completed
极度恐慌 豆瓣
8.3 (6 个评分) 其它标题: 超能特警组 / F.E.A.R. 2005年10月17日
类型: 第一人称射击 平台: PC / PS3 / Xbox 360 开发者: Wargaming West / Monolith Productions, Inc. 出版发行: WB Games / Sierra
《F.E.A.R.》将带领玩家从第一人称的角度,进入一场满载动作元素和丰富剧情的秘密军事任务中,并透过多变的环境设定,让您导出属于自己的精彩动作巨片。
故事起源于一件价值数十亿美元的太空计划案,遭到不明恐怖组织的劫持,但该组织却未提出任何释放人质的条件或要求。政府立刻派遣特种部队前往,但却因怪异的信号乾扰而失去通联。当事件引起的风波稍稍缓和后,这批派遣出去的特种部队却遭到极度恐怖的命运:屠杀,恐怖组织在士兵完全无法反应的情况下,将士兵们直接分尸,并将过程整个拍摄起来,公诸于世人面前…
身为F.E.A.R.的一员,玩家将前往解决这项无人可解的难题,任务非常简单:不计任何代价,清除每一个潜在的威胁;查出神秘的讯号来源;并赶在阴谋扩大到无法控制前,将其彻底根除。
2026年4月2日 玩过
2026年4月2日 评论 "You will be a god among men" - Throughout the years there have been debates: the best or just one of the best? When it comes to combat, it's definitely undefeated. I've played pretty much every FPS that has ever been in the conversation of the GOAT, (perhaps barring only Dusk, which I'm planning to check out soon) and I'm calling it. From the ragdolling enemies, to the particle effects, to the unprecedented AI behavior, to the genius level design, it's simply unparalleled. Levels are structured in ways that allow both the player and the enemies to ambush each other to play the cat-n-mouse game, as most rooms have more than one entrance/exit, and there's plenty of level geometry to navigate, use as cover or for hiding and ambushing. Between the dynamism of the retro shooters of the 90s with their and the realism of the cover-based shooters of the late 2000s, F.E.A.R. is the link that combines the best of both worlds. Enemies can see your flashlight and advance on you, or retreat when they're taking losses. It's the closest thing in a single-player game to fighting real human opponents. And yet, despite the complexity of the level design, it also flows really well. I only got lost once and only for like a minute. In most cases it creates a sense of non-linearity with branching paths, but most paths still lead you towards your main goals. The impact of weapons is also among the most satisfying out of any game. A shotgun blast can either blow an enemy's head or limb off, or knock an enemy back into his comrade, or rip him to shreds. It's completely unpredictable, but every outcome feels organic to the moment. The physics are straight out of a John Woo movie, but they make sense. For the combat alone, F.E.A.R. is a masterpiece, but really the horror aspect here is also very strong. I would argue the game succeeds better at it than Doom 3 or even some self-proclaimed survival horror games like Dead Space. It does have a few jump-scares (one of which nearly gave me a heart attack), but largely relies on the oppressive atmosphere, which is the way I prefer. I've heard a lot of people complain about the monotonous and claustrophobic environments, but I'd argue they actually contribute to the atmosphere a lot. They create a sense of entrapment, and a longing for the outside world. The few brief moments you do get to "breathe some fresh air" you feel a sense of relief, which is quickly replaced with the dread of having to go back inside the building. I think J-horror, as we know it from the 90s onwards, often relies on closed spaces and is meant to play on the anxieties of a XX/XXI century person, and part of that is the isolation produced by modern buildings housing lots of people separated by walls into their own little worlds where they are vulnerable. I get the feeling the devs were very knowledgeable in J-horror films. In fact, I recall reading an interview where they said the very decision to do this project came out of already being huge fans of J-horror films. I think it's very noticeable in the story, which features a lot of very common tropes of the genre, while also introducing some cyberpunk and military sci-fi elements, giving the game a very unique identity. It's not exactly a story-driven game, and I wouldn't call this story amazing or anything, but it's very minimal and very effective in the few places that it does throw twists at you. But F.E.A.R. isn't perfect. The combat is at its best when fighting common soldiers, but pretty much every other type of enemy is inferior. The worst one by far is those invisible guys in gimp suits that exude electricity. They creep up on you quietly and then take a huge chunk of health with every melee attack. Also, the ghosts in the last level are not fun to fight at all. I would honestly rather not fight anyone in that level. But these kinds of enemies make up a small minority and don't ruin the overall impression. Plus there's the aforementioned jump-scares. Other than that, it's near-perfection and one of the coolest games ever.
