abandoned
细胞分裂 豆瓣
5.6 (5 个评分) 其它标题: Tom Clancy's Splinter Cell / Splinter Cell 1 2002年11月17日
类型: 动作 平台: PC / Mac / PS3 / PS2 / Xbox 开发者: Ubisoft Montreal Studios 出版发行: Ubisoft Entertainment
《分裂细胞》共有9个关卡(扩展包另有3关),每一个关卡都比较长,富有吸引力。令人失望的是,在游戏刚开始的时候就揭示了后面所有关卡的发生地点——就象是人们在欣赏一部以前从没看过的影碟时,可以利用菜单来选择播放片段——只有第一个训练关卡没有在片头出现。一般花1015个小时的时间就可以玩完整个游戏。因为它的关卡都是按照剧本来编写的,所以重玩价值比较低。另外,游戏的难度设置中还有一项选项:“困难”。如果选择了它,秘密行动将会变得更加艰难,那些在默认设置下完成游戏的玩家可以选择它再玩一遍。令人遗憾的是,《分裂细胞》的PC版本缺少Xbox版本所附的DVD式的“制作花絮”,而且情节内容与Xbox版本一模一样,没有任何新内容。不过,据Ubi Soft称,他们将会制作一个附加的游戏关卡,Xbox版本游戏的玩家可以通过Xbox Live服务下载,PC版本也会推出类似的东西。推出更多关卡供玩家下载,这样的承诺确实让《分裂细胞》变得更具诱惑力了,最重要的是,让玩家们觉得自己掏出去的钱是值得的。
2025年8月12日 不玩了
2025年8月12日 评论 Hard to believe this game was designed as an MGS-killer - Certainly in terms of movement it is much smoother and more flexible. You don't feel restricted like you do in MGS. But it's still far from the best stealth experience, and beyond that there's not much else to it. The story is super dry and boring, although I will give them credit for understanding politics and doing some research on the locations they depict, unlike MGS and pretty much the majority of games that tackle the subject. I think the graphics are the best thing about this game. Even after 23 years, they're still incredible. Because of how much they rely on shadows and lighting, you barely notice outdated models and textures. And the shadows and lighting here are superb. I'll admit, I'm not the biggest stealth guy, but I found the game growing tedious as I progressed. It's a very linear affair. Sure, sometimes you get like 3-4 viable strategies, but normally it's 1-2. The locations are very restrictive. Often there are areas that seem accessible, but your character simply refuses to go there. There's also plenty of doors that are straight up not interactive, which seems weird in a game that otherwise advises you to be obsessive about the details of the environment. I kinda had some fun with the first mission, but on the second mission the problems started to weigh me down. Alarms started getting triggered for seemingly no reason. It's bad enough that the level design can be confusing at times, but when this happens, it can discourage you from going in the one (and it's usually only one) right direction and lead to getting lost. There was this one balcony that a small ledge led to, and when I tried to climb by it, it would trigger an alarm and Lambert would immediately tell me the mission is over. I couldn't tell why, there weren't any obvious signs. I ran around the location, examining every corner to see if I had missed something. Then I look up a walkthrough and the guy seems to be doing the exact same thing I was doing, but for him the alarm doesn't trigger for some reason. Okay, so I looked up the cheats, noclip'ed through that place. Later in the mission there's another place like that. I climb through a window the level design clearly encouraged me to climb through, and as I land on the floor, I hear Lambert going "Sam, are you out of your mind?! The mission is over" or some shit. Not even explaining what the problem is! Anyway, I played the game for 2 hours 41 minutes, out of which most was spent being lost and confused on the second mission. I remember passing it in the past, cause my last memory is some kinda oil rig or something, but this time I guess I'm stuck. Then again, it's not like there's anything else that is convincing me to keep playing. Maybe Deus Ex spoiled me, but I'm just not finding this stealth gameplay that engaging, and there's not any story or anything else that I find appealing. Also, the music is pretty annoying. I got so sick of that alert theme, whatever it's called.
abandoned
与狼同行 豆瓣
8.7 (27 个评分) 其它标题: The Wolf Among Us / Fables 2013年10月11日
类型: 冒险 平台: PC / Mac / iPhone / iPad / Android 开发者: Telltale Games 出版发行: WB Games
From the makers of the 2012 Game of the Year: The Walking Dead, comes a gritty, violent and mature thriller based on the award-winning Fables comic books (DC Comics/Vertigo). As Bigby Wolf - THE big bad wolf - you will discover that a brutal, bloody murder is just a taste of things to come in a game series where your every decision can have enormous consequences.
2025年8月13日 不玩了
2025年8月13日 评论 The problem is: this is a serious story - "Watchmen did seem to open the doors for a lot of people who would... They've grasped the surface of Watchmen, they've grasped that it had got grittier violence, a more adult approach to sexuality; they probably couldn't grasp exactly how to do some of the clever semiotic stuff that we were doing, but they've got the sex and violence, the pretension, the references to popular song lyrics, things like that, which all made it very 80s and very modern. And I've seen a lot of retreads of that kind of comic sensibility since, that to me have seemed depressing, pretentious, and yet I have to own up to a certain paternity there. You know, the child is ugly, but it's probably mine, you know, and that has tended to blunt it a bit. I wouldn't like to say that Watchmen had a good effect upon comics. I think it was a good comic book, but I wouldn't like to say that it had had necessarily a good effect upon comics. It might just have doomed us to 10 years of heavy-handed pretension." "I have no interest in superheroes, they were a thing that was invented in the late 1930s for children, and they are perfectly good as children’s entertainment. But if you try to make them for the adult world then I think it becomes kind of grotesque." These are quotes from Alan Moore obviously. He's talking about superheroes there, but I think the same thing goes double for fairy tale characters. I have not read the original Fables comic that the game is based on, but trying to digest the story of this game was rather challenging as I was struggling to take anything any of the characters say seriously. The problem is: this is a serious story. These characters are metaphorical archetypes specifically designed to express certain themes and ideas in a simple and hyperbolic way so as to be easily comprehensible to children. Them behaving like modern-day people facing issues that arise out of our late-capitalist lifestyle is just ridiculous and pointless. Why use those characters in the first place? I think there is a way of iterating on existing works of literature, which requires a certain degree of respect towards the context of their origin and considerations for how that relates to our modern-day context. This story doesn't really do that. If anything, it seems to be doing almost the opposite: the dissonance seems to be the gimmick, as in: "hey look, the wolf from the Red Riding Hood as a gruff nihilistic noir character is fighting the drunk Woodsman from the same story to protect a hooker, isn't that cool?" No, it's not. It's fucking stupid. Also, the template of the Walking Dead game completely doesn't match this story. It worked there because that game was thematically about making choices under pressure. The gameplay reinforced the theme. Here the QTEs and the timed conversations make no sense. It would've been better off as a Sam & Max style point-&-click adventure, even in terms of the tone. It's a silly premise, it can only work in a light-hearted tongue-n-cheek story.
abandoned
Pariah IGDB
2005年5月3日
类型: Shooter 平台: Windows / Xbox 开发者: Digital Extremes 出版发行: Groove Games
Pariah is a first-person shooter video game, developed by Brainbox Games, HIP Games and Digital Extremes. It was released on May 3, 2005 for Microsoft Windows and Xbox. It uses a modified version of the Unreal engine and the Havok physics engine. Pariah received mixed reviews from critics.
