the animation taking up so long, or perhaps he ran out of stamina again, which he does constantly. I hated stamina in Diablo 2, like most people, and could never understand its point in action-RPGs. I suppose here it functions as a sort of mana substitute. Except, the problem is, it's wasted on sprinting and blocking as well. What this essentially means is that ever action, aside from your standard attack, requires mana. And, I might be wrong about this, but I didn't see any way to tie potions to hotkeys. I have to go into the [extremely inconvenient] inventory in the midst of a battle, because my character needs a rest after every action, like he's 80 years old. Especially after blocking an enemy attack, leaving you vulnerable to a second attack. But out of the three classes, it seems only the warrior can block enemy attacks, which is detrimental to the flow of combat. Every hit stuns you for a moment, making you unable to retaliate or break the enemy's attack-chain, and some hits knock you down, which will take you another couple of seconds to get up, during which your character doesn't respond to any button presses. If you're a magician, it's even worse, because your own attacks leave you immovable as well. You're a ranged class that can neither aim nor move while shooting. Which means you get hit and knocked down even more, which makes the whole gameplay extremely frustrating. Kinda had more fun as a scout, who is more nimble and can actually aim and move when shooting arrows. Replayed the same portion of the game and a little more, and was surprised to run into all the exact same enemies. I kinda thought I had this many fights because I strayed away from the road (which the game warns you not to stray from), but no, you're still ambushed by enemies like every 30 seconds. And these are mostly the same types of enemies: bandits and wolves, and they're fought in the same way every time. So after 3 boss battles and a shit ton of random encounters, you'd think there'd be some downtime for RPGing and stuff, but nope, an escort mission. I tried to force myself to play through it and died by accidentally falling off a cliff, and that's when I finally gave up. And while this death was totally on me, the level geometry in this game is pretty bizarre in general. There was a moment earlier where I slid down from a tiny hill, and then couldn't climb back up. It was about a 50 degree angle, only about a meter long, even a child could've climbed it, but not my character. I can't really comment much on the RPG aspects of this game, but in my short time with it I barely encountered any. I leveled up a bunch of times and purchased one skill, but that is all. The game never offered me to manage stats or created a necessity to manage loot. Perhaps I missed something because I was skipping the majority of the tutorial pop-ups, but they were so goddamn annoying. 90% of the time the things they tell you are either obvious or something you had already figured out just by circumstances. Can't really say I cared about the story either. There was a bunch of generic fantasy exposition dumped on me, but I did not notice anything interesting. I found the graphics ugly too, despite the fact they're using the same engine as Devil May Cry 4, which is a gorgeous game. There were exactly 2 things I liked about this game: the customization and the music. That's it. Nothing else.
abandoned
克苏鲁的呼唤 豆瓣
5.9 (7 个评分) 其它标题: Call of Cthulhu: The Official Video Game / Call of Cthulhu 2018年10月30日
类型: 角色扮演 / 冒险 平台: PC / PS4 / Xbox One / Nintendo Switch 开发者: Cyanide Studio 出版发行: Focus Home Interactive
《克苏鲁的呼唤》(Call of Cthulhu)是由 Cyanide 制作,Focus Home Interactive 发行的恐怖探索 RPG。玩家扮演一名私家侦探来到暗水岛调查案件,需要和岛上的各种人物进行交谈以及探索调查获取信息,知道更多真相也可能会让理性值下降,甚至变得疯狂。
2026年3月21日 不玩了
2026年3月21日 评论 I liked it better than the old one - What's gonna make or break this game for you is whether you enjoy the story it's trying to tell. I didn't. It's one of those stories that tries to tell you that it's Lovecraftian instead of being Lovecraftian. It has all the tropes: secret cult, eldritch beings, fishmen, etc. But none of this stuff is executed in a way that would truly elicit cosmic horror or even stay true to Lovecraft's writing style. The early parts of the game were pretty decent with a heavy emphasis on exploration and investigation. It was almost scary because it showed you a regular town with hints of something insidious going on. But then it quickly devolves into a Halloween masquerade, complete with ubiquitous green lighting like in those Scooby-Doo movies from the early 00s, and of course violence and monsters, and then bad stealth sections. At that point the horror is completely gone. But even a non-scary story could've been decent, but this one just doesn't have anything interesting to say. The lapses of logic don't help and contribute to the ludo-narrative dissonance. For example, there are several moments in the game where the protagonist could've had a weapon on him, but didn't. Or even had an object that could be used as a weapon, but the game wouldn't let you. At some point in the asylum you need to find pliers to open a chain-locked door, and for some reason you can't pick up the numerous instruments (including what seems like pliers) from the storage room. There are tons of little things like this. In the end, I played it for 4.5 hours and decided not to waste any more time on it.
