abandoned
Crime Life: Gang Wars 维基数据 IGDB
2005年11月11日
类型: Shooter 平台: Windows / PlayStation 2 / Xbox 开发者: Hothouse Creations 出版发行: Konami
Crime Life: Gang Wars is a free roaming crime-based beat em up. Mixing action and strategy elements within a gritty, detailed storyline to explore modern-day urban gang culture, the player is cast as a small-time homie who must work their way through the ranks to become a gang leader. Urban culture and the Hip Hop lifestyle is the focus of Crime Life: Gang Wars.
2025年4月23日 不玩了
I feel like this could've been a solid game if they changed a few aspects. Jumping members of other gangs and fighting for territory will never not be fun. It plays on inherent tribalism, you always wanna "rep your set" and do side-activities related to it because you identify with the gang and want to see it grow and develop. Furthermore, the combat system is quite decent, and the scripted finishers are brutal (though suffer from a lack of visual damage system).

But there are a few flaws that, in my opinion, completely ruin this game.

First of all, the camera is god-awful. You always want to see what's ahead of you, but it's pointing to the ground. I get that there are games with such camera where it works fine, but this gameplay seems completely unadapted for it. I don't see any reason why a normal 3rd-person perspective couldn't have been implemented. Furthermore, it gets stuck on objects and snaps back in the opposite direction, often fucking up whatever you're busy doing at the moment (most likely fighting).

The second problem is that it's open-world, but you can't sprint or drive cars which are everywhere for some reason. The cars are driven by actual NPCs that can enter and exit cars, but you can't. Like, if I can't drive, at least don't fucking tease me with them.

And what is up with it being open-world when there's hardly anything of interest in said open-world.

Again though, I have to stress, that it would've been perfectly fine as a B-title if it just fixed its camera. All my other complaints are less important.

What's strange also is that the game starts with "any similarities to real people are coincidental", but it features actual D12 members in it (???). Except for Eminem, who is the only D12 member anybody would actually care about. And D12 (without Eminem) wrote the theme song for this game, and it's actually good. It's that early 2000s D12, when they were still sick. But the rest of the soundtrack is really weird. There's some UK hip-hop, which I actually like, as I'm a big grime-head, but I don't get why put it in a clearly American gangsta rap inspired setting. And then there's like German rap (in German), and some pop music as well (???). I just don't get why. There's plenty of good broke rappers in America whose music could've been licensed, which is something a lot of similarly-themed games do.
abandoned
毁灭巫师:超然异教 豆瓣
其它标题: Hexen: Beyond Heretic 1995年9月30日
类型: 第一人称射击 平台: PC
黑暗邪恶奇幻系毁灭战士,关卡设计优秀。
2025年4月23日 不玩了
2025年4月19日 评论 "Your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should." - I'm sorry, Raven Software. I love some of your later games, but this is just bad. I appreciate the attempt though. Hexen is a game that was made and released too early, before the necessary technologies for it existed, which kinda makes it impressive from a certain point of view, but that also makes it a pain to play. Unlike Heretic, which it's a sorta sequel to, this is not a first-person shooter, but rather something like a first-person brawler with some shooter mechanics and some minimal RPG mechanics. Of course this means the level design has to be super convoluted because it wouldn't be a wannabe RPG if you just slaughtered your way through it. No, you gotta do a lot of backtracking, keyhunting, and switchhunting. I think the level design here might be worse than in Heretic's expansion, but it strangely feels more fitting here. Ultimately though, I'm giving this game some points for being a strange beast. First-person melee combat a whole decade before Condemned, and it feels like it. It's really janky and lacks nuance, which is expected with Doom engine's rudimentary physics. For what it is, it does work surprisingly well, and is actually playable. However, taking damage is near-inevitable. And it's like the devs knew it, so they threw in a shit-ton of healing potions. Dodging enemy attacks is practically impossible, your best bet is blocking, but I still don't get how the blocking works. Sometimes I'm blocking and still take damage for some reason. You do get SOME ranged weapons (how many depends on the class you pick), but the game keeps shoving you into tiny corridors where you have no room for maneuver, so using ranged weapons is a death sentence. At least with melee you can block. So the gameplay is essentially: running around in mazes and occasionally getting ambushed by enemies in tiny corridors, barely surviving if at all. The game is incredibly hard, but the difficulty doesn't come from fair challenge. Maybe it gets better later on, but I'm not gonna bother to find out. The two hours I played were just non-stop misery.