completed ❤️
暴力辛迪加 Eggplant.place 豆瓣
其它标题: Syndicate / 暴力辛迪加 Syndicate 2012年2月21日
类型: 第一人称射击 平台: PC / PS3 / Xbox 360 开发者: Starbreeze Studios AB 出版发行: EA Games
以科幻小说故事被背景的未来,《暴力辛迪加》的故事设定在一个由大集团瓜分的未来世界。这些大集团为全世界公民供应着一种允许每个人进入一个巨大的数字世界的神经芯片,而未来世界的生活和那些芯片息息相关,虽然这些集团不是政客,但他们却掌控着整个世界。

游戏中玩家将会扮演一名欧洲公司的特工Miles Kilo,而且在辛迪加战争的最前线。游戏中的特工将会配备最新研发的芯片,同时也会配备普通的武器。
2026年3月28日 玩过
2026年3月28日 评论 Welcome to the Machine - “You are a tool, Kilo. I can use you any way I want. But so can others.” It’s kinda funny how this game came out the same year as Black Ops 2, and they’re so similar, but this one went completely under the radar. Though actually it reminds me even more of Black Ops 3 and everything that game couldn’t be, because it deals as much with typical cyberpunk tropes like identity, memories and transhumanism in a dystopian world dominated by mega-corporations with excessive power. It’s nothing we haven’t seen before, and now from 2026 the story ironically feels like it was written by an AI. And the game’s main problem really is that it’s so story-driven while failing to deliver a story not just compelling but even coherent and comprehensive. It’s a story that the game would’ve been better off without as it actively drags the game down. The ending honestly feels like it’s unfinished. But for what it lacks in the story department, I feel like there’s a meta-commentary on the state of linear spectacle-based shooters. “I made you, Kilo, I had you custom wired for a purpose, and I can pull your fucking plug like any other machine.” Syndicate clearly plays in the playground of Call of Duty. You have a two-gun limit, rather simple level-design, constant scripted sequences, and the gunplay feels just like it. But then the premise of the story is that you’re a kind of a robocop that belongs to a corporation and is given special powers to execute what the corporation demands of you, with very limited freedoms. Much like the game itself, it’s a power-fantasy that gradually becomes a dystopian nightmare. And I feel like the design reinforces that. Early on the game will let you play around in areas with relatively complex level layouts, but as the game progresses, I feel like it gets more and more linear. There is depth that’s burgeoning beneath the surface, but it’s never allowed to break through. The center of Syndicate’s combat is the so-called “Dart Overlay”, which is a mode that combines slow-mo with x-ray, increased damage output and decreased damage input. On top of that it adds damage multipliers when you kill several enemies in a succession and can be upgraded with other bonuses. It’s a great system because it encourages you to break out of the traditional Call of Duty formula and be more mobile and aggressive. You can even have your health-restoring “glory kills” that everyone loves so much from Doom 2016. At its best, this mode makes the game play like softcore F.E.A.R. But just like the protagonist, you’re not really allowed full freedom to use it whenever you want to. Sometimes the level-design makes it redundant, other times because you’re forced into set-pieces, boss-battles or scripted scenes. You also have three superpowers, which remind me most of Black Ops 3. The first one makes the opponent kill himself, the second does damage and decreases the enemy’s defenses, and the third makes the target start killing his comrades. The last one has great implications, but again is heavily underutilized. I feel like, Syndicate could’ve been a game where you walk into a room full of enemies and contemplate like 10 different strategies. But all that potential is lost like tears in rain . What a shame. It’s funny, but these are almost the exact words the main antagonist (Brian Cox) says at the end. Really hard to believe the devs weren’t trying to say something with that. “I wonder what you’ll do now that you don’t have any orders.” ^And these are the last words you hear right before the game is over. I feel like the devs didn’t want to create a Call of Duty game and did everything in their power to subvert the demands of the market. Also, yes, I am aware that this game is a kind of reboot of a tactical strategy game from the 90s. That doesn’t affect my evaluation of the game whatsoever. In fact, I find it hilarious that some of the people that hate this game on principle are perfectly okay with the reboot of Prey that was designed as a completely different game and had the title slapped on it at the last moment. My first impressions with this game were really strong. But having completed the game, looking back at it, I struggle to remember one moment that felt special. Its best aspects are neutered enough that it never gets to shine.