abandoned
地底男 豆瓣
其它标题: The Underground Man
平台: PC / Mac
Moscow: somewhere in the near future. The city and perhaps the Earth's surface has turned into a radioactive ash. Those who decided that they could not exist in such conditions began to live under the ground.
2023年12月28日 不玩了
2023年12月28日 评论 When I was a teenager, I was living in Russia - And like any Russian gamer of the time, I was a fan of the Russian YouTube sensation - Ilya Maddyson. The man earned the reputation of "the Russian AVGN", although the comparison wasn't very apt. Unlike James Rolfe, he didn't put much effort into the production, and his humor was more mature, dark and cynical. He was comparable in the way he popularized the idea of a YouTuber and inspired many to copy his style though. At some point he began drifting away from YouTube and into the Twitch space, which I don't follow much. And, IIRC, it was around this time that he co-developed this game. At first opportunity I bought it on Steam, but didn't play it for years. And then in 2019 Maddyson, who at this point was rarely doing any YouTube videos, released to my surprise a very patriotic, nationalistic review of Call of Duty Modern Warfare (2019), where he was ranting about how that game was anti-Russian propaganda. This was very bizarre to me. Not only because the game rightfully criticized Russian involvement in the Syrian conflict (though in the typically primitive and clueless CoD manner), which Russia fully deserved to be condemned for (though tbf America did too, perhaps even more so, but this is whataboutism), but because it was weird coming from someone with such cynical and dark humor, who had never in his whole career made an impression that he was some kinda right-wing patriot. So anyway, I stopped watching any of his content, and this game got kinda buried in my Steam library. Today I decided to check it out for trading cards (which I sell to purchase cheap games on sale). I couldn't last more than 16 minutes in this game. So, think of this "review" what you want. I suppose it's a bad review, but I don't care. Upon launch you are greeted with a jokey content warning, which appears very slowly before the logos of the company and the game. It wouldn't be a big deal, except every time you exit to the menu, you have to sit through this shit. When you start a new game, you have to create a character. The portraits you can select are all Russian internet personalities and perhaps some other personalities I'm not aware of. You then need to allocate your skill points to a huge list of arbitrary parameters, which immediately makes it clear that the game is just taking the piss and none of this will matter. I named my character Maddyson, selected his actual portrait and dumped all my skill points into "sense of humor". Then I couldn't figure out why I couldn't start the game. The button was just unclickable. I spent a couple of minutes before I realized you have to write the bio, and you have to reach the character limit on it (???). Once you start the game, you are greeted by another internet "celebrity", Victor Zuev, a video game journalist who was a prominent member (and possibly co-founder?) of kanobu.ru, a popular video game related website in the late 2000s-early 2010s, and apparently is now an employee of 1C Publishing. Recently he got famous for replying to the news of the death of a prominent video game pirate[=preserver] with "burn in hell, you fucking pirate" and then compared him to Hitler and accused him of committing a genocide of developers. Anyway, Zuev dumps a bunch of lore on you with pretty funny jokes interspersed there, then asks you to do a quest for him. You have to respond by typing a text command like in the old DOS games. Not sure why they decided to go with this antiquated mechanic, but I think again they're just taking the piss. Because practically anything you type will result in Zuev saying something like "I don't understand what you saying [sic]. Some words were forgotten after the radioactive big