2025年8月19日 不玩了
2025年8月19日 评论 Halo rip-off - Bungie when this game dropped Okay, it's not exactly Halo. There's a bit of Half-Life in there too. But it's mostly just Halo. Same obnoxiously huge reticle, same weak-feeling assault rifle, same awkward vehicle sections, same linear level design with illusions of intricacy and openness, same orchestral militaristic kind of soundtrack. FWIW though, I think it does at least as good of a job as Halo at doing all this. Which isn't good news to me, but I imagine hungry Halo fans might enjoy this. I did enjoy the combat slightly more here (and I mean slightly), mainly cause your reticle actually does shrink when you crouch or aim down sights. It's still huge though, and the enemies feel a bit tanky, mainly because it's near-impossible to land headshots. The physics are also pretty nice, you can destroy parts of the environment and there's a nice ragdoll, also enemy helmets can satisfyingly break with pieces of glass flying everywhere. Oh yeah, also they're not Pixar cartoons, although here it might be a bad thing because it means less variety and more hitscanning. After a while I kinda found a bit of a flow, but it kept breaking up because of the lack of manual saves. Sometimes you'd die from something silly, like being hit by a vehicle, and then you have to go back to the checkpoint and replay the battle you've just won. This is kinda where this game lost me. What a disappointment. I've been wanting to play this game since 2004 when I saw an article about it in a magazine and was amazed by the graphics (those are indeed really nice, Unreal 2 at work here). And after I played and became a fan of Dark Sector and The Darkness 2, my desire to check other works by Digital Extremes grew even stronger. That combined with me already being a fan of Unreal, UT99, UT2004 (and I even remember having fun with Warpath) made this a high priority game to check out. But alas this feels nothing like other Digital Extremes project. This is really more of a soulless commercial cashgrab aiming to capitalize on the popularity of Halo.
abandoned
Sonic Unleashed IGDB
2008年11月20日
类型: Platform / Hack and slash/Beat 'em up 平台: PlayStation 3 / Xbox 360 开发者: Sonic Team 出版发行: Sega
Gameplay in Sonic Unleashed focuses on two modes of platforming play: fast-paced levels that take place during daytime, showcasing Sonic's trademark speed as seen in previous games in the series, and slower, night-time levels, during which Sonic's Werehog form emerges, and gameplay switches to an action-based, brawler style of play, in which Sonic battles Gaia enemies
2025年8月27日 不玩了
2025年8月27日 评论 This game was on my list for the longest time - You couldn't be more leashed From what I'd seen, I figured this and Sonic 06 were the most likely to be the successors to Sonic Adventure. And, when I first launched this game and started playing through the tutorial level, I began to think I was right in my assumptions. Although a little more linear and with a few new annoying features (like QTEs mid-jump), the core gameplay is more or less the same and is just as exciting and fun. Then I hit the first hub area, a beautiful coastal Greek village with NPCs that say weird shit, just like in Sonic Adventure. I thought, "wow, could this be my new favorite Sonic game?" By the end of the second (if you count the tutorial) level, I was about ready to sing it praises. But then the first "Werehog" level began, and boy oh boy, my opinion on a game never flip-flopped harder than that. Jesus Christ, are Sonic developers insecure or something? Do they hate older Sonic games? Why do they keep using new formulas instead of polishing up what worked in Sonic Adventure (I wanted to abbreviate it as SA, but then I realized that SA closer describes what the Werehog levels did to this game). The Werehog levels are just a TERRIBLE God of War clone. I mean, God of War is not my favorite hack-n-slash to begin with (I find it rather sluggish and overbearing), but it's a fine formula to iterate upon. There are things that God of War does better than any other game, but it also invented mechanics that have become a blight upon all of gamedev. Sonic Unleashed shamelessly copies the latter and utterly fails at imitating the former. The combat is slow, unresponsive and too basic to be engaging in any way. Just button-mash until you get your rage meter filled and then button-mash faster. There are QTE finishers, but who the fuck needs those? Thankfully, you don't have to use them, and all that remains of them are annoying pop-ups with a loud notification-like sound. And the game just LOVES throwing crowds of annoying little (often flying) enemies at you. The kind that everybody hates. When you're not contemplating suicide fighting, you do GoW-style platforming with all the annoying button-mashing prompts that it throws at you. I was genuinely surprised at just how many GoW mechanics they steal. Even 10% would've been too much for a Sonic game, but it's actually closer to 100%. Except in God of War the tactility of routine actions is used to reinforce the player's participation in a cinematic epic. It makes sense: if you do QTEs when fighting giant monsters, why wouldn't you be doing the same thing when, say, opening doors? The reverse is also true. In both cases the QTE represents player interaction in an otherwise non-interactive sequence. This is a kind of psychological trick that empowers you and reinforces your agency, i.e. grabbing a giant monster's head with your chainblades and slamming it into a wall is as easy as opening a door. So, my question is, what the fuck does any of this have to do with Sonic? Sonic is not a game that leans into cinematic epic battles. It has no use for QTEs in any context. All they do here is slow you down and pester you while you're just trying to make it through the level. Ultimately, I gave up on the first boss. Playing through that level was genuinely fucking agonizing. I hated every minute of it. If I was rating the two playstyles that this game features separately, I'd rate the Sonic levels as 8 or 9 out of 10. The Werehog levels would be a 1. Absolutely horrendous. And this is such a fucking bummer, as it's the second time (after Sonic Adventure 2) that the devs are chaining a genuinely great Sonic game to a dead weight and dropping it into the ocean. If the devs of the Recompiled port could somehow separate the deformed twin from the healthy one, I would give it another chance, but as it is I'm not willing to torture myself through the abominable Werehog levels.
abandoned
Sonic P-06 IGDB
2019年4月19日
类型: Platform / Adventure 平台: Windows 开发者: ChaosX 出版发行: ChaosX
Sonic P-06 is a platform game developed by Argentinian programmer "ChaosX" for Windows. It is an unofficial remake of the 2006 video game Sonic the Hedgehog, originally developed by Sonic Team and published by Sega for the Xbox 360 and PlayStation 3. The remake features many improvements over the original source material, such as improved controls, faster load times, enhanced visuals, various bug fixes, restored dialog, and brand new mid-level cutscenes. P-06 has a huge cult following and an active speedrunning community. As of August 2023, nine demos have been released, containing all main acts from Sonic's, Shadow's, and Silver's campaigns. The boss fights, hub worlds, town missions, and final story from the original game are not yet playable in P-06.

Doctor Eggman kidnaps Princess Elise of Soleanna in the hopes of harnessing the Flames of Disaster, a destructive power sealed within her. Aided by his friends Tails and Knuckles, Sonic works to protect Elise from Eggman. Meanwhile, Shadow and his fellow agent Rouge accidentally release an evil spirit, Mephiles. The spirit transports them to a post-apocalyptic future ravaged by a demonic monster, Iblis. When Mephiles meets survivors Silver and Blaze, he fools them into thinking Sonic is the cause of this destruction and sends them to the present to kill him.

Throughout the story, Sonic and friends travel between the past, present, and future in their efforts to stop Mephiles and Iblis and protect Elise from Doctor Eggman. Though at first Silver stalks Sonic and impedes his attempts to save Elise, Shadow reveals to him that Sonic is not the cause of his world's suffering but rather Mephiles, who is trying to change the past for his own evil purposes. They learn that Mephiles seeks to bond with Iblis, who was sealed within Elise as a child, as they are the two halves of Soleanna's omnipotent god, Solaris. Mephiles eventually succeeds after killing Sonic to make Elise cry over his death, releasing her seal on Iblis and merging with him to become Solaris, who then attempts to consume time itself. The heroes use the power of the Chaos Emeralds to revive Sonic, and he, Shadow, and Silver transform into their super forms to defeat Solaris. Sonic and Elise are brought to the past and extinguish Solaris's flame, removing the god from existence and preventing the previous events from ever occurring. Despite this, Sonic and Elise show faint signs of recalling their encounter afterwards.