completed
Heroes of Might and Magic II: Gold
类型: Turn-based Strategy, RPG 平台: Windows 开发者: New World Computing, Inc. 出版发行: The 3DO Company
Lord Ironfist is dead and the Kingdom is plunged into a vicious civil war by his feuding sons. At stake is the ultimate prize: control of the land and succession of the royal throne. Will you support the villainous usurper and lead the armies of evil or be loyal to the righteous prince and deliver the people from tyranny.

This compilation contains:

Heroes of Might and Magic II: The Succession Wars (base game)
Heroes of Might and Magic II: The Price of Loyalty (add-on)

For the Windows Apps platform, this is the first release of the game.
2024年6月15日 玩过
2024年6月15日 评论 Porting my old review to a new entry - I played through the main campaign as the bad guy and the Price of Loyalty expansion. I kinda wanted to try and beat the rest of the campaigns because in some aspects this game is amazing, but at some point this goal became a torture. I have to take a LONG break from this game. I'll explain why, but first I'll try to break down what makes HoMM 2 different from the first entry in the series. So, on the surface this seems like an improvement and expansion of everything, but with the added complexity, certain patterns emerge. There are 2 spectra that interact with each other: Army build up vs. Character progression Magician path vs. Commander path These spectra are felt much stronger here than the first game because every aspect of the game was expanded with more elements. In the first game you were able to kinda do everything, whereas here until the late game you're constantly low on resources. This ends up being a blessing and a curse. On one hand, it forces you to choose a path and makes every playthrough slightly different. On the other hand, the resource scarcity simultaneously kinda chokes this system. Because it gives you many choices, but really the most effective one is still somewhere in the middle. So yeah, you can play many different ways, but you're constantly gonna be losing to your opponent unless you choose the path of balance on both spectra. Another thing that kinda chokes this system is the ridiculous imbalance. Some units (black dragons) are just superior to everything else in the game, so it only makes sense to play as the faction with that unit. Some spells (dimension door) are too. Pretty much, if you build an army of black dragons and learn dimension door, you're unstoppable. Still that doesn't stop the gameplay from being insanely addictive, not due to some cheap tricks, but because of how good it is. There's a lot of strategic depth, yet the game is simple enough not to overwhelm you. The visuals and audio are some of the most beautiful in any game ever. And by drawing from a diverse roster of fantasy creatures and environments, the world of the game ends up feeling huge in scope. In addition, with some maps taking forever to beat, each one feels like an epic adventure. Like a world unto itself, not merely a stage in a larger story. But trying to beat this game is psychological torture. It starts off normal, but becomes sadistically tough in the latter missions of each campaign. And the thing about this game is that it gives you a million chances to recuperate, rebuild an army and attempt to turn the tide. What this means in practice is that some maps will take days, if not weeks to beat. I've genuinely driven myself sick of this game. The main campaign was tolerable, which gave me a false sense of confidence. But Price of Loyalty is just fucking insane. I have no idea how one is supposed to beat it. In the last mission, the red player is running around with hundreds of bone dragons, vampires and liches per each hero and castle. So I cheated. Summoned deathstacks of black dragons, and to my surprise still managed to lose a couple of battles. I could never get like 300 black dragons through fair means, but the enemy had 300 bone dragons per hero somehow. HOW? Finally, the thing that led me to give up was two bugs