abandoned
猎天使魔女 豆瓣
8.8 (36 个评分) 其它标题: 魔兵惊天录 / ベヨネッタ 2009年10月29日
类型: 冒险 / 动作 平台: PC / PS4 / Xbox One / Wii U / PS3 开发者: PlatinumGames / Bee Tribe 出版发行: Sega / Nintendo
本作是由《鬼泣》系列之父神谷英树制作的全新次世代动作游戏。自Capcom旗下的Clover工作室解散,并由其核心成员组建了新的开发公司自后,神谷英树就已经开始本作的筹备工作。
  本作故事讲述20年前从昏暗湖底的沉棺中苏醒的女性Bayonetta。无法回忆起自己身世的女人的身体上刻下了解开遗忘过去线索的记忆。那就是可以操纵狰狞魔兽葬送天使的恐怖的“魔女之力”。经历数百年的时间,于现代苏醒的魔女Bayonetta边狩猎来袭的天使们,边着手收集那些残留下来的仅有的记忆的线索……
2025年4月23日 不玩了
2025年4月11日 评论 not quite DMC - I think Bayonetta perfectly exemplifies what Devil May Cry 2 fans have known for decades now and what the rest of the gaming community pretends not to understand: Devil May Cry is more than its combat system. Because in terms of gameplay Bayonetta in some ways exceeds Devil May Cry. If it wasn't for the incessant platforming sections, mini-games, and QTEs, it would've been an objectively superior experience. But in its grandiosity it loses some of the visceral groundedness of DMC. Half the time there's so much stuff happening on the screen that it's hard to pinpoint where the protagonist is or where she's being attacked from. And her seemingly uninhibited mobility makes the combat feel less weighty and punchy. Most of my problems, however, lie not with the gameplay. Bayonetta is a sort of cocaine-infused try-hard Sailor Moon DMC. On top of its decidedly more anime aesthetic and narrative, everything is just so over the top and silly, it's hard to care for anything. Devil May Cry was set in a serious and dark world. The first game in particular still wore its survival-horror roots on its sleeves. The coolness and humor of Dante largely stemmed from the contrast of his careless attitude in the face of what seemed like real threat. Furthermore the tonal consistency within the first three games made their respective worlds feel atmospheric and mysterious, prompting the player (me) to explore every bit of them. Devil May Cry 4 was much lighter, but it still carried the curiosity, being built on top of the mythos of the previous games. Bayonetta doesn't have that. It still shoves a bunch of lore in your face, but in this case I don't care. Because there is a large tonal dissonance in a lot of levels, and every cutscene depicts its world as a fun and silly place where every character is an anime stereotype, and not a particularly well-written one. It is true that DMC1's writing wasn't that great either, however it didn't really have much of a story (despite what some clueless DMC2 haters would make you believe). But that also meant that it didn't shove poorly-written cutscenes in your face all the time. DMC2 largely continued in the same vein. DMC3, on the other hand, had a story so good that it retrospectively made you care about the first two games. DMC4's story was rather lackluster, but the level of dialogue writing stayed on about the same level as its predecessor. Bayonetta is simply not as witty as either Dante or Nero, and the rest of the cast doesn't really have any interesting qualities to them like Vergil or Mary had in 3 or to some degree Credo had in 4. My old save had about 3 hours playtime, and this time I lasted about the same amount. After roughly 3 hours I caught myself thinking "I don't really care what happens next." This was about the time the game started introducing escort missions, so idk if it'll get worse from here, but even though the gameplay up to this point was pretty solid, nothing else really grabbed me about it. Despite the fact that, yeah, the graphics and music are great, and even some of the art design is stunning. A lot of these assets could've been retooled into a great Devil May Cry game, but Bayonetta is just not quite DMC, whether for better or worse. I think, people that hate DMC2 probably love this.
abandoned
Rise and Fall: Civilizations at War 维基数据 IGDB
2006年6月12日
类型: Shooter / Real Time Strategy (RTS) 平台: Windows 开发者: Midway Studios San Diego 出版发行: Midway Home Entertainment
Rise & Fall: Civilizations at War is a real-time strategy game where players can directly control individual units.
2025年4月25日 不玩了
2025年4月25日 评论 This game would’ve been so good if everything worked the way it was intended - The idea is: play through authentic ancient battles of Greece and Egypt, with the ability to take direct control of historical personalities in third-person action sequences. In practice, the third-person mode is janky as hell and has the minimum amount of mechanics and physics required to even qualify as action gameplay. It’s not fun to play at all, the only cool thing about it being the ability to look at the battlefield from a more immersive angle. Unlike the Total War games, you can gather resources and build your base, Empire Earth style (the game made by the same developers). It’s just a shame that the map design often does not accommodate the amount of options you’re given. For example, on one map there was a kind of river or a canal, so I decided to build a dock in hopes that it will allow me another approach to the enemy camp. The shore was steep, so the dock ended up being built under water, but that’s okay, it still works. So I made a ship and sent it North, and immediately it got stuck at the first turn…. So I had to delete that ship and that dock and build a new dock upstream, with a new ship, meaning I spent double the amount of resources (and the supply is limited). Finally I sail North until I encounter enemy walls with a tiny peninsula with a couple of gold chests. So, I figure I’ll grab one of my ladder carriers and sneak my troops over the wall here, where there’s no security. So I sail back and try to dock, but the ship is incapable of doing it pretty much anywhere except that place down South where I got stuck originally. In other words, there’s no way for me to put my ladder carrier on it, which means the whole initiative was doomed from the start. Okay, maybe you’re not meant to build a ship on this map, but then why let me? Why not remove the canal or remove the dock from the list of building? And there’s something like this in pretty much every map. That is when they’re not throwing you into exclusively third-person maps, which are stupid and boring, but at least everything works there. I only played the Greek campaign, and there’s literally a mission where you, as Alexander the Great, are fighting in a gladiator arena. … As far as I can tell, there isn’t even a proper skirmish mode. You can select stand-alone scenarios, but you can’t configure anything about them. To give the credit where it’s due, the game did have some unique gameplay mechanics that I wish more games utilized. For example, smart-formations, which allow you to bundle individual soldiers into grouped units. In most older real-time strategies every soldier was a unit, which was a mess, whereas in newer ones one unit is usually a squad. Here you get the best of both worlds, and you can adjust how many soldiers you want in one unit. But where the game really shines is in the naval battles. Every ship is an actual platform that you can traverse. You can ram other ships and tear them apart, or grapple them with hooks and board your units onto them. There is one mission where you get to experience all of that in third-person as well, and it looks really cool (though, again, the gameplay sucks). In general I found controls here rather unintuitive, the units rather unresponsive and erratic with an unpedictable and irrational AI, and the battles look and feel very stiff and unengaging.