2025年8月31日 不玩了
2025年8月31日 评论 I've never played Sonic 06, so I'm judging this on its own merit - Though I did watch a lot of videos that break down almost all the changes in this version, and it is truly astounding. Beyond just the fact that it's a legitimate fan-made port of a console-exclusive game, it also fixes most of the bugs and improves almost everything about it. Still, is that enough to save Sonic 06? The core gameplay is definitely a massive improvement. Tons of mechanics were brought up to the level of Sonic Adventure or better, and a lot of them are configurable. But there are things around the mechanics that I feel can't really be fixed and are still dragging the overall experience down. When I first started playing it, I was enjoying the hell out of it because it felt so close to the original Sonic Adventure. I even thought at one point that this is the sequel we never got. And, to be clear, when this game is good, it's incredible. But then soon enough I started to run into issues. Like sometimes the auto-aim would just not work as expected, or the camera would switch to a different (and static) angle mid platforming, or a command would not register, etc. Then the level design. There are so many moments when it pulls a Dark Souls on you and literally punishes you for doing what it encouraged you to do. Like it would guide you to a speed booster and place an enemy right in front of it. And it does that often enough that it causes plenty of deaths. Speaking of deaths, you get 5 lives for each level, and they carry over into other levels, and reset upon a game over. As a result you will often decide to commit suicide because you'd be in situations where, for example, you have 2 lives and you know you can't beat the level with just two lives. I get that this is probably not how it works in the official version because this port doesn't have hub areas and boss fights yet, but nevertheless this was something that I found frustrating. Another thing that I think is really poorly made in this game is the snowboarding and vehicle sections. Absolutely horrendous physics and controls, I kept bumping into everything. The first snowboarding level as Sonic is so broken too, I kept losing momentum and getting stuck in pits. And the trampoline jumps often didn't work despite me pressing the key in time. I kinda gave up on beating the game after dying about 20 times on the Radical Train level as Sonic. That level is filled with examples of most of the things I mentioned before, but also has these invisible timers and conveyor belts that send you going so fast, it's hard to reorient yourself with the shitty camera. And then the moments when you need your auto-aim the most, it just doesn't work and sends you flying into the abyss. Most of the other characters feel broken, although they're still fun to play. It's just some of the mechanics feel OP, in particular Shadow and Blaze. Platforming as Silver I found very difficult to do because he can fly, but it's hard to tell where you're gonna land because of the bad camera. But then sometimes instead of flying, when pressing double-jump, he will do a dash forward and fall into the abyss. I don't know why, maybe he's suicidal. Finally, I wanna talk about the aesthetics. Because I think Sonic Adventure is one of the nicest looking and sounding games ever. I don't feel that way about Sonic 06. I think it's okay in this regard, but there wasn't a single location or song that had an impression on me. At first, I thought maybe it's just my nostalgia for Sonic Adventure, but then I thought about that Sonic Unleashed I played just before this, and that game made a very strong impression on me when it comes to visuals and music. I think the problem with Sonic 06 is that it's trying too hard to look realistic. The beach level looks like something out of Crysis, and the snow level reminds me of Metal Gear Solid, then there's a hellish level in an apocalyptic city, and then one in a volcano. There's a couple of throwbacks to the levels of Sonic Adventure 1 and 2, but they look much less pretty here, again I think because they go for a more realistic and serious look, which just doesn't fit into the fun, child-oriented aesthetic of the franchise. So, I have to say, my final impression was that of a disappointment. At its best moments, this game can definitely feel like Sonic Adventure or even better, but sadly the game is still riddled with issues and just bad design. I think, if I have to die more than 20 times to beat a level, either I suck really bad, or there's something wrong with the game. Possibly a little bit of both. And the presentation sadly is kinda lacking in this one. I think most Sonic games are more colorful and pleasant to look at.
abandoned
索尼克:进化 豆瓣
其它标题: Sonic Advance 2001年12月20日
类型: 横版过关 / 冒险 平台: Android / GBA
Sonic Advance (ソニックアドバンス? Sonikku Adobansu) is a 2001 platform game in the Sonic the Hedgehog series, developed by Dimps and Sonic Team and published in Japan by Sega for the Game Boy Advance. It was later published by THQ in North America and by Infogrames in PAL regions. It was released in Japan on December 20, 2001, in North America on February 3, 2002 and in PAL regions on March 8, 2002. There were also releases on three Twin Pack cartridges bundled with Sonic Pinball Party,[1] Sonic Battle[2] and ChuChu Rocket![3] respectively in 2005. It was one of the first Sonic games to be released on a Nintendo platform.

Sonic Advance was ported to the Nokia N-Gage on October 7, 2003 under the title SonicN. A version for Android devices was released in Japan on November 25, 2011.[4] The game was later released on the Wii U's Virtual Console in Japan in February 2015.
2025年8月31日 不玩了
The original Sonic trilogy is something that I perhaps had an interest in briefly in my childhood. I never liked the mixed signals it sent. Telling you to run fast and then forcing you to slow down repeatedly for platforming, action or underwater platforming and underwater action, which was even worse.

This is pretty much a copy of Sonic 2, except with better visuals. Ever since Sonic Adventure showed that action and platforming can be a part of your fast-gameplay instead of something that interrupts it, I've had no interest in going back that old and tired formula.
abandoned
刺猬索尼克 豆瓣 Eggplant.place
7.0 (5 个评分) 其它标题: ソニック・ザ・ヘッジホッグ / Sonic the Hedgehog Genesis 1991年6月23日
类型: 横版过关 平台: PC / iPhone / iPad / PS3 / Xbox 360 开发者: Sonic Team 出版发行: Sega
Sonic the Hedgehog (ソニック・ザ・ヘッジホッグ Sonikku za Hejjihoggu?) is a platform video game developed by Sonic Team and published by Sega for the Sega Mega Drive/Genesis. First released in North America, Europe, and Australia on June 23, 1991, the game is the first installment in the Sonic the Hedgehog series, chronicling the adventures of the titular character in his quest to defeat the series' antagonist Dr. Robotnik. The game's story focuses on Sonic's efforts to stop Dr. Robotnik's plans for world domination, release the animals Dr. Robotnik has trapped, and collect six magical emeralds known as the Chaos Emeralds.
2025年9月1日 不玩了
2025年9月1日 评论 I think the dissonance that haunts this series like a nightmarish apparition is most pronounced in its first entry - The first zone plays more or less like Sonic 2 with the constant teases of speed and consequent disappointments as the game breaks the very flow it starts to establish. But once you beat that first zone, any semblance of a flow completely dies, and you're left with a slow and methodical platformer that still nevertheless carries the mechanical baggage designed for a fast gameplay. Sonic still gains speed and glides when you try to stop him. He's clearly uncomfortable being forced into these timing-based platforming sections, but you have to just bear with it. The whole game ends up feeling like a slog.
abandoned
Star Wars Arcade IGDB
1993年6月7日
类型: Shooter / Simulator 平台: Sega 32X / Arcade 开发者: Sega AM3 出版发行: Tec Toy
Launch your X-wing fighter for the final Death Star assault! The Force is with you as you pursue Darth Vader through an exploding galaxy! You are the last hope for the Rebel Alliance!

Loosely follows the events of the films
2025年9月1日 不玩了
2025年9月1日 评论 There's not really enough mechanical complexity to evaluate its gameplay - It's the most basic flight sim imaginable. But I suppose its true value comes from simulating a Star Wars experience. With great pseudo-3D graphics for its era, the ability to actually fly an X-Wing in the attack on the Death Star is something I imagine was quite spectacular in 1993 ('83 if we're talking the original arcade). This thing even has the title and the opening crawl, which is kinda funny. Imagine sitting there as a kid in 1993 reading that pixelated text on your TV when you probably have VHS tape of Episode IV on your shelf. But yeah, this didn't age well. I wouldn't even look at it as a video game per se. More like one of those one-off interactive piloting scenes in Call of Duty. You'd get a better Star Wars experience even out of the space battles in Battlefront 2.