I encountered in that last mission. One was when I was fighting the last castle of the yellow player and he cast a duplicate spell on his mage. I killed the mage and the duplicate disappeared, but continued attacking me. It became like an invisible and invincible enemy with 0 units, I had to bail. The other bug was that the last castle of the red player was simple not attackable. I pointed the context-sensitive cursor at it and it didn't change. No matter where I clicked, my hero would simply run there and do nothing. So I just placed my hero in front of it, hoping the red player would eventually spawn a hero of his own and I'm gonna attack him (which makes it a castle attack if he's in the castle), but he never did. I will still count that as my victory, even if through cheating, but I would say the AI was cheating too. HoMM 2 is a fantastic game with some major mechanical flaws and unfairly brutal campaigns. I'm not really removing points for the latter because I almost never play campaigns in strategy games, as they're just the same as skirmish/scenarios, with a tacked-on story and arbitrary tasks. But I think the campaigns here really helped bring out all of the game's mechanical flaws to the surface. EDIT, 20th April 2025: Thought I'd take a long break before returning to it, but, despite the game's flaws, it has a very strong residual presence. As tough as its challenges are, its world is an alluring archetypal fantasy, almost dreamlike. For a game I have no nostalgia for, the attachment I've developed is unparalleled. So I clenched my teeth and grinded through the last three campaigns. I have to say, these tiny campaigns had some very cool map designs, but the balancing is still insane. Couldn't beat it without cheats, probably ever.
completed ❤️
游戏开发大亨 豆瓣
6.3 (6 个评分) 其它标题: Game Dev Tycoon 2012年12月10日
类型: 模拟 / 策略 平台: PC / Mac / Linux / iOS / Android 开发者: Greenheart Games 出版发行: Greenheart Games
与游戏发展国类似的一款游戏 虽然早前已经有游戏发展国的PC版 但是由于操作性并不亲民 即使有很多的元素和趣味性 却还是无法与手机版相比 因此 这款号称第二部游戏发展国PC版的 游戏开发巨头 瞬间就抢占了众人眼球 简单却不失趣味的画面 层层递进的游戏发展多样性 以及亲和力很强的上手度均令人无法忘怀
2023年11月24日 玩过
2023年11月24日 评论 Honestly, the first time I played this game, it felt perfect for what it is - It genuinely makes you feel like a gamedev without all the actual work that goes into it. And for years I'd find myself coming back to it to relive the fantasy. But overtime I started noticing how sometimes the scores and sales of my games made no sense. For example, you could spend all your budget developing a powerful engine with cutting-edge technologies, spend a lot of time training your crew, make a big-budget game on that new engine and splurge on a large marketing campaign, and then release it to low scores and poor sales, thus completely ruining your career. Or you could create a text-based adventure on almost no budget and it will get 9+ scores and generate you millions of profits. I've always suspected something wasn't right about this. Tried playing it with a cheat mod just now, and it confirmed my suspicions. I activated a 1337 developer, unlocked several technologies ahead of time + all the hints, and still couldn't get scores higher than 8. I moved into an office, filled my team with 1337 devs, unlocked several more technologies, added millions of money and fans, and began developing high-budget cutting edge games that were years ahead of their era, and each time I would fail to gain higher than 8. In addition, due to having millions of fans, I was selling tens of millions even with mediocre games, yet my games would always rank low on the sales charts (e.g. 60th place), implying that there are 59 more games that moved millions of units each (in the late 1980s!). Which is just ridiculous. This game basically parasitizes on your dreams. There is no real substance to it. It's merely a graphical shell with a scripted progression. While I remember enjoying this game on my first run, I can't help but feel cheated. And can no longer derive any joy from it. I'll keep 2 stars for the pleasant illusion it once created.