abandoned
孤岛惊魂 Steam 豆瓣
7.3 (6 个评分) 其它标题: 极地战嚎 / 極地戰嚎 2004年3月23日
类型: 车辆战斗 / 动作 平台: PC / PS3 / Xbox 360 开发者: Crytek GmbH 出版发行: Sold Out Sales & Marketing Ltd. / Ubisoft Entertainment
《孤岛惊魂》(Far Cry)是一个2004年3月23日发布的第一人称射击游戏,由德国Crytek工作室开发,育碧软件发行,在微软Windows平台上运行。《孤岛惊魂》发布后4个月内售出730000份拷贝,目前在全球已累计售出超过100万份拷贝。本游戏已被改编成电影。在游戏中杰克·卡弗(Jack Carver)是一名前特种部队成员,退役后在南太平洋群岛经营出租快艇的生意。一次他护送一名女记者到一个位于密克罗尼西亚的神秘岛屿,不料途中他们的船被雇佣兵炸毁,女记者失踪,他必须找到她并带她离开这座小岛。
2025年4月26日 不玩了
2025年4月26日 评论 One of the big 3 first-person shooters of 2004, alongside Doom 3 and Half-Life 2 that blew everybody's minds back then - Indeed for 2004 it is a technological miracle, and one that preceded Doom 3 by several months. It obviously doesn't look as good as Doom 3 (though certain shots do come close), but it compensates for that by rendering huge, well-lit open spaces, while Doom 3 took place in claustrophobic corridors half-covered by thick shadows (not that it's a bad thing). One thing that doesn't get enough praise is the sound design. Combined with these incredible graphics and highly detailed environments, it truly makes you feel like you're on a tropical island. There are plenty of quiet moments when you're able to hear birds and insects, I think I even heard monkeys at some point, but then you're also able to see some wildlife every now and again, a great variety of plants, like banana trees, and what seems to be dragonflies. The gameplay is also great ... at first. You die quick, so you have to try and alert as few enemies to your presence as possible and always find strategically advantageous locations for combat. Enemy camps are usually spotted from afar, giving you freedom to try out different approaches. At some point you find a sniper rifle, which allows you a more long-range tactic. And finally you have vehicles to help you traverse the island faster or sometimes ram into enemy fortifications. The peak moment of the game, in my opinion, is the hang glider ride, which comes after an arduous climb to the top of the mountain and feels truly rewarding, letting you observe the beautiful island from the air (it probably only looks good if you crank up the draw distance in the config files like I did). The next couple of missions are alright, but then it really comes crashing down. I don't think I've seen another game turn from a great one to a terrible one so quickly. It all happens when they introduce the monsters. Those little bastards are tanky as hell, kill you in one or two hits, run fast and very quiet, meaning they can sneak up on you. Oh, also they can lunge at you, so you can't outrun them. One time I accidentally shot one with a rocket point-blank, and I took less damage from the explosion than I would've taken from their attacks. But strangely I also found the human encounters too difficult from that point onwards as well. Idk what changed, but I just kept dying. The game just immediately became super punishing and cheap. I'd say before the monsters it's like an 8, but after the monsters it's more like a 1. It becomes completely unplayable. I have no idea how the fuck some people beat it, because obviously some people did. Crysis would later take all the best things of this game and enhance them. In retrospect it really feels like Far Cry is a proof-of-concept/tech-demo for Crysis, making it almost feel obsolete and redundant. Even at its best moments, it still reminds you of how much better Crysis is.
abandoned
辛普森一家:横冲直撞 Bangumi
其它标题: 辛普森大逃亡 / The Simpsons: Hit and Run 2003年9月16日
类型: AAVG 平台: PS2 / Xbox / NGC / PC
The Simpsons: Hit & Run is an action-adventure video game based on the American animated sitcom The Simpsons, developed by Radical Entertainment and published by Vivendi Universal Games. It was released in 2003 for the GameCube, PlayStation 2, Xbox and Microsoft Windows. The story and dialogue were crafted by writers from The Simpsons, with all character voices supplied by the cast.
2025年4月26日 不玩了
2025年4月26日 评论 The Simpsons: Hit & Run teaches you the difference between "fun" and "funny." - H&R is a very funny game, especially if you're a fan of the show. Growing up I kinda always thought of this game as the definitive Simpsons game. What could be better than an open-world GTA clone that allows you to roam around Springfield, see iconic locations and characters from the show, and wreak havoc? Upon replaying it this time and actually trying to beat it, I started to slowly realize that it's actually not really a GTA clone. Because GTA is a game that tries to balance out different gameplay mechanics, being a sort of hybrid between an action game and a driving game with some RPG elements thrown in. But H&R, as I'm realizing now, is mainly a driving game, with some occasional platforming thrown in. Every mission is either a timed collectathon, a car chase, a timed car-chase, or a timed drive to a specified location. Seriously, if you love timers, this game is for you. I fucking hate timers, so after a while this game began to feel really exhausting. The graphics are also kinda disappointing, especially when compared to the OTHER Simpsons game, which is cel-shaded. Here everything looks kinda dead and bland. The quests feel very disjointed and fail to tie into a cohesive story, again making it look worse in comparison with the OTHER Simpsons game. In fact, this is kinda making me wanna re-evaluate The Simpsons game. Maybe it's actually not as bad as I thought. I should try out the PS3/Xbox360 version some day, as it also has an open-world and could potentially better physics. H&R's world is very rich and detailed, and it's delightful to come across references to the show, but it's not even a singular connected world, and you can't access all of it at once. And beyond the trademark Simpsons humor and references, the actual game here is kinda meh at best, and a frustrating mess at worst.
abandoned
瑞奇与叮当 豆瓣
其它标题: Ratchet & Clank / R&C 2002年11月5日
类型: 动作冒险 / 射击 平台: PS3 / PS2 / PSV/PS Vita 开发者: Cerny Games, Inc. / Insomniac Games 出版发行: Sony Computer Entertainment Europe / Sony Computer Entertainment America
Ratchet & Clank is a platform/adventure game in a similar vein to the 3D versions of the Rayman, Sonic, Mario, or other games. It involves the two protagonists Ratchet, a furry alien creature, and Clank, a nerdy little robot, going on a quest to find Captain Qwark and ultimately to help save the galaxy. Ratchet & Clank includes many of the best features of previous similar games, but makes itself unique in a number of ways. Firstly each of the game's levels are huge sweeping vistas with extremely detailed buildings which are visible at all times (i.e. there is no distance fog). This means that a building on the horizon is not just a "backdrop"; in all likelihood Ratchet will be exploring it in a few moments time. Secondly, the game includes a number of sub-games, such as a space fight sequence and a number of turret shoot-outs which are akin to Missile Command in the first person. The game has over twenty levels (planets) and includes as many real-time cut-scenes which tell the story. Also of note is that the story is non-linear, requiring the player to return to previous levels to complete objectives and to choose between multiple paths forward. There is also a respectable array of weapons, gadgets, and accessories to find or buy as the game progresses, which offer some unique gameplay features.