abandoned
量子破碎 豆瓣
7.8 (30 个评分) 其它标题: 量子裂痕 / Quantum Break 2016年4月5日
类型: 射击 / 冒险 平台: PC / Xbox One / XSX 开发者: Asobo Studio / Remedy Entertainment Ltd. 出版发行: Microsoft Studios
《量子破碎》是RemedyEntertainment、MicrosoftStudios开发的一款第三人称动作射击游戏。微软在2015年科隆游戏展前发布会确认本作将会于2016年4月5日正式在Xbox One/Windows 10 PC上推出。故事设置在Riverport大学城,玩家将控制杰克和保罗。这两人原本是普通人,但在一次导致时间裂缝的意外中,他们获得了操纵时间的超能力,也因此导致了世界末日的到来。在游戏过程中,时间体系会随时崩溃(游戏里称为跳针),导致环境中的时间暂停、断续、倒流和冻结。除了虚拟的故事情节,游戏还采用了定制的实景真人叙事模式,根据玩家的不同选择将产生不同的后果。毫无疑问的,这是最像电影的游戏。
2025年10月18日 不玩了
2025年10月18日 评论 mechanically this just feels like an inferior Max Payne - Something occurred to me recently: other than Sam Lake (mainly as a writer), none of the creative leads of Max Payne were in any leading creative positions on Remedy's following projects. Idk why I never bothered to look that up before. I just assumed "it's Remedy, it's the guys that made Max Payne." Well, not really. And on this project specifically, not even Lake was involved in its creation. Though listed as a Creative Director, he didn't do any writing or actual gameplay design, so I assume he was just guiding the general direction of the project. It's weird though that with so few connections to Max Payne, this game heavily tries to evoke that Max Payne gameplay. Except it's simultaneously dissonant, probably in attempts to avoid direct comparisons. For example, you can hide behind cover, but it's done automatically by the protagonist just crouching instead of you pressing a button like it was in Max Payne 3. Bullets are now hit-scan, which removes an entire dimension of gameplay depth. And for some reason you can only shoot when aiming down sights, which seems almost entirely contrary to the first two Max Payne games, and kinda redundant in comparison to MP3, which allowed you to aim down sights, but didn't make it a necessity. It really seems like a desperate attempt to come off as different for difference sake. Plus you have these time powers and most of them are just needlessly inconvenient versions of Max Payne's time powers. Like, sure, you can stop time, but only in small selected areas. You can't dive in slow-mo, but you can dash and activate the slow-mo afterwars, which produces almost the same effect. Then you also have something like a force grenade, which could've easily just been a regular grenade, and a force shield, which further adds to that dissonance I spoke of earlier. Like, why encourage the player to dash around with one time power and simultaneously force them to stand in one place with another? Instead of giving us a shield to prevent us from getting hurt, just give us painkillers so we could restore health when we feel like it. At least that wouldn't restrict our movement. Bottom line is: mechanically this just feels like an inferior Max Payne. Which begs the question: who is this made for? But really very quickly the concerns over the gameplay issues disappear as you realize that the game seems more interested in its mediocre story and scripted spectacles. So much so that it inserts entire episodes of its tie-in TV show into the game. When one of them came up, I first thought it was a cutscene. I watched it for like 30 seconds, then it froze and a message popped up saying that it couldn't stream because the connection was bad. "Stream?" I wondered. I moved my mouse and saw the playback controls like on YouTube, which revealed that this was a full episode of the show. It came on with absolutely no warning or explanation and apparently expected me to just sit there for an hour and watch it in the middle of the game. Did the devs play MGS4 and thought "wow, I like how the cutscenes are so long that your controller goes to sleep. We should do something like that, but let's take it to another level"? I played the game for 2.5 hours, and I feel like most of that time was me watching unskippable cutscenes, scripted scenes, or being forced into walking sections while boring characters narrate exposition to me. On the few occasions when the game required me to partake in platforming, it was incredibly frustrating as there is simply no consistency in how far the player can reach in order to grab onto a ledge or climb onto a box, if at all. Some things he can climb on, others he just can't despite them being the same height. Some ledges are way above him and he can reach towards them and grab on them, others are in reachable distance, but he just won't do it. Sometimes you tell him to climb onto a box, but he will refuse until you try it from a slightly different angle 😤. If the game didn't tell you exactly where to go at all times, it would've been impossible to figure that out by yourself. Honestly, if it just focused on combat, it could've been a decent shooter. But somebody was super passionate about his story idea and made the gameplay an afterthought. This would've probably worked if the story was great, but it just isn't. After 2 hours of playing it, I could barely even tell who these people are and what they're trying to do.
abandoned
刺猬索尼克4 第一章 Bangumi
其它标题: ソニック・ザ・ヘッジホッグ4 エピソードI / Sonic the Hedgehog 4: Episode I 2010年10月11日
类型: ACT 平台: Wii / PS3 / Xbox 360 / iOS / Android
一款物理闯关游戏,玩家要沿路收集金色光环,每收集到100个光环就能增加索尼克的生命;不过玩家只要一碰到敌人或陷阱就会失去身上所有的光环,身上没有任何光环的状态下再度受伤就会立即死亡,损失一条命。控制索尼克克服重重障碍后抵达终点,即可过关,当然在过程中你会遇到各种敌人与陷阱阻挡索尼克的去路,可以用跳跃撞击或旋转冲刺的方式打倒敌人。
2025年10月20日 不玩了
2025年10月20日 评论 I didn't hate this - I think the homing attack is a good addition to the classic 2D gameplay. And I think, if this came out in like 2003 and wasn't called Sonic 4, but something like "Sonic: Revisited" or something along those lines, it would've been received much better. It's basically a decent little project that tries to inject the classic Sonic formula with some features and vibes of the more modern Sonic games. My problem with it of course is that I'm not that big of a fan of the old Sonic games in the first place, and on top of that I think this game looks cheap and ugly. This really gives the vibes of a random shareware game from 2003. And in that way it does have some nostalgic charm to me, but the colors are just too bland. Also I can't make it far in this game. I got stuck at the same place as the last time I played it, in 2021, which is at this huge chasm where you gotta jump onto flipping cards. I remember dying there a lot and then quitting in frustration. This time I decided not to torture myself and quit after 3 deaths.
abandoned
Sonic Unleashed IGDB
2008年11月18日
类型: Platform / Hack and slash/Beat 'em up 平台: Wii / PlayStation 2 开发者: Dimps 出版发行: Sega
Sonic the Hedgehog struggles to undo the damage done to the world and himself after Dr. Eggman unleashes an ancient evil which causes him to transform into a vicious Werehog by night.

The version of Sonic Unleashed developed by Dimps for the Wii and PlayStation 2 differs somewhat in design and and mechanics from the one made by Sonic Team for other platforms, including a different engine and fewer high-speed daytime levels.
2025年10月20日 不玩了
2025年10月20日 评论 Somebody said this version has fewer and shorter Werehog levels, so I decided to give it a try - But it sure compensates for it by absolutely assaulting the player with a barrage of loading screens, saving screens, unskippable cutscenes, visual novel segments and some of the most obnoxious and incessant tutorial popups. I think something like 60% of my total time with this game was just me staring at the screen and neurotically pressing buttons to make the annoying thing go away. I've developed a pathological hatred towards the flying rat that keeps pausing the gameplay to tell me obvious things: "Hey, Sonic, maybe you should interact with that glowing door?" OMG, you fucking flying rat, really? A glowing door is an interactable object? I wouldn't have figured that out in a million years, even though there are only two doors in this room! It's fucking absurd how stupid the game thinks you are, to the point of pausing the game to tell you how to do an action that it then displays a button prompt for. One of the things I liked about the original was the hub areas, and they were completely cut from here and replaced with annoying visual novel segments. It's kinda bizarre, if you think about it, how Sonic Adventure and this came out at the beginning and end of the same console generation respectively, yet Adventure is so much more of a game. Unleashed on PS2 is smaller in scope, more linear, and on top of that looks uglier, with blurry textures and fewer effects, while Adventure was able to have hub dynamically progressing hub areas and several characters with their own unique campaigns (albeit they're all crap, but hey at least they nailed the Sonic campaign and allowed you not to even touch the rest of them). And despite that the ROM for Unleashed is like 4 times heavier. Sure, it does seem like there are fewer Werehog levels here, but just getting to the first one was a torture. The one good thing I can say about the original Unleashed is at least the Sonic levels and hub areas were great. I can't even really say that about this. This may be a more milquetoast option, but I'd rather play something with higher highs and lower lows.
abandoned
刺猬索尼克4 第二章 Bangumi
其它标题: 索尼克音速小子4:第二章 / Sonic the Hedgehog 4: Episode II 2012年5月15日
类型: ACT 平台: PC
 《音速小子索尼克4:第二章》则是将前作优点特质再做提升,物理运算及动画展演都会让喜欢的玩家更是耳目一新,当然音速小子索尼克的好朋友泰尔斯(Tails)也会继续转动它那双可爱的小尾巴登场的!