completed
刺客信条:血统 豆瓣 IGDB 维基数据
8.4 (7 个评分) 其它标题: 刺客信条:血缘 / Assassin's Creed : Bloodlines 2009年11月17日
类型: 动作冒险 平台: PSP 开发者: Griptonite Games 出版发行: Ubisoft Entertainment
美国UBISOFT(育碧软件)公司制作发行,由美国西雅图Griptonite Games工作室开发,预定2009年冬季在北美地区发售,由PSP掌机独占。脱胎于家用机版,将为PSP进行特别的优化动作游戏:《刺客信条:血缘》(Assassin's Creed: Bloodlines)
《刺客信条:血统》主人公还是Altair,剧情讲述的是初代之后,Altair追踪圣殿武士来到塞浦路斯岛的故事,填补了一代和二代剧情之间的空隙。
2023年11月30日 玩过
2023年12月8日 评论 What the original game should've been, with the appropriate adjustment to the budget - First of all, it's pretty incredible how they were able to fit the full-blown Assassin's Creed experience into a PSP game. The only compromises here are those of graphics and scale. Other than that, it plays almost identically. But practically all the problems I had with the original are addressed here (as much as you can do without altering the core gameplay of course). The boring tutorials, modern-day sections and unskippable cutscenes are gone. Nothing breaks up the game flow or ruins the immersion any more. It's still not a stealth game, but at least it doesn't pretend to be one, getting rid of some unnecessary mechanics. More emphasis is made on combat, which, while still mostly boring, at least they don't take away your skills and weapons. You end up mostly relying on counter-attacks, which are satisfying, but can get tedious, especially as any fight can chain-link into several others. It can also be frustrating how after a successful counter-attack kill your character will disengage and just stand there to receive a hit. And trying to do something immediately might resolve in him just striking air. But I think this problem existed in the original game too. The biggest and most important difference is how side-quests are no longer mandatory, but now there's an actual motivation to do them. They generate you profits which can then be spent on upgrades, which is yet another incentive to keep playing. These upgrades can make the gameplay much less frustrating too simply by making it easier, either through extra abilities, like auto-blocking or increased health. Unlike the original Assassin's Creed, Bloodlines lets you just do what it was advertised to do: let you kill people as a badass assassin in Crusader states. It's still not a deep or complex game by any stretch of imagination. In fact, it's not really very fun either. But it won't stand in your way and make things difficult for you like the original did. And seeing how this is an open-world game for PSP with pretty impressive graphics, I had to add an extra half-star just for that. Still from the gameplay perspective it does not really compare to the Tenchu and Shinobido games.
completed
恶魔城:晓月圆舞曲 豆瓣 Bangumi
9.1 (27 个评分) 其它标题: Castlevania: Aria of Sorrow / Castlevania: Minuet of Dawn 2003年5月6日
类型: 横版过关 / 角色扮演 平台: Nintendo Switch / GBA 开发者: Konami Computer Entertainment Tokyo 出版发行: Konami Corporation
公元1999年尤里乌斯·贝尔蒙特讨伐德古拉,并且将其完全消灭。德古拉被消灭36年之后,公元2035年,将有一次日全食发生,一个叫来须苍真的日本高中生和他青梅竹马的同学白马弥娜在神社一起观看日食,却遇到了离奇事件。苍真由于不明原因失去意识,当他醒来的时候,他发现自己和弥娜被传送到一座神秘的城堡里。在一个名叫有角幻也的神秘男子的帮助下,苍真开始探索恶魔城的秘密。旅途中他还遇到了费尔南德斯家的传人洋子·费尔南德斯和一个不知自己姓名,外号叫“J”的大叔。苍真逐渐明白,原来这次日食是邪恶力量制造的,其目的是要让德古拉重新复活。而魔王德古拉的灵魂,就潜伏在他自己体内。
  “J”原来就是1999年消灭德古拉的英雄尤里乌斯·贝尔蒙特,有角幻也则是阿鲁卡多的化身。在他们的协助下,苍真打败了策划这一阴谋的邪恶教团头目格拉翰姆·琼斯。但德古拉的灵魂仍然在他的身体里面。苍真答应尤里乌斯,如果他在将来变成魔王,就由他来把自己消灭。苍真进入混沌把它消灭,回到原来的地方。在游戏中如果失败,就会变成魔王。
2026年3月22日 玩过
Though designed around GBA's limitations, the brighter and more vivid color palette compared to SotN really matches the optimism of the early 2000s when, despite all the problems in the world, the new millennium came with a promise of a brighter future. AoS is set in the future and tries to find humanity in the series' trademark villain and put an end to the bleakness of the seemingly endless struggle of reincarnating evil that preceded. The main battle here is the battle within. The soul system with its replenishable mana seems to match that endless blue expanse of the Bliss wallpaper of Windows XP that was so emblematic of the era and symbolized a new beginning.