bang" etc. etc. And while he's saying that to you, you can't skip that or begin typing the next reply. You have to sit there and wait. The game offers you hints. If you click on them, it says: "reply with: yes no Just type something else" Which is a terrible hint, because only "yes" here will yield any results. Typing "no" will always give the answer "Faggots know!" which is an awkward translation of a popular Russian idiom: A reply to "nyet ["no"]", which sounds as "pidora otvet" and means "the response of a faggot". It rhymes, so it's supposed to be funny. And since Russia is a backwards and bigoted nation, nobody cares that it's homophobic. Here though, it's more like an ironic usage, injecting this supposed Fallout-esque post-apocalyptic adventure with the self-aware degeneracy of Russian everyday life. Once you reply "yes", Zuev says "You seem to lack enthusiasm. Are you sure you're ready", to which the only right answer is "I'm ready". Anything else will again yield the "I don't understand you... bla bla bla" response. After which he finally stops talking to you and a tutorial prompt pops up telling you to press D to walk to the right. So naturally I first pressed D, but then pressed A to make sure I can walk in both directions. I think this is a normal instinctual reaction. But the game immediately gives me a game-over screen saying something like "you tried to go against the system, but the system turned out to be stronger". Again, clearly taking the piss. And now I'd have to go through the entire first dialogue again. I'm sorry, but this is too much for me. I feel like this game is more interested in subverting expectations and being an anti-game. I don't really care for that. I don't like to be tortured for some kinda practical joke. The dialogues are somewhat funny here, and the music seems nice, but that's not worth suffering through the intentionally atrocious gameplay for.
abandoned
冥河:旧日支配者之治 豆瓣
其它标题: Stygian: Reign of the Old Ones 2019年9月26日
类型: 角色扮演 平台: PC / Mac / Linux
在《冥河:旧日支配者之治》中,玩家将踏上从末日阿卡姆闯入深渊的旅程。基于 1920 年代的人物原型来创建你的角色,在破碎和神秘的世界里开辟出一条新道路。
你与未知力量的殊死搏斗将持续到最后一刻。肉搏战将充满挑战,魔法的施放将产生可怕的后果,未知的憎恶将让你的神志紧张到崩溃边缘。有时候最好的解决方案就是远远躲开潜伏在入口上方的怪物。
2023年12月28日 不玩了
2023年12月28日 评论 You know, it's easy to rag on Bioware until you play something like this - The writing in this game is atrocious. In 50 minutes not a single interesting character, event or concept, not even decent mood-building. The visuals and sound have to do the heavy lifting here, and they manage. Especially the illustrations in the interface and loading screens. But you can only do so much with visuals in a Lovecraftian game. This whole brand of horror is about telling, not showing. And of course the lead writer has no ideas how to create horror. No subtlety. Just throw violence at the players with some dark ambient music. With this cartoony art style this is even worse than it would've been otherwise. I really liked the character creation and class system, but I have an issue with Lovecraftian games gamifying insanity. When it's just a stat, it loses the essence of it as a literary concept. Lovecraft's parents were both committed to a lunatic asylum. Insanity was one of the largest themes in his stories, and served as a tool for the unreliable narration and to convey horrors beyond human comprehension. Here it's just a number. The combat is very standard turn-based affair. But it does get kinda ridiculous here due to the nature of the setting. For example, I walked into a building and was ambushed by a few unarmed lunatics. I am a sane and experienced detective with a revolver. Who do you think won in this situation? That's right, the lunatics. Makes sense. Anyway, a game like this is as good as its writing, and I am genuinely baffled how writers like this have jobs in this business. It's almost like the video game industry doesn't want to hire real writers, but instead look for guys who can dish out random content to fill the game world with. I heard Ubisoft is starting to use AI for their games, and many people are outraged. I'm not. Because guess what? Nothing's gonna change. This writing is already as lifeless as if it was generated by AI. Kinda can't wait for all major developers to embrace AI, so that these hacks would lose their jobs.
abandoned
Serious Sam: Next Encounter IGDB
2004年4月12日
类型: Shooter 平台: PlayStation 2 / Nintendo GameCube 开发者: Climax Group 出版发行: Global Star Software
In this installment of the Serious Sam series, Sam takes on a new arch-nemesis "Mini Sam", an evil clone of the hero Sam "Serious" Stone. Mini Sam has taken control of the timelock and is going through time wiping out ancient civilizations - and it is up to Serious Sam to put a stop to him.