2025年10月20日 不玩了
2025年10月20日 评论 I was playing through the first two zones like "this is the best 2D Sonic game ever!" - Most of them encourage you to go fast only to break your flow with some bullshit enemy placements, spikes, pits, etc. This was the first one where I felt like the game doesn't try to slow you down. In the first two zones the only times I was dying was when I would panic and go against the flow. Still, it's not like they made the game play itself. You still gotta time your jumps and attacks, it's just that now you actually have a chance of doing everything right. There are still small mistakes any normal person can be expected to make on the first playthrough, but for those you now have a move (Tails-assisted brief flight) that can save you, so it's not that as frustrating as in the older games where you could die over some minor bullshit. It won't bail you out of all situations though, but overall I felt like the difficulty here was a perfect balance. That is until the Metal Sonic boss. At first it seems normal, until suddenly he stars destroying the platform, and it comes so unexpectedly that it's almost impossible to predict and jump over. After dying three times there, I became so paranoid I just kept jumping into the Tails flight again and again, and finally was able to beat the boss. But then the third zone is absolutely brutal. There are these rooms that are filling up with sand where you have to jump in and out of the Tails flight to circumnavigate the mazey obstacles before you get consumed by the sand, and this shit is fucking nightmare. You make one mistake and you're gone. And the clunkiness of the mechanic really starts to show here because the animation to get into and out of the flight is pretty long, which wasn't a problem before because you rarely dealt with such short time limits. And Tails' collisions are pretty bouncy too. So I would often fly up, hit the ceiling and get knocked back down, thus immediately failing the section. I ran out of lives on act 3, which meant I had to start over, and then ran out of lives again. That's when I gave up in frustration. Honestly, were it not for the difficulty spike, I might've loved this one. The graphics and music are so beautiful, and there is a strong nostalgic feel to everything. Zone 2 has some of the prettiest Christmas-themed levels I've ever seen. Sadly, I don't think I'm ever gonna be beating this game. I don't have the competitive spirit. I don't like replaying the same level dozens of times until I beat it. That's not what I play video games for.
abandoned
索尼克英雄 豆瓣
其它标题: Sonic Heroes 2004年1月6日
类型: 横版过关 / 动作 平台: PC / PS2 / Xbox / NGC/GameCube 开发者: Sonic Team 出版发行: Sega
《索尼克英雄》(Sonic Heroes,ソニックヒーローズ)是Sonic Team开发的一款对战游戏,于2003年12月30日发行。游戏要求玩家控制由三个角色组成的小组,每个角色分别在速度、飞行和力量方面有独特的能力,分别列为Speed、Fly、Power三种类型。玩家每次可控制小组中的一个角色,该角色被称之为领队人物(leader),角色成为领队人物后可以充分发挥自身优势能力,而此时其余两名角色则由系统控制自动配合领队人物行动。玩家可以随时更换领队人物,适时适当地更换领队人物来破解各机关和难题。
2025年10月25日 不玩了
2025年10月25日 评论 I thought I would be completing this game and writing a full review, but I ended up bailing on zone 3 - As a kid I guess I never got far in this game, but I always loved the little time I spent with it. Technically this is like a bite-sized Sonic Adventure, except instead of playing as separate individual characters, you play as teams of three. It's a great idea and gives the levels a lot of replayability. The first two zones were great. Barring a couple of broken mechanics (like pole-grabbing and rail-switching), everything worked well. And whenever something didn't, the game was forgivable enough by giving an alternate path. But on zone 3, the casino, there's a segment where you have to play a slot machine and, I guess, score 200 rings? The game never really tells you what you have to do, it just says that you get a payout of 200 if you get a good combination in the slot machine. First of all, you gotta fucking play pinball just to get to the machine. And if you fail, the game basically forces you to repeat two platforming sections just to get to the pinball field. Not to mention, it's easy to fall off and die! And that fucking piece of shit slot machine is rigged! I kept getting close to 200 rings and then getting the Eggman faces on the slot machine, which means you lose like 100 rings or something. So I just kept getting money and losing money, never reaching my goal. And I kept falling off and redoing the platforming sections and occasionally dying. I used save-states because I didn't feel like running out of lives and replaying the whole level. So I decided to save-scum my way through the slot machine. So I jump in and like 3 out of 4 times I kept getting the Eggman face on the first row. Finally I got the Sonic Heroes logo, so I saved, and the situation was repeating on the second row. So basically you get something like a 25% chance of getting a Sonic Heroes logo and 65% of getting Eggman. After getting my second logo, I saved and started doing the third row, and all I was getting was the Eggman faces. I did that shit like 30 times, and every single time I was getting Eggman. My timing didn't matter. So yeah, that's when I decided to give up. I don't like being jerked around. If I was rating just the first two zones, it would be either an 8 or a 9 out of 10. So I guess it's still a great game if you pretend it's about 50 minutes long. But that fucking casino filtered me.
abandoned
索尼克与秘密指环 Bangumi
其它标题: 音速小子與祕密的戒指 / ソニックと秘密のリング 2007年2月20日
平台: Wii
2025年10月26日 不玩了
2025年10月26日 评论 Played the Reignition Project - It's crazy how many of these fan-made ports of Sonic games there are. Sonic must have one of the most dedicated fanbases. But as with Sonic Unleashed Recompiled and Project 06, this is not a critique of the port, but rather the game itself. I've used the terms "bite-sized" and "linear" to describe Sonic Heroes, but boy do I feel silly now. I'm kinda baffled at this game's existence. It's only a tiny bit more complex than those mobile runner games. Multi-layered level design has always been a hallmark of the series. This game just ditches that completely. Instead most of this game is just one linear path with obstacles. And every zone consists of repeats of the same short level that you can beat in like a minute or two, except with altered goals, like avoiding orbs or outrunning a ghost opponent. It's basically just padding. Sonic and the Secret Rings is not exactly a terrible game in a vacuum. But as a Sonic game this might just be the lowest the series has ever sunk.
abandoned
索尼克與黑暗騎士 Bangumi
其它标题: ソニックと暗黒の騎士 / 音速小子與黑暗騎士 2009年3月3日
类型: 动作 平台: Wii
A wizard named Merlina, granddaughter of Merlin, running away from some pursuer, summons Sonic to help free the mystical realm of King Arthur, who has been possessed by an unknown evil that comes from Excalibur's scabbard, and is now ruling the realm as the tyrannical Black Knight. Sonic's speed alone will not end the Black Knight's reign, so he must take up the talking sword, Caliburn and master swordsmanship in order to break Arthur's curse and save the kingdom.