In retrospect, this is probably my favorite Castlevania.
completed ❤️
蜘蛛俠 2 Bangumi
其它标题: スパイダーマン 2 / Spider-Man 2: The Game 2004年6月28日
类型: A-AVG 平台: PS2 / PSP / XBOX / PC / Mac
It takes place two years following the events of the first game after Green Goblin was killed by glider on Bridge. Spider-Man is trying to balance his civilian and superhero life, frequently late or absent for school, work, and leisure time with his friends. Following dinner with Mary Jane Watson and Harry Osborn, Peter thwarts an armed looting of an art museum, and tracks down an escaped robber, the Black Cat. Soon after this, he thwarts an attack in the streets of Manhattan by The Rhino.
2023年12月14日 玩过
2023年12月14日 评论 PC Version - There's this strange idea that simplicity equals low quality. I don't subscribe to that. Sometimes it's the complete opposite in fact. Spider-Man 2: The Game is a simple game made for children. And for what it is, it achieves its goals with excellence. In terms of presentation, it perfectly captures the aesthetic and tone of the movie, while adding a flavor of the comic-book craziness. But ultimately it's still a very cinematic game. The pre-rendered cutscenes are all spectacles to behold. The voice acting is very believable, Peter Parker sounds just like Tobey Maguire. When it comes to gameplay, it's mostly aiming-focused, similar to the first three Harry Potter games. Your character will usually automatically determine which action needs to be performed when you point a reticle at something. That being said, there's still plenty of nuance (for a kids' game) to combat and platforming. Through experience you can find more efficient ways to fight and traverse levels. It's not an open-world game, but most of the levels are huge, open and filled with secrets and easter eggs, giving you room to explore. I've played through this game like 30 times, but I still keep finding new places and secrets. Yet at the same time the level design doesn't make the locations feel empty and boring. You could mentally divide level into segments of mini-tasks, where the environments are crafted to guide the player to the completion of these tasks while throwing some challenges their way. There's never a moment when you're not busy platforming, solving puzzles or fighting. There's also never a moment you get lost or confused about what to do. The game is very short, and it's got a really good flow. You can beat it in one sitting and not even notice how the time passed. Again I wanna stress that this game is made for kids, so all challenges are very easy. If you're the type of person who believes an easy mode can ruin a game, this game is not for you. But personally, I don't see why that's the game's fault. As a piece of kids' media, it does exactly what it was meant to do, and does it brilliantly. I can testify as someone who bought this as a kid and spent countless enjoyable hours in it. And as someone who doesn't get blinded by nostalgia (you can find many of my reviews where I revisit childhood favorites and get disappointed), I say this game holds up.