The game takes the player through over 40 levels in three historic locations; Ancient Rome, Feudal China and Legendary Atlantis. The PS2 version includes online multiplayer support for up to 8 players via the broadband adapter and two players on one PS2, while the GC version allows 4 players to battle it out on one GameCube.

Competitive multiplayer modes include Deathmatch, Hold the Flag and Pass the Bomb. The entire single player campaign can be played through co-operatively, allowing two players to help each other take on the vicious armies of Mental and Mini-Sam.
2026年3月13日 不玩了
2026年3月13日 评论 Invasion of the Body Snatchers - Devil in the details, I suppose. This looks like Serious Sam and sounds like Serious Sam, but it is not Serious Sam. I first became aware of this game in 2004 when I came across some game store ad in a magazine. It showcased a bunch of game covers and their prices. At the time nobody I knew had any idea that Serious Sam 2 was in development, so we all naturally assumed that TSE was the true sequel to the original. Having seen this, a title called "Next Encounter" (no "The"?), I was convinced this was the third mainline game and craved to play it, but couldn't find it or any information on it anywhere. The last thing I would think is that it was a console exclusive. Why would it be, when the first two were PC exclusives (with a later Xbox port I wasn't aware of)? Some years later I got it on PS2 and remember being just kinda bored with it. Though I had no idea why. It's been about 17-19 years since. How would a Serious Sam game be played on the console anyway? Forget inferior aiming, there's not even enough buttons to replicate the core mechanics of the series. I have to say, it's not as bad as I thought it would be. For a console shooter, it's not terrible. But as a Serious Sam game, it pretty much ditches the traditional gameplay in favor of something much more generic and mediocre. It's the little things that make up the tight balance that makes the gameplay of the series so engaging. For example, you wanna use an automatic weapon (assault rifle) against smaller enemies (e.g. the Beheaded), but then switch to a shotgun for someone like Kleers or Werebulls. But here the difference in the amount of damage between the automatic (UZIs here) and the shotgun is so insignificant that there's rarely a reason to use the shotgun. Most of the gameplay here is kinda what the haters of the series think Serious Sam is like: just running around and holding down the fire button. Tbf, I don't think you could do much else on a console. For one, switching weapons is now accomplished with a weapon-wheel, which pauses the game, completely eliminating the thrill of vulnerability while the animation of weapon-switching is playing out. You can disable the pause, but then how are you supposed to dodge attacks with a giant menu covering most of your screen? Alternatively, you can just tap the button and Sam will switch to the next weapon, but that will require you to go through all weapons to find the one you need. I think the devs kinda confirm this with how they introduce weapons to you. You find the chainsaw before a fight with a bunch of dum-dums (local equivalent of Gnaars), who are somewhat more mobile and cowardly than gnaars, so coming at them with a chainsaw is not the wisest decision. Especially since the collision model (or perhaps it's the aiming problem) here is quite different, and your attacks can miss the enemy that stands up-close. When you discover a rocket launcher, the game throws at you a group of charioteers (idk what they're called) who are a rather small enemy that does not require a rocket launcher to deal with. Later I found a shotgun two more times for some reason, which is weird because it's not like the first one was a secret location. The third time it's placed before a fight with a group of the Beheaded, meaning again it would be best to just use the UZIs. This speaks to me as an acknowledgement of how little it matters which weapons you use. Secondly, you