2025年10月27日 不玩了
2025年10月27日 评论 Same shit as the Secret Rings - except now you have a sword, and the sword combat is ass. Super unresponsive, no physics, almost like a QTE: a prompt pops up and you have to get your timing just right. If you're a bit off, it doesn't matter if the sword still hits the opponent, it just goes straight through. In fact, I think the prompt is a bit late because I kept getting trampled by the hogs despite pressing the button in time. Also, apples? Sonic is collecting apples now? What, rings are too wild of a concept for a medieval fantasy setting? Of course, everyone loves Lord of the Apples: The Fellowship of the Apple.
abandoned
使命召唤:黑色行动3 豆瓣
6.8 (16 个评分) 其它标题: 决胜时刻:黑色行动3 / 決勝時刻:黑色行動3 2015年11月6日
类型: 第一人称射击 / 冒险 平台: PC / PS4 / Xbox One / PS3 / Xbox 360 开发者: Treyarch 出版发行: Activision
《使命召唤:黑色行动III》(英语:Call of Duty: Black Ops III)是一款由Treyarch开发,动视发行的第一人称射击游戏。游戏是2012年《使命召唤:黑色行动II》的续作,将于2015年11月6日登陆Microsoft Windows、PlayStation 3、PlayStation 4、Xbox 360和Xbox One平台。不过PlayStation 3和Xbox 360版本中将不会包含单人剧情模式,只保留多人对战内容。此外本作也将是继系列第一、二部之后时隔多年的有中文化的主系列作品,游戏将包含简体中文和繁体中文版本。发售后,游戏获得了正面评价。
游戏玩法
单人战役
单人战役支持4名玩家进行合作游戏,关卡将更大更开放。玩家可自定义人物的性别及外观。战役有自己的升级系统,随着游戏的进行,玩家可解锁令牌用于购买不同的武器和装备。游戏还设有名为“真实”的困难模式,如果玩家被一颗子弹击中,游戏就会结束。
多人模式
多人模式引入了以新动力为基础的运动系统,它利用推进器包,缓慢推动玩家天空中,以及在墙壁跑步和滑行,玩家可对枪支进行完全控制。除了《黑色行动II》的Pick 10系统,游戏还添加了新的“专家”动作系统,玩家可从9个拥有不同能力或特殊武器的士兵中选择。新的“工坊”(Gunsmith)功能允许对武器进行定制及组合。Paintshop功能还允许玩家在枪的特定部分添加自己的标记,进一步突出了游戏的深度定制性。
僵尸模式
僵尸模式包含故事和多人模式,二者都有新的经验值升级系统。在2015年圣迭戈国际动漫展上,开发商宣布“邪恶阴影”将作为僵尸模式的一个新地图发布,该地图有四个全新的角色:魔术师尼禄、蛇蝎美人杰西卡、警察文森特和拳击手坎贝尔,地点设定在虚构的MORG市。
情节
单人战役
《使命召唤:黑色行动III》设定在《黑色行动II》故事发生40年之后的2065年,一个反乌托邦式的未来。世界各地的一些国家开发出了高科技防空系统,使空袭失去效果。因此,多数国家之间通过秘密特工进行敌后战争。科学和技术已经从根本上改变了地球的面貌和人类的未来。社会暴力抗议逐渐增加,人们试图阻止被科学家鼓吹为“进步”的科技发展。军事技术高度发展,机械化士兵将在战斗中发挥重要作用,而超级战士则已具备前线作战能力。人类的人性正在逐渐泯灭。玩家将扮演一名来自“黑色行动”团队的超级士兵,进入一个“黑暗、扭曲的未来”。
僵尸模式
目前有两个已确定的僵尸模式的故事情节。“邪恶阴影(Shadows of Evil)”故事中有一个住在虚构MORG市的群体:尼禄(杰夫·高布伦),杰西卡(海瑟·葛拉罕),杰克·文森特(尼尔·麦克唐纳)和弗洛伊德·坎贝尔(朗·普尔曼)。Treyarch介绍这些人受到“过去长期和肮脏的罪行史的困扰”。这四个人被扔到一个被僵尸占据的扭曲的城市中,并且受到一个神秘且不可靠的影子人(罗伯特·皮卡多)的指导。Treyarch表示,僵尸模式的主要故事将与过去游戏的僵尸模式紧密相连,尤其是《黑色行动II》的“丧尸脱狱(Mob of the Dead)”。

第二个故事“巨人(The Giant)”则有原来的人物回归:邓普西(史蒂芬·布鲁姆),尼古拉·别林斯基(弗雷德•塔塔绍尔),武雄正树(汤姆·凯恩)和爱德华·希霍托芬(诺兰·诺斯),他们最初在《黑色行动II》中的地图“起源”中登场。他们的故事继承自“起源”,将试图改写原来历史的时间线。

开发
《使命召唤:黑色行动III》是使命召唤系列的第12部正统续作,黑色行动系列的第四部作品。这也是第二款动视以三年开发周期进行制作的游戏,第一款是使命召唤:高级战争。开发团队(Infinity Ward、Treyarch和大锤游戏)将用三年的开发时间制作每个使命召唤系列,而不是先前规定的两年。《黑色行动III》将使用以前《黑色行动II》用过的IW引擎的大幅修改的版本。

2015年6月9日,游戏的PlayStation 3和Xbox 360版本被证实正在由Beenox和Mercenary Technology开发。这些版本会缺少某些其他平台的模式,如游戏的战役模式。美式橄榄球球队西雅图海鹰的跑卫马肖恩·林奇将在《黑色行动III》中客串一个恶棍。Treyarch的制作人员马克·拉米亚(Mark Lamia)解释道工作室需要一个“威风的人物”,据悉林奇在大学和国家橄榄球联盟生涯中曾是使命召唤系列狂热的粉丝。2015年6月15日,动视与索尼电脑娱乐达成独占协定,未来《黑色行动III》所有的追加下载内容将在PlayStation平台进行定时独占发布。这结束了从《使命召唤4:现代战争》开始的与微软进行的类似的独家交易。

2015年8月18日,多人测试版在PlayStation 4平台发布,Xbox One和Windows平台于8月26日发布。所有版本的多人测试模式开放了6天。
2025年11月14日 不玩了
2025年11月14日 评论 not anything more than a generic mediocre big-budget popcorn shooter - Ahh, get away from me, you Call of Duty! What the hell do you think you are, a Metal Robocop in the Shell or something? You’re not a Metal Robocop in the Shell! You’re nothing but a Call of Duty! It’s ridiculous. It’s all you’ll ever be. You can immediately tell that even after Advanced Warfare the shadow of Titanfall is still hovering above this series. Is this the end for Call of Duty’s identity? Because I’d say, as much better in execution as BO3 is compared to AW, it still suffers from the same exact dissonance. The acrobatics and melee super attacks encourage you to go bonkers, but the old formula and linear level-design still reinforces the cover-based gameplay. You have what’s essentially a class system, giving you different skills for each of the three classes. One of them focuses on melee combat and is probably the only one that’s actually somewhat fun. It’s still not gonna turn you into a cyborg ninja because even on the easiest difficulty you die quick from direct fire. But it’s at least something to use on occasion to gain a bit of an advantage. The other two classes are more focused on hacking, which boils down to holding down the Q button… These superpowers are mostly a hassle to execute because straight up shooting the enemy is usually the better option, and if you don’t do it, somebody else will long before you manage to execute your clunky moves. A lot of these powers require you to keep an uninterrupted visual contact with the enemy, which can get interrupted by a bullet, making the whole ordeal frustrating to pull off in the midst of an intense battle (which is most battles in any CoD cause these games can’t handle not being a constant spectacle). But even when you do pull it off, it’s not very satisfying. Before long you catch yourself thinking “this is not fun” and just bail on these classes. Not to mention, picking between the skills in the midst of combat is just impractical. The game doesn’t pause, and it’s not easy to memorize every skill by its logo and position. At least not until you’re more than halfway through the game, by which point you’ve probably lost interest in the whole system. Then again I made a big mistake and pumped most of my skill points into one skill tree, thinking I’d be getting the amount of them I had after every mission. Only afterwards I realized that not only is this not the case, but also you use the same points to purchase new weapons and augmentations, making the whole progress feel very slow. I praised Black Ops 2 for the amount of mechanical variety it gave you by letting you pick from a huge array of weapons and augmentations, which could drastically alter the functionality of each weapon. Black Ops 3 is technically employing the same system, but the amount of gear available to you is minuscule in comparison. At the start of the game you only have one type of each weapon, and they don’t get unlocked with each new mission. But when you do unlock them, you need to spend your “skill points” on actually purchasing them and/or adding more slots for the augmentations. The whole system is made rigid to the point of redundancy. Not to mention, most new guns are not even necessarily better than the original ones. I haven’t bought one gun throughout the entire game. And to make things worse, they don’t even let you pick up enemies’ weapons anymore until you unlock a specific skill, which I spent half the game not knowing existed. Realistically, the only right way to play this game is to settle on one class and one loadout, and spend all the points on them. By the middle of the game you’ll have upgraded all the best stuff and can comfortably forget the upgrade system. The new acrobatics, like wall-running, wall-climbing are very unreliable. You never know which walls they’re gonna work on and which they aren’t. Same goes for jetpacking, which will often send you to your death because there are invisible walls everywhere. And of course, who can forget the “you’re leaving the battlefield” notifications sprinkled throughout? Same can be said for the new Takedown skill, which seems to only work when a prompt appears, and I have no idea what makes it appear. So because it’s so unreliable, what could’ve been a gameplay-altering mechanic becomes another gimmick that you only use when it kinda falls in your lap. It’s like the game is pulling you closer with one hand and pushing you away with the other. Oh, you like Titanfall? Well, you can do the same things here, but GOD FORBID you have any fun with them!!! Thus the system completely fails at providing fluent and liberating mobility, instead further discouraging you from being adventurous. In fact, I think I’d prefer these mechanics weren’t there in the first place. I derived much greater joy from the “boots on the ground” fantasy of being a regular guy who can only rely on his guns and his brains. But BO3 instead engages in some sadistic exercise of teasing the player with food only to deny it. The latter missions become an absolute shitshow as the game throws relatively big crowds of enemies at you, and since this is “sci-fi” half of them are robots, who are essentially bullet-sponges. Then there are also annoying tiny flying drones and