2025年4月29日 不玩了
Went into it expecting a platformer, but it's surprisingly more of an action game, except the combat is rudimentary and somewhat clunky.
abandoned
雷莎出击 维基数据 IGDB Bangumi
其它标题: ActRaiser / Actraiser 1990年12月16日
类型: Platform / Simulator 平台: Wii / Super Nintendo Entertainment System / Wii U / Arcade / Super Famicom 开发者: Quintet 出版发行: Enix Corporation
ActRaiser is a 1990 platform and city-building simulation game for the Super Nintendo, combining traditional side-scrolling platforming with urban planning god game sections. In 2007, ActRaiser became available on the Wii's Virtual Console download service. A version of the game was also released for European mobile phones in 2004.

The plot follows a godlike being known only as "The Master" (God in the Japanese version) in his fight against Tanzra (Satan in the Japanese version), also referred to as "The Evil One." According to the instruction booklet, The Master was defeated in a battle with Tanzra and his six lieutenants. The Master retreated to his sky palace to tend to his wounds and fell into a deep sleep. In the Master's absence, Tanzra divided the world into six lands, one for each of his lieutenants; they later turned the people to evil.

After several hundred years, the Master awakens fully recovered to discover that he has lost his powers due to the lack of belief in him. As the game progresses, the Master defeats Tanzra's lieutenants and recovers his powers by rebuilding the civilizations of his people and communicating with them through prayer. After all lieutenants have been slain, the Master commences an assault on Tanzra's stronghold, Death Heim, eventually defeating him.

After the defeat of Tanzra, The Master and his servant revisit the many civilizations that they had helped to build and observe the people. During their observations, they note that nobody is at the temple worshiping the Master. The servant observes that, although the people once prayed to the Master in times of trouble, they no longer feel a need to because they are not in danger. The Master and his servant then enter the sky palace and depart into the heavens to await a time when they may be needed.
2025年4月30日 不玩了
2025年4月30日 评论 ... - Took me like 5 minutes to figure out how to escape the map screen because apparently what you have to do is fight monsters at the starting location. They don't tell you that and instead let you fly around and try every other button, none of which work. I tried fighting monsters on some other location, and it said "you can't do that until level 6", which made me think I can't fight at all yet, but turns out it meant that it's this specific location that's off-limits. Almost by accident I managed to finally get to actual gameplay, and... it's pretty bad. Combat is very rigid, locks your movement when you press an attack button, and you can't attack if you're holding down an arrow key while jumping. And beyond that the combat looks very generic. I think the main appeal of this game is supposed to be that you can like control and manage cities or something, but the interface is so unintuitive and confusing here that I have no interest in that.
abandoned
雷莎出击2 沉默的圣战 Bangumi
其它标题: ActRaiser 2 / アクトレイザー2 沈黙への聖戦 1993年10月29日
类型: ACT 平台: SFC
ActRaiser 2 (Japanese: アクトレイザー2 沈黙への聖戦 Hepburn: Akutoreizā Tsū: Chinmoku e no Seisen, lit. "ActRaiser 2: Crusade to Silence") is a side-scrolling platform game for the Super Nintendo Entertainment System developed by Quintet and published by Enix in 1993.
The game is a sequel to the original ActRaiser, but the storyline is not directly connected to its predecessor; however, many plot details suggest that ActRaiser 2 may actually be set before the events of the original ActRaiser, or take place in another universe entirely. Otherwise, the given story draws concepts from the famous religious epics Paradise Lost and the Divine Comedy.
Unlike the original game, which alternately combined platform game sequences and god game sequences, ActRaiser 2 is only a platform game.
2025年4月30日 不玩了
Well, with this one I never did manage to escape the map screen.
abandoned
近地轨道防御 Bangumi
其它标题: 近地轨道防御战 / N.O.V.A. 2009年12月17日
类型: FPS 平台: Android; IOS
N.O.V.A. is primarily a first-person shooter, with one on-rails driving segment. Throughout the game's twelve levels, players fight against alien enemies known as Xenos. The game takes major cues from sci-fi console shooters, such as the Halo and Metroid series. The player can use eight weapons that resemble futuristic versions of weapons found in one of Gameloft's previous works, Modern Combat: Sandstorm.
2025年4月30日 不玩了
An absolutely atrocious cash-grab Halo rip-off with non-existent level-design, terrible voice acting, dumb AI, and tons of bugs. Completely braindead gameplay. This game's only saving grace is that it's an FPS with decent graphics for mobiles and PSP for its time.
abandoned
Infernal 维基数据 IGDB
其它标题: 地狱 / 地獄 2007年2月23日
类型: Shooter / Puzzle 平台: Windows / Xbox 360 开发者: Metropolis Software 出版发行: Russel
Every thousand years a very rare planetary alignment makes Earth invisible to the Boss of the Bosses. Secret agencies of Heaven's and Hell's fighting each other for human souls, stop obeying any rules at all during that time. And even though Hell's agency traditionally does not obey rules, the balance between good and evil becomes gravely endangered when their opponents from Heaven also stop observing the rules! Dark Eaville, is on a mission to stop Heaven's agency and bring back the delicate balance between good and evil.