can't switch to the third-person view, which was essential to some platforming sections in the original game and gave you a huge advantage when dodging Kleers, Werebulls or homing projectiles, like those of the Reptiloids. You can't crouch either, which came in handy during exploration and search for secrets. Not that there's much room left for exploration anyway, as the consoles seem incapable of handling big and complex level structure, so most of this game consists of corridors and simple arenas. Instead the game focuses on its scoring system, which some people (e.g. FrameRater) sing praises to. The scoring system is nice and can spice up the combat, but I don't think it does much for such a simplistic gameplay. Most of the older enemies were significantly dumbed-down, and the newer ones are ... just dumb. To illustrate my point, the beheaded kamikazes in the original game could be briefly stunned with a single shot from a weak weapon (e.g. a pistol), which would give you a fraction of a second to get a little further away before blowing them up. Here this doesn't exist. Another example, the Reptiloids' projectiles here fly at much slower speeds and in much straight lines. These are little things, but they add up, and in the end you're left with a rather basic shooter, which can get boring really quick.
abandoned
Call of War IGDB
2017年9月15日
类型: Simulator / Strategy 平台: Linux / Windows / Mac / Android 开发者: Bytro Labs
Take over the control of one of the mighty nations during the times of World War 2. Conquer provinces, forge alliances and build up your economy. Research top secret weapons of World War 2 and become the one true superpower!
2023年12月14日 不玩了
Mobile freemium bullshit.
abandoned
Starlight Inception IGDB
2013年9月19日
类型: Simulator / Adventure 平台: Windows / PlayStation 3 / PlayStation Vita 开发者: Escape Hatch Entertainment, LLC 出版发行: Escape Hatch Entertainment, LLC
STARLIGHT INCEPTION is a relevant first person / third person space combat experience with elements of exploration. It has a unique blend of action with an involving storyline. Features include ship based combat both in space and on planets and moons, interplanetary exploration, and multiplayer dogfighting.
2024年1月9日 不玩了
2024年1月9日 评论 Bizarrely broken/unfinished game - Because you can clearly tell there was a lot of effort put into the story, and there are a lot of good gameplay ideas that are just executed poorly. The menus are barely readable because of the background. And they're ridiculously unintuitive. I ended up purchasing two cargo transporter spaceships right after the first mission when I just wanted to check out which spaceships the game has to offer. The cutscenes feature animations so bad that it almost feels there aren't any. And strangely they only allow you to skip the cutscene in the first couple of seconds. If you miss that moment, you're stuck watching it. The actual gameplay is way too simplistic for a space sim. I'm no expert at this genre, but even the space missions in Star Wars: Battlefront II had more complexity. You can't even do maneuvers in this game. The only gameplay mechanic here is the allocation of energy to various parts of your ship. But even this is not something unique to this game. Even me, a person who has played about 5 space sims in my entire life, has seen this mechanic in other games. And the speed of your ship is ridiculously slow. It becomes especially apparent on planet surfaces, where your speedometer might be showing you like 600 kph, while, judging by the passing environment, you're actually moving at about 30. This feels like someone's passion project that they lost passion for at about the 30% completion mark and just phoned in the rest of the development.
abandoned
桥梁建造师 豆瓣
其它标题: Bridge Constructor 2013年7月16日
类型: 模拟 平台: PC / Mac / iPhone / iPad / Android
《桥梁构造者(Bridge_Constructor)》是一款模拟经营游戏,英文名为Bridge Constructor。玩家在游戏中将扮演一名桥梁建筑师,在不同游戏关卡里设计建造桥梁,并通过测试检验桥梁是否合格。游戏关卡丰富,拥有等级设置,还有不同的环境背景,成为Bridge Constructor中评估的桥梁工程师和建筑师。创建和设计自己的结构,并观察汽车和卡车经过它们 - 或者看到它们坠落和撞击,而你的劣质创作因重量和物理定律而崩溃!