tiny tanky mobile turrets, and the kind of boss fights in the form of these big mechs. The latter completely stops the flow of the game. The way to combat those is either through trickey, such as taking control over them, which is super tedious (and controlling the mech is not nearly as fun as in Titanfall for the same reasons as why the on-foot gameplay sucks here), or you can destroy them, which means you gotta first break their defenses and then hit them with rockets. The last mission throws several of them at you, and it’s such a slog to play through. To make matters worse, they put this new rocket launcher there, seemingly insinuating that you should use it. It shoots weaker rockets, but more of them. And that shit apparently only works against infantry. I spent like 10 minutes just wasting ammo until I realized that there was the other kind of rocket launch in the area as well. But after I beat one of these mechs and saw two more in the distance I was like “nope.” That’s where I quit. But so, the gameplay here clearly sucks, which means the burden of carrying the game falls onto its story. And how is the story here? Ehhhhh…. It’s alright by Call of Duty standards I guess. I can at least tell you that it’s better than either Advanced Warfare or Titanfall 2, but really the premise of the story here is just Ghost in the Shell. Would be a spolier to say what exactly the main premise is because it kinda gets revealed mid-game, which makes at least the first quarter of the game really boring. There is a lot of convoluted lore here that is delivered in a very heavy-handed manner. And like there’s no real point to any of it because the actual premise of the story is super basic. That being said, since I bailed on the last mission, I can’t know if it does a sudden MGS3 ending, but honestly that wouldn’t change my opinion on the story overall. Most of it is still mediocre and, unlike BO1 or 2, doesn’t even try to engage with any real politics. Yet I get a very strong impression that the devs thought that the story was some genius masterpiece because they threw in all these psychedelic visuals and shit, like this is some kinda deep piece of art. But it’s really not anything more than a generic mediocre big-budget popcorn shooter. I will end this review on a good note though. There was this mission where you get into the mind of another character and it takes you into an imitation of WWII. So now you’re jumping around with a jetpack and using all this cybernetic technology to absolutely wreck the Nazis. For a moment I felt like the game was trying to do some sort of meta-commentary on how the series has transformed into something completely unrecognizable over the years, making the player feel as an outsider in the environment that used to be home for this series. Meanwhile the character’s explanation for why this was in her mind was that she had studied this particular battle because it was an example of bravery/courage, something like that. Which kind of reminds you the title of the game: Call of Duty. Yeah, it’s no longer about duty or any of the values that the early games were supposed to represent. Frankly, I don’t know what it’s about anymore. That one mission seemed like a cry for help from the developers that were stuck imprisoned by a big corporation repeatedly sacrificing artistic integrity for the sake of following potentially profitable trends. So yeah, good mission.
abandoned
抵抗:燃烧苍穹 豆瓣
其它标题: Resistance: Burning Skies 2012年5月29日
类型: 动作 / 第一人称射击 平台: PSV/PS Vita 开发者: Nihilistic Software 出版发行: Sony Computer Entertainment Incorporated
2025年11月21日 不玩了
2025年11月21日 评论 I abandoned this game on my first playthrough - and kept thinking I should at least beat it once, but I just ended up abandoning it again because it's just kinda boring to me. I like a lot of what it does, but for whatever reason it just fails to win me over. I guess the most obvious culprits would be the linearity and stupid AI, though the cliched story doesn't help either, but these things are like in every Call of Duty, yet I still had enough interest in most of them to complete them. Not Resistance: BS (great acronym btw) for some reason. I don't know how many of the cool features here come from the mainline entries, but one thing I can say for sure is that here they're at least heavily adapted to the form factor. For example, tap on the enemy to lock your main assault rifle onto them and shoot homing projectiles at them. My favorite is how to throw grenades you just point at the screen and drag the grenade icon onto any position you want your character to throw it at. Playing shooters on consoles is generally an inferior experience compared to PC, but this actually gives you an advantage you can't get on PC. Or like, how to load an explosive arrow into your shotgun/crossbow, you slide your finger diagonally across the screen, along the edge of your gun. Things like this just add immersion and make the game more fun to play. The controls are great in general. Unlike that Killzone game, here you don't have some confusing mappings that interfere with each other. For example, in Killzone your running and crouching were the same button, which was just super uncomfortable. But here nothing really gets in the way. Resistance: BS kinda keeps things fresh compared to most CoD-likes by having a variety of significantly different weapons and the ability to upgrade them in various ways. Enemies differ too, and there's a number of mechanics unique to specific enemy types. At the end of the day though, the feeling of it being a CoD-clone at its core persists. I think after a while I started finding the gunfights repetitive. But really, the more I think about it, the more one thing stands out to me from the rest: this game is kinda ugly. There is a kinda cool Technicolor pallete in the first mission, immersing us in the era the game is set in, but after that it just goes completely brown. The third mission has a kind of cool skybox, but still mostly drenched in brown and grey colors. I think, even if a game has a great gameplay, the thing that most attracts the player is the promise of getting lost in a fascinating and/or beautiful world, or experiencing something unforgettable. I don't really get any of that with Resistance: BS. Despite all of its cool mechanics, and this being probably the second-best handheld FPS of all time (mainly due to such low competition), it still feels kind of limiting and generic. I know it's kind of a miracle we got a shooter this good on Vita at all. This was the first no-compromise home console FPS experience on a handheld. But I couldn't stop thinking of Medal of Honor: Heroes with its open and intricate levels, despite PSP having no analogue stick to allow you comfortable aiming. I think this game was probably cool to play through back when it released. I remember when I first got my PS Vita and got that Unit 13 game, I played the shit out of it, despite it being an even more generic and boring military shooter. Just the novelty of having PS3-level graphics and two analogue sticks was attractive enough. But looking back at these games from 2025, I'm just really indifferent. Still, it's not a bad game by any means and has a lot of cool mechanics for a linear handheld shooter. My rating mostly reflects what this game means for its platform and form factor. If this was a PC game, I'd rate it much lower.
abandoned
星球大战: 旧共和国 Bangumi
其它标题: Star Wars: The Old Republic 2011年12月20日
类型: MMORPG 平台: PC
Star Wars: The Old Republic is a Massively Multiplayer Online Role-playing Game (MMORPG) for the PC gaming platform, set in the Star Wars universe. The first game of its kind, in it players choose from either the Galactic Republic or Sith faction, create a character, and along with a multitude of fans playing from all over the world, explore the fictional historic period of the Old Republic, as the Jedi confront the resurgent Sith Empire. Players can assume one of many races through their character, visit multiple planets, pilot spacecraft, utilize advanced dialog options in-game, take advantage of AI companions for gathering and crafting tasks and more.