2025年5月3日 不玩了
2025年5月3日 评论 Impressive graphics for a 2007 budget title - You play as Ryan Reynolds from Blade Trinity, whose name is ... Mr. Linux? At least that's what everybody seems to be referring to him as. But, contrary to his name, he's not a systems administrator, he's a former angel. After getting fired from his angelling job, he gets hired by the devil to do his dirty bidding. The story here is something a kindergartner would come up with, but the game very persistently shoves it into your face. And you kinda feel like you have to watch all these cutscenes because you might miss something important, but it quickly becomes a slog. Same can be said about the gameplay. It's a generic linear third-person shooter, with a very poorly implemented cover system. You have to hump the walls to use them as cover, and then hold Alt to shoot without popping your head out. When you shoot normally, your character takes an entire second to get out of the cover and then another second to get back in behind it. It basically makes the cover completely fucking useless. You might as well just crouch behind objects. Except, you will still accidentally stick to walls when you don't need it. Everything in this game is slow. For some reason they force you to manually collect ammo and mana from enemies by approaching them, pointing your reticle at them, then pressing E and holding it for 4 (!!!) seconds. Which basically means you should never pick up ammo during a fight, and then spend like 5 minutes running around collecting it from corpses. It's so boring! The level design is dead simple, except when it's chaotically random. And there are invisible walls everywhere where it seems like you could walk, but not in places where you know you can fall to your death, which causes accidental deaths. All this to the most generic and annoying soundtrack imaginable. Idk, I mean, it's not a god-awful game, you can still play through it, which I consider an important factor, when so many games will have insane difficulty spikes or level design so confusing that you get hopelessly stuck. But it just feels like an exercise in futility.
abandoned
使命召唤:高级战争 豆瓣
7.4 (25 个评分) 其它标题: 决胜时刻:高级战争 / 決勝時刻:高級戰爭 2014年11月4日
类型: 第一人称射击 / 冒险 平台: PC / PS4 / Xbox One / PS3 / Xbox 360 开发者: Sledgehammer Games / High Moon Studios, Inc. 出版发行: Activision
本次剧情围绕凯文史派西主导的私人雇佣兵军团,对抗美国的国家理念,以一切侵犯美国领土,同时又加入众多金钱交易的战场,我们将扮演私人雇佣兵,为凯文史派西效力,当然作为美国的国家理念,这种剧情一定会出现逆转。
2025年5月27日 不玩了
2025年5月27日 评论 Hot take: the worst mainline Call of Duty game. - Maybe marginally better than MW2 by having more gameplay variety, but MW2 had more memorable moments and prettier visuals, and also came out five years prior. Advanced Warfare is essentially the same game as Ghosts, which is the same game as MW2, except they sprinkled a few superpowers that have little to no impact on the overall gameplay. The jetpack is by far the best new mechanic here, but it's severely underutilized and limited by the linear level design, not to mention they don't let you use it in every mission. The other superpowers are variations on things we've seen before, primarily in BO2, except BO2 had level design that accommodated its features, while AW doesn't. The infamous "press F to pay respect" is an accurate representation of the entire game in a nutshell. Every time they let you do something cool, it's "go there, press F and see what happens" or at best a shooting gallery, with the same amount of depth as Duck Hunt. The new novelty guns, such as the laser gun or the soundwave shotgun, are all underpowered and just not convenient to use. In fact this is a symptom of a larger problem. The game gives you an exoskeleton and these theoretically cool guns, which sounds like a power-trip, but it's too afraid to go crazy. It plays it safe and ends up feeling like just another Call of Duty game. Which wouldn't necessarily be a problem in late 2000s, but after BO2 this is just an embarrassment. And really it's hard not to compare it to BO2, since they both utilize practically the same setting, but, while BO2 brings much needed innovations to the stale formula, AW just doesn't. And it was somewhat forgivable in the case of Ghosts, since Infinity Ward was a shattered mess and had no direction, but by 2014 Sledgehammer games should've learned from the lessons of the previous two titles and made more substantial changes to the formula. Regarding the story, which, I guess, is the only aspect you can still expect to be decent in a game that actively chokes its own gameplay mechanics in favor of the narrative, it is actually also one of the worst in the series. It's probably worse than MW and MW2 in terms of the sheer stupidity on display, and no amount of Kevin Spacey is gonna save it. North Koreans are invading South Korea? Okay, pretty dumb, but not something we haven't seen before. But an international "anti-Western" terrorist organization founded by "former Chechen separatists"? I mean, excuse me, first of all, not separatists, but freedom fighters. Calling them separatists implies that Chechnya is an integral part of Russia and not a territory they unlawfully occupied and colonized, which btw had a brief period of independence after the first Chechen war, so even technically these people can't be called separatists. Secondly, do you really expect anyone with half a brain to believe that Chechens, a group of only 2 million people, would be in charge of an international organization? Let alone one that is anti-Western, not anti-Russian? Thirdly, why is the leader's surname Chkheidze? You do realize it's a Gerogian surname, right? Georgians are not Chechens. I'm getting kind of sick of the misrepresentation of Caucasians and the Caucasus in popular Western media. It's always something connected to terrorism or political instability, and it's always a vague and inaccurate depiction. Even when Khabib Nurmagomedov was added to that UFC game, they managed to fuck it up and made him do a Christian gesture. Are we doomed to always be perceived through the prism of our relation to Russia, either through a manufactured cultural identity or as a breakaway region? Anyway, so this villain turns out to be fake, and immediately it becomes obvious that Kevin Spacey is exploiting political instability to profit from war economy. This could've been a cool topic to explore, if he wasn't a one-dimensional cartoony villain that later declares war on the UN, which is probably the stupidest thing that ever happened in Call of Duty, a series known for its abundance of stupid things. On a good note, I was impressed by the quality of the pre-rendered cutscenes. The level of detail is insane, close to the creepy CGI Disney uses in its movies to violate the memories of beloved dead actors. Kevin Spacey looks so lifelike, almost like he's about to jump out of the screen and sexually assault you. But this is probably the only good thing I can say about this game. This, and the fact that you can ride a mechanical crab in the first mission by jumping on top of it with your jetpack. Idk, maybe later in the game you can do that again, but I'm simply not enjoying playing it in the slightest.