completed ❤️
镜之边缘 豆瓣
8.6 (49 个评分) 其它标题: 靓影特务 / Mirror's Edge 2008年11月11日
类型: 角色扮演 / 冒险 平台: PC / PS3 / Xbox 360 / Windows Phone 开发者: EA Digital Illusions CE 出版发行: ak tronic Software & Services GmbH / EA Games
镜之边缘是历史上第一款以跑酷(Parkour)为主题的第一人称射击游戏,故事背景是一个高度发达的近未来威权社会里,存在着一群以手脚传递信息躲避政府监视的“信使”。主人公Faith就是这些人中的一员,由于偶然的情况,她成为了一名候选人遇害的目击证人,为了探究真相和还被栽赃家人以清白,而经历的冒险故事。
英雄萨姆2 豆瓣
其它标题: Serious Sam II / Serious Sam 2 2005年10月11日
类型: 动作 / 第一人称射击 平台: PC / Xbox 开发者: Croteam Ltd. 出版发行: Sold Out Sales & Marketing Ltd. / 2K Games
《Serious Sam II》运行于全新的Serious引擎上,各方面效果完全超越二次出击。上一集我们看到San时,他正在天狼星和最终BOSS'Mental'苦战中,有一位天狼星的向导想帮助我们的Sam去消灭Mental。他们把Sam送去收集分散的充满神奇力量的徽章,这些神秘的东西可以带给Sam无穷的力量去打败Mental。Sam的又一次冒险就此展开。《Serious Sam II》的剧情倒不是主要的,玩家想从《Serious Sam II》中得到的是前所未有的感官上的刺激。
《Serious Sam II》当然少不了的是暴力美学。借助全新的3D引擎,游戏画面的效果又上了一个层次。这次Sam身处于7个不同风格的世界中,在哪充满奇异动植物的行星中作时间旅行。游戏一共超过40个大大小小的关卡,时而在奇怪的未来世界城市中,时而又去火山口,时而在茂密的丛林出现,时而在阴暗的沼泽地和冰冷的苔原中。其中一个另人难忘的场景是Sam苦战巨人,巨人身边有很多身高只有一英寸高的小怪物,Sam想用那夸张的火箭炮打中它们, 是否击中,这就要看你的运气和本领了!
同时,《Serious Sam II》将会超越第一人称动作射击游戏。当你亲临游戏时,你就会明白为什么会这样说了:大批的奇形怪状的动物植物敌人,潮水般疯狂的攻击你。敌人的设定夸张而不失个性:上链的双角犀牛, 红色的恶魔火球,高科技的外星人,恶心的僵尸和绿怪人,炸弹小丑, 南瓜头链锯魔鬼,最搞笑的还是那个炸弹人,它们一边微笑一边冲到你身边来自爆。
2026年3月16日 玩过
2026年3月16日 评论 Played with Renovation Mod - I first played this mod in 2019. It adds a few little tweaks to bring the game closer to the Classics, but more importantly it adds hands with animations to several weapon models and the gibbing system from SS3, which is much superior to the original system. Still, none of the changes are radical enough to make it feel like a different game. Recently Renovation Mod has been integrated into the Steam version (though you still have to select it from the menu), which tells me that the devs approve of it and don't see it as contradicting their vision. In addition, the Steam version has received a few massive updates throughout the years, most notably the 2021 update which added optional sprinting, radar and dual-wielding. The latter in particular is a massive change because it wrecks the balance. You can dual wield any weapon, even the canon, thus doubling either your fire-rate or firepower, something the game was not designed around. For weapons that were already dual-wielded (pistols, UZIs), enabling dual-wielding allows you to control each hand individually with their respective mouse buttons. The reason so many changes have been made to SS2 is probably because Croteam has been somewhat unhappy about how it turned out. It seems after the first game and its expansion dropped, they had a temporary lapse in judgement during which they decided the series should go in a more cartoony and insane direction. First the Xbox port of the Classics got new models, cutscenes with more story (with more emphasis on jokes), and the practical HUD of the PC version was replaced with something less-cluttered and more visual, but ultimately less informative. Then the outsourced Next Encounter came out, which pushed even further in that direction with more exaggerated enemy designs and even more humorous dialogues and gags in the cutscenes. SS2 was kinda the culmination of all that, but this time it was a mainline sequel, so the fan reaction was polarized. By the time SS3 got released, Croteam had backpedaled hard, arguably even too hard. The first game and its expansion were colorful, tongue-n-cheek and had humorous moments that coexisted with a mysterious atmosphere, and immersive and relatively-realistic environments and enemy designs. SS3 and subsequently SS4 are noticeably less colorful and less cartoony, but I'd argue they're much closer in spirit to the Classics. In addition to Croteam's 180 on the course of the series' identity, they officially declared SS2 to be non-canon, alongside Next Encounter. It's also known that they once planned to remaster it, and the leaks seem to suggest that the remaster would've been more of a remake closer in style to the rest of the mainline series. I don't particularly care for the canon of Serious Sam because I don't particularly care for its story. I think until SS4 the story in