2023年4月8日 不玩了
2025年11月23日 评论 Two reviews bundled - MMORPG is the genre that requires a strong commitment and a lot of time investment. For this purpose I feel like anything that isn't the greatest MMO of all time in your eyes should not be played for more than 20 hours. I played this for 15.5 hours (that's not counting my first brief attempt years ago), and I wanted to give it a few more before finalizing my thoughts on this. I already knew I wasn't gonna commit to it, but the few additional hours would help me reaffirm myself in my convictions. Unfortunately, due to my hard drive failure last month and my subsequent distro-hopping, I had to reinstall this game thrice. And the last two times it would randomly start redownloading itself, with the first time being after it was installed, and the second time after reaching 80%. The game is 46GB in size, and my internet speed is 3Mbps. So I finally decided it's not worth the trouble just to reaffirm my thoughts on the game I am already planning to abandon. This game had quite a challenge. Not only did it have to blend the KotOR gameplay with the MMO genre, but also somehow be a sequel to both KotOR 1 and 2, which are tonally and narratively very different games. I kinda feel that it failed at both tasks, though it's not a catastrophic failure. Story-wise it resembles KotOR 1 much more than 2, which is a good thing in my book . I feel that the KotOR 1 tone and style of storytelling is much more fitting for an MMO anyway, as MMO's goal is to create a living and breathing world, not to convey some agenda or an overarching message. And I genuinely liked the story for how much I played through it, even though I never finished it. The problem is how that story and the story-driven gameplay fits into the gameplay systems. And it kinda doesn't at all. I was impressed with how more than one person can participate in a conversation, but that's about the only feature that arises from the marriage of KotOR and the MMO design. Most of the time in this game you're practically playing a single-player game with some hub areas. And yet, if judged as a single-player game, it has terrible quest design (which is common, but forgivable in MMOs). The world itself, which I consider to be the most important aspect of this genre, feels very artificial and lacks interactivity. Which isn't helped by its WoW-like linearity. Finally I want to comment on the art-style, which I consider to be an important part of any MMO, as it can make or break immersion. And here I really don't like it. It has this mobile-game cartoony aesthetic, and I just don't get why. As a sequel to KotOR 1 and 2, why does it differ so radically? This makes me not want to explore the worlds, as they all look cheap and plastic to me. All this comes together in a Frankenstein monster of a game, different parts of which don't come together in a natural form. Rather it kinda fails as both a KotOR game and a Star Wars MMO. That being said, it is still a decent experience, as long as you're willing to invest huge amounts of time into something flawed. I am not. I'm changing the rating. When I first played it, I didn't get that far, and my poor internet connection was making it hard with the constant updates and the game randomly choosing to redownload itself. Recently I got a renewed interest in the Old Republic's lore and figured I'd give the game another chance despite its gameplay flaws, for the sake of the story. Started a Sith campaign because I wanted to see the Sith academy and whatnot. Around the same time I began trudging through the painfully boring novel, The Old Republic: Revan. It's bad enough that this game and the novel have canonized the events of KotOR 2, but to my surprise, despite Drew Karpyshyn writing the novel and some of the game, it embraced some of the nonsensical lore of KotOR 2. What I'm referring to is the planet Nathema and the idea that a place (or the entire universe as in the case of KotOR 2) can be emptied out of the Force or separated from the Force. And, from what I understand, the guy that did that, Tenebrae (aka Vitiate, aka Valkorion) is something like the main antagonist of this game, which makes the concept central to the lore of this game. The Force is not magic that exists in the universe and can be removed from the universe. It is the divine principle that precedes the universe and guides it. The universe is the product of the Force, not the other way around. From which you can surmise that it's the universe that exists within the Force, not the Force existing within the universe. How can the inferior control the superior? This is as stupid as saying "We have separated New Jersey from God." This is fucking with the entire cosmological and metaphysical model of Star Wars, which is basically the thing that makes Star Wars special. Without its metaphysics based in real-life mystical traditions of various cultures, Star Wars is just another dumb generic fantasy universe that might as well have dwarves and elves and other generic DnD creatures. The brilliance of Star Wars was always the fact that the conflict at its core is between different philosophies, not factions or races. So, when games like KotOR 2 and TOR mess with its cosmology and metaphysics, they practically ruin Star Wars. These games might as well not have Star Wars in their title. And what's worse is they're ruining the overall lore of Star Wars because Lucasfilm were essentially trying to keep a consistent canon, which would make these new inventions part of the SW history, and they'd be referenced in other stories down the line. Now, there have been other ridiculous ideas in other Star Wars games, like the Valley of the Force in the Jedi Knight series, which kinda goes against the philosophy of Star Wars, but it doesn't really violate any fundamental mythology of it. This, on the other hand, is very egregious and damaging. But at least, TOR doesn't build its entire story around this concept like KotOR 2 did, so at least the story here is entertaining, which I can't say for KotOR 2. And also it's not a broken mess, and doesn't look bland and desaturated like KotOR 2 did. And it's more original than KotOR 2, seeing how that game was built on the engine of the first KotOR with very little mechanical or graphical changes. In retrospect, I think I'll decrease the rating for KotOR 2 as well.
abandoned
使命召唤13:无限战争 豆瓣
7.9 (16 个评分) 其它标题: 决胜时刻:无尽战争 / 決勝時刻:無盡戰爭 2016年11月4日
类型: 第一人称射击 / 冒险 平台: PC / PS4 / Xbox One / XSX 开发者: Infinity Ward 出版发行: Activision
《使命召唤:无限战争》(英语:Call of Duty: Infinite Warfare,台港译作“决胜时刻:无尽战争”)是一款由Infinity Ward开发,动视发行的第一人称射击游戏,为使命召唤系列的第十三款主系列作品。游戏预计于2016年11月4日在Microsoft Windows、PlayStation 4和Xbox One平台发行,简体中文和繁体中文版同步发售。
2025年11月26日 不玩了
2025年11月26日 评论 Nevermind that this one is set in space, it doesn't play any different - The one Call of Duty that was condemned pre-release for straying too far from its roots paradoxically plays more like a regular Call of Duty than its last two antecedents. At least when you're not flying spaceships, which still play more or less like any other flying vehicle in any of the previous CoDs. I think overall it's a more coherent experience than Black Ops 3, but that also makes it less interesting. We've basically seen what it has to offer a million times already. The changes are mostly decorative. Yet it still tacks on the fucking jetpacks and robots and the limited customization system that doesn't have any effect on the game, perhaps even more so here than in BO3. I guess the good thing is it's easier to just ignore those things this time around, as the game's focus is clearly on delivering your regular cinematic train-ride. Also, idk if it's just me, but I found the story here more intrusive than normal. Maybe I'm just burnt out, but I just had no patience for the cutscenes and scripted scenes. It's just more of the same shit, generic soldier characters protecting their homeland, except now it's the Earth instead of just America and Europe, but basically it's just America and Europe. I even spotted some Russian and Hispanic accents among the Martians because of course your enemy has to be ethnically different from you. I kinda feel like, if you wanna play something like this, just go back to Ghosts or Modern Warfare 3 and you won't have to download like 70 GB for a 5-hour linear spectacle ride. Nevermind that this one is set in space, it doesn't play any different. Also, I still prefer it over Advanced Warfare or Modern Warfare 2. But it's just that I'm so tired of the same mediocre shit that I can't force myself to complete it.
abandoned