abandoned
泰坦陨落2 Bangumi Steam 豆瓣 Eggplant.place 维基数据 IGDB
9.0 (100 个评分) 其它标题: 泰坦降临2 / Titanfall 2 2016年10月28日
类型: 第一人称射击 / 冒险 平台: PC / PS4 / Xbox One / XSX 开发者: Respawn Entertainment 出版发行: Electronic Arts
《泰坦降临 2》是《Titanfall》系列续作,游戏将首度导入的单人模式,让玩家深入探索人与机器的独特关系。玩家在离线游玩的单人游玩战役中,将深入边疆扮演民兵步枪手,并朝菁英驾驶员的目标迈进。而在在多人模式中,游戏将提供更深入的射击体验、铁驭能力,并加入新的泰坦。
2025年6月3日 不玩了
2025年6月3日 评论 The first impression was very strong - Probably because I had just played Doom 2016 and CoD: Advanced Warfare, which Titanfall 2 blows out of the water in the gameplay department. Unlike the latter, it actually builds its entire gameplay around using these futuristic technologies and isn't afraid to be a fun power-trip. And unlike the former, it doesn't just throw you into areas with lots of verticality and expect you to run/jump around them, but has actually well-designed platforming sections. The amount of freedom you get from having the abilities to jump over enemies, wallrun, slide under them and perform other various acrobatics adds a lot of mechanical and strategic depth to the gameplay, far more than any Call of Duty ever had. The Titan sections are a little bit weaker. While there is a variety of weapons and skills that have their own strengths and vulnerabilities, I'd say the whole process is more an elaborate game of rock-paper-scissors than chess or even checkers. Not to mention, with the Titans being slow and unwieldy, it takes away that freedom of movement, which I consider the main strength of the game. But it all works really well for a while. The levels, despite being linear, for the most part don't let you feel that. The environments are built from surfaces designed for acrobatics, making you constantly recognize familiar patterns. This extends to the battlefields, allowing you to circumvent obstacles to ambush your opponents or flee in an unorthodox manner. Every level has its own quirks, and so do most weapons, letting you develop your own playstyle. However, despite all the praise I've given (and lots more I could give) to Titanfall 2's gameplay, I had absolutely zero interest in anything else it had to offer. I found the setting, story, visuals and music absolutely bland, generic, uninspiring, boring. If Titanfall 2 was a movie, it would probably be a Disney one or one directed by Michael Bay or JJ Abrams, with its lifeless characters that keep cracking jokes or spouting try-hard one-liners, an over-reliance on explosions and other such spectacles. I understand that it's competing with Call of Duty, but Call of Duty is practically an interactive movie, and even when the story in it sucks, it does a much better job at presentation and style. Titanfall 2 did not need all that, and it's worse off for having it because it can't do anything even remotely interesting with it. Sure, some set-pieces kinda made me go "whoa" a couple of times, but those are fleeting sensations you forget as soon as you turn the game off. The entire time playing it, I kept thinking of Monolith's Shogo, which I played as a kid. The similarities are obvious, both are first-person shooters that have on-foot sections and mech-controlling sections. Though my memories of it are vague, I do recall the gameplay being flawed, but the memories still stayed with me to this day because it had a really creative art-design. Titanfall 2 is probably a much better "game," but after playing it I can barely remember anything. In fact, I dropped the game on the last mission because the longer I played it, the more it felt like a chore, and my passion just ran out.
abandoned
真人快打10 豆瓣
其它标题: 魔宫帝国X / Mortal Kombat X 2015年4月14日
类型: 格斗 平台: PC / PS4 / Xbox One 开发者: High Voltage Software, Inc. / NetherRealm Studios 出版发行: WB Games
《真人快打X》是一款由NetherRealm制作并发行的格斗游戏,作为《真人快打9》的正统续作,游戏继承了《真人快打》系列爽快格斗的的效果卖点,依旧是以真实人物作为格斗角色出场,将独树一帜的格斗风格延续,玩家的每次重创都会有独特的特写镜头。
2025年6月12日 不玩了
2025年6月12日 评论 I feel like they were unable to recapture the lighting in a bottle - MK9 was, in my opinion, the best Mortal Kombat game. It took everything great about the previous entries, modernized it and packed together as a sort of remake and reimagining of the entire series up to that point in one coherent game. So where do you go from there? MKX kinda fails to find a good answer. The gameplay is largely the same and still good, though not great, as the series was never particularly strong in that aspect when compared to its competition. They threw in the environmental interactions from Injustice (AFAICR), and styles from the horrendous PS2-era MK games, which you can't even switch between mid-fight here. Other than that, I didn't really see any changes, which normally would've been okay, as you shouldn't fix what's not broken. Unfortunately, I don't really see any appeal in other aspects of this game, which kinda makes the gameplay quality not enough to hold me. The story here continues to have a major focus, like in the previous game, but it's definitely a downgrade. Not that MK9's story was great, but it was a fun and well-structured nostalgia trip that was seemingly self-aware. It was kinda silly, but charming at the same time. MKX instead tries to take itself very seriously, with characters constantly making references to the lore that I couldn't give less of a fuck about. Plus, I may be misremembering MK9, but I feel like this time around there's much more fighting in the cutscenes than in the actual gameplay. I feel like some cutscene fights are longer than the actual fights that follow them. And to make things worse, they added these unskippable QTE scenes, which, as far as I can tell, don't affect anything and are simply there for annoyance. The overall aesthetic of the game has also shifted towards a darker and more "realistic" one. Everyone's wearing military uniforms, the general color variety has been toned down significantly, locations look samey and kinda boring. I feel like this might be the least MK-looking MK game in the series. The combination of these factors kinda made this game look to me like a pale shadow of its predecessor. Not a bad game overall, but the entire time playing it I felt like I could've been playing the much more enjoyable MK9 instead. In fact, as flawed as the old MK games were, they seem much more attractive to me than this. P.S. In this and the following games I've noticed they've been adding iconic characters from the 80s and 90s. My question is: how come they never added Wu-Tang Clan members as playable characters? They're a much a better fit than the deformed (look at its head) Xenomorph and Leatherface they added here. And if the answer is that Wu-Tang Clan are real people and not video game or movie characters, well, there was actually a Wu-Tang game for PS1, so they really have no valid excuse.