共计有 40 个不同的关卡,可以在深谷、沟渠或河流上修建桥梁。压力测试可以证明您所修建的桥梁是否能承受每天汽车和卡车的连续碾压。

您可以为每一段桥梁选择不同的材料,例如木头、钢筋、钢索或混凝土支柱。 使用合适的材料并保证不超出预算,才能修建一座完美的桥梁。修建一座桥梁时,您可以随意搭配不同的建筑材料,这意味着修桥的方式多种多样 – 唯一的限制条件是您的预算。您还可以使用优化后的格点系统,建造一座高精度的完美桥梁。尽情发挥您的想象力和创造力吧!如果遇到难题,您可以在新帮助系统中寻找有价值的信息。

通过多个层面取得进展,并在深谷,运河或河流上建立桥梁。压力测试揭示了您构建的桥梁是否能够承受汽车和卡车持续使用的日常压力。

为每个桥梁选择一系列材料,例如木材,钢材,电缆或混凝土支柱。使用适当的材料并保持在预算范围内,以建立完美的桥梁。材料的选择使您能够以几乎无限的种类建造每座桥梁 - 您的预算是唯一的限制。
2024年1月10日 不玩了
2024年1月10日 评论 I'm a believer that almost any game can be improved with violence - And this here is a great example. Bridge Constructor is a nice little physics-based puzzle game, similar to World of Goo, but without an interesting presentation. The gameplay is almost the exact same with the difference of materials you build the bridges from. And then each map must pass one of the three tests, which act as difficulty levels in a way: you must let either regular cars, light trucks or heavy trucks pass the bridge you've built. My biggest gripe with the game is that when your bridge breaks and the cars fall, there are no explosions and burning people running around flailing their hands. They just kinda plop down with no reaction to the environment. Not even a splash when they fall into water. It reminded me of a little shareware game I had as a kid called Truck Dismount, where the whole point of the game was to hit a guy with a truck in such a way that would cause him the maximum damage. Remembering that game immediately made me wanna drop Bridge Constructor and go play that game instead. But it's pretty decent for what it is. The graphics are kinda generic, but I liked the colors. And the music is very nice and relaxing. However, the PS Vita version is extremely unstable. I had it crash on me several times. The FPS dips significantly on the more complex maps, and the controls become less responsive. Due to these issues, the further I progressed in the game, the more frustrating the experience became. Perhaps this game is much better on PC, I can't say. At the very least the controls must be. But I really see no point in picking it over World of Goo. If only it had violence, I could recommend it because it would've been fun to fuck up and see the consequences. But as it is, it's pretty forgettable.
abandoned
冒险主义 豆瓣
其它标题: AdVenture Communist 2016年8月10日
类型: 益智 / 模拟 平台: PC
The world's greatest communism simulator!
功之怒 豆瓣
其它标题: Kung Fury: Street Rage 2015年5月28日
类型: 动作 平台: PC / Mac / iPhone / iPad / Android
根据80年代经典动作电影《功之怒(Kung Fury)》改编的同名游戏,同电影一样,该作由于相当霸气,混合恶搞、B级、怀旧电影,涉及功夫、机器人、恐龙、纳粹、雷神、维京海盗、电子游戏、动作片、变种人元素。
凯恩的遗产:勾魂使者 豆瓣
其它标题: 凯恩的遗物:噬魂者 / 魔剑邪神 1999年8月16日
类型: 动作冒险 平台: PC / PS3 / PSP / PS / DC/Dreamcast 开发者: Crystal Dynamics, Inc. / Nixxes Software BV 出版发行: Capcom / Eidos Interactive
《灵魂掠夺者》是《凯恩的遗物:血兆》的续集,不过这次的制作公司换了,它的PS版是和PC版同时上市的,人气值逼近《古墓丽影III》。它的主角Raziel是个背叛英雄,他本是王国的统治者Kain的得力部下,吸血鬼军队的头领,为统治整个Nasgoth大陆而卖命,然而有一次他在Kain的面前张开了翅膀,被愤怒的Kain扔进了山下漩涡中的死亡之湖,从此他肢肉凌离,失去了原有的雄健形貌,以一件破披风来遮挡丑陋不堪的身体。当他醒来时身在一个山洞之中,发生了与光线中Elder的对话,得知自已必须推翻Kain统治的宿命,他不但要返回到Nosgoth大陆去战斗,还要寻找回自已被剥夺的灵魂。
Sid Meier's Civilization: Beyond Earth - The Collection IGDB
2015年10月9日
类型: Turn-based strategy (TBS) 平台: Linux / Windows 开发者: Firaxis Games 出版发行: 2K Games
This compilation contains:

- Sid Meier's Civilization: Beyond Earth (base game)
- Sid Meier's Civilization: Beyond Earth - Rising Tide (expansion pack)
- Sid Meier's Civilization: Beyond Earth - Exoplanets (map pack)
2024年1月11日 不玩了
2024年1月11日 评论 Space colonization must be difficult and dangerous - You're landing in an environment where any lifeform could be deadly. Parasites and diseases we could never have imagined, poisonous chemicals, radiation, unpredictable climatic catastrophes, an infinite amount of unimaginable threats. Beyond Earth knows this, and puts SOME effort into creating the immersion. But ultimately it fails to distinguish itself much from its mainline predecessor. Now, to be clear, being a decent spin-off to one of the greatest turn-based strategies of all time is an achievement in itself. The core mechanics are still there and are still just as fun. However, the biggest problem with Beyond Earth is that almost everything that makes it different is what makes it worse. The main way it conveys the difficulty and the danger of establishing a space colony is through slower progression and alien life. Essentially, early on this forces you to put more effort into development and avoid conflict as much as possible, whether with other civs or the aliens. And this is not difficult to do. Aliens might destroy your improvement once in a while or just annoyingly stand on the tiles you want to build on, but won't cause many problems otherwise. The AI is surprisingly non-aggressive towards you. And why would they be? The number of civs you can have on a map is much smaller now, so you can avoid stepping on anybody's toes for a long time. I spent my early game peacefully building and expanding. But once the game kicks off, all of that immersion really goes out the window, and you end up feeling like you're playing a total conversion mod of Civ 5. Aliens turn from a threat to a nuisance real quick. And that's when you get to become heavily involved with the local diplomacy system, which is... If I had to describe it with one word: UNFINISHED. At first it appears more complex because it involves a system of agreements, which give you bonuses depending on your relationship status (Neutral, Cooperating or Allied). However, you quickly realize that the number of these agreements is finite. Once you find the few you really want, you never need to bother with that system again. Unless one of the participants declares war on the other, the agreement stays active for the rest of the game. This really could've been an engaging diplomacy system if there was more depth to it. The alliances and wars are downright broken. You should never ally with anyone in this game because the unpredictable AI will end up declaring war on someone, and you will be dragged into it. In Civ 5 there were Defensive Pacts, which would only drag you into a war if the other member of the pact gets attacked. If THEY declare war on someone, the pact would simply get nullified, leaving you completely unaffected by the AI's dumb decisions. But here you are very likely to end up in such scenarios where you're allied with 3 civs and the next turn you're at war with all 3 of them. It is ridiculous. And these wars are much less likely to be bloodless. In Civ 5 after about 10 turns your enemy would start offering peace deals. Depending on the sizes of your armies, they'd either give you something, demand something from you or agree to a white peace. That makes sense because no civilization wants a prolonged war. But here, I have no idea what you have to do to have a bloodless war. Sometimes the AI will offer peace without blood, but I can't tell what the prerequisites for this are. In most situations however you can't make peace unless you have a higher war score. You earn the war score by destroying enemy units and capturing their cities. Which means in the majority of situations you HAVE TO attack the opponent even if you don't want to. It is especially frustrating when the war started because of your alliance, but then your ally makes peace with the enemy, while you're left fighting them, when you had no intentions of beginning this war in the first place. So, the best strategy is to just never ally with anyone ever. Just sit tight and develop. Speaking of the development, I appreciate the attempt to make it non-linear, but it ends up being messy and confusing. In Civ 5 every new tile improvement and building was a better version of the previous one. Which meant that you learn about them in the early game and don't have to pay too much attention to them in the late game, when you'll be busy with diplomacy and war. But here some of the buildings you're supposed to unlock in the early game are only useful in the early game, but will remain available throughout the whole session, thus cluttering your production list. And a lot of the buildings and tile improvements you unlock just give you the same types of bonuses as the ones you already have, with the only difference being the build time. This leads to a lot of unnecessary micro-management in the late game, which Civ 5 already had too much of. Here it's just ridiculous. The one thing I did enjoy about the progression here is the Affinity system. The civs in this game don't really have unique traits like in Civ 5, but they have unique development paths called Affinities. It's basically like a dynamic class system in something like Titan Quest or Grim Dawn, which allows you combine traits from different classes and developing your own unique build. Each of these affinities comes with its own aesthetic too, and it's cool to see how your leader and your cities transform with the passage of time. That being said, this game is not as aesthetically pleasing in general as Civ 5. While Civ 5 had vivid and diverse colors, this game operates with a really toned-down palette, where the most prominent colors are toxic greens and pale blues, making the whole game feel cold and unwelcoming, which is just not the right approach for this type of game. In addition, most icons are now symbolic, making it harder to distinguish between buildings and units. It is also not helped by their confusing names. While in Civ 5 buildings and units would have self-explanatory names like "Aqueduct" or "Swordsman", here you get stuff like "Cytonursery" and "Sentinel", forcing you to point your mouse cursor at them just to see what the hell they are. And it's also not helped by the fact that your units change names with each upgrade. In terms of audio, I think the game did a great job, but sadly this is one category where it had no chance at living up to Civ 5. The soundtrack here fits perfectly with the game's theme and aesthetic, but Civ 5 had one of the greatest soundtracks of all time, composed of iterations of classic melodies from a variety of cultures. I get goosebumps just remembering some of the songs from Civ 5, whereas Beyond Earth's soundtrack eventually becomes a background noise. In conclusion, Civ: Beyond Earth is not a bad game, but it is doomed to live in the shadow of its predecessor. Because frankly, it doesn't really add anything substantial, but takes away a lot. After spending about 20 hours in this game, you'll start questioning yourself why you're playing this instead of Civ 5. Essentially, it doesn't offer a space colonization experience, not really. Its undercooked new systems create the impression that this game was never treated seriously by the devs and neither should be by you. P. S. Forgot to mention the Aquatic Cities introduced in the Rising Tide DLC. Well, honestly, I'd rather they didn't. The Aquatic Cities feel like a gimmick. They're worse than normal cities in almost every way, and are more vulnerable because the sea has no geography like hills or mountains to protect it. The game already suffers from the two-dimensionality of the map, since you can build tile improvements on water, making the geography less relevant. The Aquatic Cities only make this situation worse.
abandoned
2013: Infected Wars IGDB
2013年9月4日
类型: Shooter 平台: iOS / PlayStation Vita
The year is 2013 and the world as we know it has come to an end. Society has completely broken down. The Scourge as it has become known is an engineered virus stolen and then released upon the world by Al-Qaeda. It was intended to send the West back to the Stone Age by turning their citizens into crazed mutated beasts. In this power, vacuum Al-Qaeda planned to create a new world order.
2024年1月18日 不玩了
Feels like an asset flip. Feels like little to no effort went into the story, gameplay or visuals. It's as braindead as it gets: you're thrown into a room and gotta shoot zombies with really bad AI and poor animations. You can only shoot, there's no melee attacks, sprinting, crouching or anything else. And for a game with little to no content, it sure is extremely buggy.