abandoned
毁灭战士 豆瓣 维基数据 IGDB Steam IGDB
8.8 (40 个评分) 其它标题: Doom IV / Doom 4 2016年5月13日
类型: 第一人称射击 / 动作 平台: PC / PS4 / Xbox One / Nintendo Switch / Stadia 开发者: id Software 出版发行: Bethesda Softworks / Zenimax Media Inc
《毁灭战士》,尽管Bethesda早在2014年7月就已经公开了这款新作,不过此后官方就很少透露本作的情报。此前的E3预告片已经预示本作会在E3 2015中登场,而现在官方就在现场先后播放了多段游戏的演示影像,其中包含单人模式和多人模式的内容。这些影像除了展示精彩的枪战和地图外,同时让玩家们欣赏包含多种枪械和电锯在内的各种武器,此外大家还能看到许多登场敌人。此外大家还可以注意到,本作的武器选择变为环状选单式,道具的掉落都很有美式RPG的感觉。此作将于将于2016年春登陆PS4、XBOX One和PC平台。
2025年5月26日 不玩了
2025年5月22日 评论 meh - It's ironic, I was one of the few who really wanted to play this game after that first E3 trailer, when everyone was shitting on it. And in all the following years I remained excited about it. Yet here I am writing a sort of negative review. All these years, since it came out, I thought I couldn't play this game. Perhaps in 2016-2019 that was true, but then I never bothered to try running it on my next two laptops, as they were both low-end. And all these years I really wanted to. This was possible in the top-10 of my post-2015 wishlist. Was going through some of my old YT subscriptions recently and came across the Low-Spec Gamer channel, and there was a video on how to run Doom 2016 on below lowest settings, so I figured I'd try. To my surprise it ran well on the near-lowest settings, even with FXAA on. Could get close to 60 FPS on the lowest, but I tweaked it to be closer to 30, but it was still a smooth experience, and my laptop barely even got heated. Gotta give props to Carmack. Whether he was involved with this version of the engine or not, I'm pretty sure it's mostly his technologies running under the hood. This is one of best-optimized games I've ever played. Of course id has always come through with cutting edge technologies, but technologies don't make the game, as it's been proven many times. So how is Doom 2016 as a game? Eeeeeeeeeeeeeeehhhhhhhhhh... I don't think anybody can honestly say that it's bad, but is this really the game y'all have been hyping like it's the next coming of Christ? To start with the simple stuff: I enjoy the music, and pretty much don't care about anything other than the gameplay. Doom 2016 has no atmosphere. I don't care if people think Doom 3 was too much of a horror game, the direction in the first Doom created a sense of desolation and rising tension, with brilliant environmental storytelling and what could only be called setpieces by 1993 standards. The way it played with lighting and sound and the player's expectations. None of that is in Doom 2016. They just throw Pixar versions of Doom monsters at you like a meat grinder, with the visuals being so generic, they actually remind me of that budget cashgrab Alien Rage. Doom 1 and 3 each had a very distinctive and memorable look, while this game looks sorta like every other big budget action game. I remember the devs talking about how the story in this game was designed to be optional. You're supposed to be able to ignore it, yet the game keeps locking you in rooms with talking head NPCs. At least in Doom 3 it was usually cutscenes that you could skip or optional audio logs and emails. But Doom 3 actually made you want to pay attention to the story, at least for a while, because it spent a whole hour building a sense of the place and its backstory. Here it seems the protagonist himself doesn't care much, then why should we? It seems the devs wanted to make an old school shooter, but were too scared to fully commit to it, so they just threw in some arbitrary bullshit story just because they thought they had to. But like, okay, fuck all of that, as long as the gameplay's good, right? Well, okay, it is good, but it could've been so much better. The levels have these huge combat areas with two or more elevation levels, and you're meant to do a lot of platforming and (mid-combat) backtracking. This is unlike any other Doom game. The closest id game I can think of is Quake 3, an arena shooter. Needless to say, this kind of layout is heavily dependent on good AI (for the lack of human opponents) to make it work, and Doom 2016's AI just doesn't cut it. It's very easy to outsmart or even straight up cheese opponents. For example, in one level there was this gap that a hell knight could not jump over. Instead he was forced to circle around this huge chasm, which allowed me to snipe him out with my assault rifle, and then, once he gets close, just jump over the gap again. See, this wouldn't be a problem in any prior Doom or Quake games because they never had combat areas this big and with this much verticality. Another gripe I have with the combat is that for a game that's so focused on pure gorefest, they give you a surprisingly small amount of ammo. Sure, you can upgrade it, but in the 2.5 hours I played, the upgrade didn't make a noticeable difference. And this is a big problem in an old school shooter, because it means you can't strategize properly. You can't rely on a certain weapon because you never know if you're gonna have enough ammo when you next decide to pull it out. As a result you end up just using whatever you do have a lot of ammo for, which removes a lot of gameplay depth. And how could I forget the god-awful new shield-carrying enemy? These guys are easily the most dangerous and worse than the hit-scanners in Doom 3. Civvie was like "good thing you have a chainsaw", yeah, except you only have like 3 ammo for it (why tf does a chainsaw need ammo now?). In fact, Civvie's entire review was just him gushing over all the blood and gore and the "coolness" factor, completely glossing over numerous mechanical flaws. Between the fights, you search for keys, which is a mechanic that was fine in the 90s, but by early 00s became obsolete. Some games have attempted it since, to varying levels of success. Doom 3 and Quake 4 did it so organically, you barely even noticed you were keyhunting. But Doom 2016 takes you back to the 90s in a bad way. In the 2.5 hours I played, I got lost 3 times. I thought confusing level design is something we have collectively moved on from, a relic of the past, but no, here it is still, in 2016. And, just as with a story, it feels like the devs' insecurity forced them to add a bunch of upgrades, side-quests, challenges, a compass and a 3D map, which I can't make heads or tails of. What is it, Doom or Elder Scrolls? Every time I pressed Tab, I just felt overwhelmed and left. There's just too much unnecessary stuff for a game that claims to be old school. Finally, for an old school FPS with such a focus on verticality and exploration, it's really weird that they don't let you save. Not only because it's just convenient, but also because in games like this you often find places that make you wonder "can I get there?" Normally in those situations I quicksave and make the leap, but without the ability to save my progress, I'm not going to risk my life, knowing I might have to replay an entire battle or two. I don't really understand why the feature is not in the game, other than this was designed for consoles. This would also explain the weapon-selection wheel, which is an absolutely useless features on PC, where you can just press the associated number on your keyboard, and it's much faster and more convenient than the wheel. Despite all my criticism, however, I do think that Doom 2016 is a pretty good game, if only due to its gameplay alone. It's just that I can name like 10 first-person shooters off the top of my head that are infinitely better. I mean, forget giants like FEAR and Quake 4, even budget fan-games like Selaco (at least from my early impressions) are better than Doom 2016 in terms of gameplay, and that's not comparing the other aspects of these games. In this day and age Doom 2016 is just mediocre and unremarkable.