There is Resident Evil: Revelations 2 on PS Vita.
abandoned
Colin McRae Rally 04 IGDB
2003年9月19日
类型: Racing / Simulator 平台: Windows / PlayStation 2 / Xbox 开发者: Codemasters Southam 出版发行: Codemasters
There are 4 classes of cars: 4WD, 2WD, Group B and Bonus. The bonus class are cars that are not usually raced in rallies.

This fourth incarnation of the Colin McRae Rally series, unlike in the previous three games, has no official WRC team license. All of the cars' liveries are either fictitious or taken from championships other than the WRC.

Nicky Grist is replaced by Derek Ringer as the co-driver voice in the game. There are six championships to complete in the game.
2024年1月24日 不玩了
2024年1月24日 评论 Stunningly beautiful game that feels less like a new entry and more like an altered version of its predecessor - I feel like the devs caught flak for CMR 3 and decided to take the same game and make it more "normal". The career mode no longer tries to be uber-immersive and settles for more or less the same formula we saw in the first two games. All the mechanical tweaking is again explained for idiots like me, so that makes the career more playable for me. I feel like the handling is slightly different. I might be mistaken about this, but I don't remember cars being this slippery in the previous game. This one felt much more arcady in this regard, allowing me to pull off long drifts (not to the ridiculous degree of Sega Rally 2, but still more than I would've expected). Sadly, still no arcade mode. I feel like it's never making a comeback, which sucks. The overall impression I got from this game is that it positions itself somewhere between CMR 2 and 3. Or rather it's a 2-ified version of 3. Which is unfortunate because that makes this game less interesting to me. As a fan of arcade racing, I'd much rather play CMR 2, but CMR 3 was quite a unique experience. This one doesn't really stand out in any way. That being said, I did have more fun with it than 3, mainly because it's very straight-forward and accessible. Both games still have solid gameplay and great graphics, so I wouldn't really say 4 is worse than 3 either. This game feels like a remix. Even its presentation is very similar to its predecessor, almost to the point of being the same. It kinda reminds me of Doom 3 BFG Edition, which a lot of people hated, but I found neither better nor worse than the original version. Just a slightly different and rebalanced take on the same game.
abandoned
Space Hulk: Deathwing Steam
2016年12月14日
类型: Shooter / Hack and slash/Beat 'em up 平台: Windows / PlayStation 4 / Xbox One 开发者: Streum On Studio 出版发行: Focus Entertainment
Twitch Dev Session

关于游戏 Space Hulk: Deathwing is a First-Person Shooter experience based on Games Workshop's classic Space Hulk boardgame set in the universe of Warhammer 40,000. Space Hulk: Deathwing was developed on Unreal Engine 4, and offers you and up to three of your friends the chance to experience a desperate battle against Genestealers in the claustrophobic tunnels of a Space Hulk. You also gain skills, new abilities, and new equipment as you earn experience during missions.

Space Hulks drift along the currents of the Warp, the immaterial dimension of Chaos. Made up of gigantic, mangled asteroids, ship wrecks, and other stellar debris, they can grow to the size of a moon, and often contain treasured and ancient lost technologies. They are often also infested with broods of the lethal Genestealer.

In the game you take on the role of a Space Marine from one of the most secret and most feared Space Marine forces: the Deathwing of the Dark Angels Chapter.

As a Librarian, you can also master the destructive powers of the Psykers. Your skills and performance in battle grant you Fervor Points to spend on 3 skill trees, allowing you to improve your abilities and unlock new powers.

Don your Terminator armour and arm yourself with the iconic weaponry of the Space Marines and face the threats that await you in the Space Hulk. Key Features Take on the role of a Space Marine Terminator from the most secret and feared Deathwing.
Plunge into the claustrophobic tunnels of a Space Hulk. and experience a desperate battle against the Genestealers.
Unlock new abilities through 3 skill trees.
Grow in power and weild devastating weapons.
Coop mode: play with your friends as a Terminator squad in an epic coop mode
2026年3月6日 不玩了
Was debating whether to give it half a star for the architecture, but decided against it because for a game from 2016 and one that weighs 30 GB, it's almost astounding just how bad it is. It's like they intentionally ignored all the rules of good game design and at the same time failed with the execution as the game is ridden with bugs. You could make a better game on the ZDoom engine, where all the mechanics of a good shooter are already fleshed out. At first I thought of writing a review, but when almost everything about a game is bad, it feels like too daunting a task.
abandoned
蔑视 豆瓣
6.5 (10 个评分) 其它标题: Scorn 2022年10月14日
类型: 第一人称射击 / 射击 平台: PC / PS5 / XSX
《蔑视》是由Ebb software制作并发行的一款恐怖冒险游戏。在本作中,令人感觉不适的血肉生物制品充斥着整个世界,就像是把我们以往认知中的枪械、机械以及各种高科技产物换成了生物制品一样。手伸入血肉机关中,枪械也似乎是某种活物,这些没有皮肤直接将内脏外露一般的视觉冲击,佐以粘滞的音效,压抑的音乐,给人难以言说的不愉快感受。
2026年3月5日 不玩了
Gonna sound dumb, but after the initial few minutes of admiring the visuals and the atmosphere, which make up the closest video game equivalent to that LV-426 exploration from the first Alien, I got lost and confused in intertwining corridors of samey-looking architecture and machines of unclear purposes. After running around and poking every vagina-like aperture I could find, flicking some switches and moving some things around, I realized that the atmosphere and any semblance of cosmic horror within me had long been replaced by frustration.

You know why the aforementioned sequence in Alien works so well in building suspense and captivating the viewer? Because the characters don't spend 30 minutes trying to figure out how to open a door.
abandoned