abandoned
Hexen II Mission Pack: Portal of Praevus IGDB
1998年3月31日
类型: Shooter / Adventure 平台: Windows / Mac 开发者: Raven Software 出版发行: Activision
Hexen II Mission Pack: Portal of Praevus, Raven Software's official follow-up to Hexen II, sends players back to the dark medieval fantasy setting of Thyrion, where a new evil has arisen to fill the void left by Eidolon's death.
2026年1月13日 不玩了
2026年1月13日 评论 Played with Hammer of Thyrion source-port. - It's significantly better than the first Hexen, but still a mixed bag. Level design is still confusing, though I was able to get a little bit further than in Hexen 1 before getting stuck. But really the biggest problem here is that the combat is flawed at the fundamental level. What I said about melee combat in Hexen 1 applies here too. The technology is just not there to make it engaging. I mean first-person brawlers in general tend to suck, but the few good examples don't arise until mid-2000s when physics and animations get really good. There is a ranged class here, but even the ranged combat suffers from numerous issues. For one, your projectiles go anywhere but where you aim, and the actual location varies from weapon to weapon. Your first weapon has a limited range, and you're gonna spend a lot of time using it because it's the only one that doesn't run out of ammo, and the ammo here is scarce. Then you got pretty poorly-designed enemies. Here are some examples from the early game: A tiny spider. A tankier tiny spider (that takes like 12 shots to kill!) A ranged wizard that disappears every time you aim at him. A winged lady that covers herself with her wings and becomes invincible every time you aim at her. It's like the devs were intentionally designing the enemies to be as annoying as possible. Now you do have some pick-up items that can help against specific enemy types, but they're like timed bonuses. Once you use one, you can't turn it off, and then it disappears. So you can like spend one entire item on one enemy and then run around empty rooms for minutes until that item disappears. And then God knows when you're gonna find another one like it. So they're completely unreliable as a means to dealing with these enemies. The one thing that this game has got going for it is the atmosphere. It kinda feels like first-person Diablo.
abandoned
Star Wars: Shadows of the Empire IGDB
1996年12月1日
类型: Shooter / Adventure 平台: Nintendo 64 / Windows 开发者: LucasArts 出版发行: Nintendo
As Luke Skywalker and the Rebel Alliance struggle to defeat Darth Vader and the Empire, a new threat arises. Dark Prince Xizor aspires to take Darth Vader's place at the Emperor's side. As Dash Rendar, it's up to you to protect Luke and help the Alliance. May the Force be with you!
2026年1月3日 不玩了
2026年1月3日 评论 The whole multimedia project was a disaster. - The novel and the associated comic were contrived fan-fiction that introduced characters who couldn't have possibly existed during the movies' chronology without being referenced in the movies once. The whole premise with Prince Xizor seeking to kill Luke felt like a pointless convolution of the existing plot, and Dash Rendar is a redundant clone of Han Solo. But it's whatever, story doesn't matter in video games, right? Unless it's like an RPG or a point-n-click adventure or something. But they totally flopped this game by making N64 the primary platform. The game controls like ass on PC, and I completely attribute this to their attempts to adapt to N64's weird controller. This could've been mediated by allowing the players to remap the controls or at least turn off the mouse-walking, but nope, can't do that. Being a third-person shooter, the fact that you aim vaguely in the direction of enemies and let the auto-aim do all the work means that like 80% of this game is just gonna be boring and/or frustrating. I got to the first boss, which is an AT-ST, and you have to shoot it with the only heavy weapon you got, but because you can't control Y-axis, and the auto-aim is too stupid, most of the projectiles went through AT-ST's legs. So it was left with like 54% HP, and your regular blaster takes several shots to shave off 1%. Fuck that shit. It's also exacerbated by the lack of manual saving. I guess you should really play this on an N64 emulator these days or you're stuck with checkpoints. I can see some redeeming qualities here. The level design seems to be decent enough, and the gunplay generally feels satisfying. But the game was ruined by consolification. A good remake or even a remaster could salvage whatever good is here.
abandoned
蝙蝠侠:黑暗骑士崛起 豆瓣
其它标题: The Dark Knight Rises 2012年11月5日
类型: 乱斗/清版 / 格斗 平台: iPhone / iPad / Android 开发者: Gameloft S.A. 出版发行: Gameloft S.A.
一款Gameloft 出品的动作游戏,瓦家将扮演超级英雄的快意恩仇,亲自进入蝙蝠侠的军火库,亲自挑选,细细选择,感受每一种武器的过人之处。使用抓钩,让你穿越城市,消灭敌人;投掷蝙蝠镖,置敌人于死地,或按下远处的按钮;发挥你的想象力,最大化地利用每个道具。你还可以驾驶蝙蝠侠的专用座驾,驰骋在整个哥潭市,与时间赛跑,赶到每个有危险发生的地方。
2026年1月7日 不玩了
It's very impressive how much of the Arkham series' gameplay they managed to fit into a mobile game, but the tradeoff is jank and unresponsiveness. It's hard to escape the feeling that these systems are not fully realized here and that you're playing some kind of a cheap knock-off. But honestly I still prefer this over the 2.5D Nintendo 3DS/PS Vita travesty that was Blackgate. At least this game tried. If only it was more polished and actually adapted to a more versatile control scheme, it would've been quite decent.
abandoned