Serious Sam games was purely practical and didn't present anything special. However, I think the decanonization is just because SS2 doesn't feel like a Serious Sam game to me, almost at all. It seems to be more of a sequel to Next Encounter than the first game, and I mean that both mechanically and stylistically. While it's definitely not as much of an offender as NE, it's plagued with a lot of the same problems. The levels are very linear compared to the rest of the series, invisible walls galore. Most combat scenarios consist of simplistic arenas with waves of respawning enemies, a-la the last level of TFE before the final boss. Most enemies here are new and most of them have pretty basic attack patterns and behaviors. Melee enemies usually just charge you, ranged enemies usually shoot you with whatever random projectiles in a straight line. Doesn't matter whether it's rockets, bullets or lasers. The kamikazes blow up even from a single bullet, just like in NE, the Kleers and Werebulls (who are now toy rhinos for whatever reason) have none of the weight and physics that made dodging them an elegant waltz in the original. Whatever classic enemies did make it here, have local equivalents as well for whatever reason. There are now several annoying flying enemies that are hard to hit, while the original had only Gnaars and Harpies, both of which had predictive movement patterns that made shooting them easy and fun. The weapon placement now makes no sense either. They give you a plasma rifle before introducing the flying witches, but why would you use a projectile-based weapon against a highly mobile flying enemy? You don't yet even have the UZIs in that level, so relying on your shotgun is the best option, but the game effectively guides you to use the plasma rifle. In fact the game kinda suffers from the same problem NE suffered from, which is making most weapons equally effective against most enemies. The rocket launcher is in fact weaker than the double-barreled shotgun, which makes it almost useless, especially after you discover the sniper rifle. Also there's now turret sections and vehicles that are just boring as hell. Vehicles first made their debut in Next Encounter and then reappeared in SS4, except in SS4 they're mostly just transport or (in the case of mechs) have more of a nuanced gameplay. Here you have entire minutes-long battles on vehicles, which boil down to holding down the fire button. In fact, most battles feel that way. I did find myself switching between weapons more than in Next Encounter, but much less so than in the Classics, SS3 or SS4. Simply because most enemies behave the same, which kinda also removes the need to think strategically about which enemies should be prioritized. But really, put simply, the problem here is that it just doesn't have the trademark Serious Sam gameplay. Take for example the Valley of the Jaguar from TSE. It's a giant map that you enter through a cave, the entrance of which has two mountains on its sides. There's a pyramid in the middle flat plane and three other pyramids on surrounding mountains. As soon as you enter the location, a horde starts coming at you, forced into the narrow passage between the mountains, which gives you an advantage. If you play your cards right, you can take out most dangerous enemies before the horde reaches you, and there's enough space to dodge their attacks. Once you do that and proceed to the middle plane, from there you have a number of approaches to the consequent battles, as you can take higher ground in one of the mountain pyramids, explore two other narrow passages which may hold secrets, or make your stand at the central pyramid, giving you a good observation of the entire location, allowing you to spot the enemies as soon as they spawn in every corner of the map. There's not a single map in SS2 that's even remotely similar. Forget about exploration and strategizing. It's just arenas and corridors with respawning enemies. Some locations are big, but they're essentially simple flat squares with some houses thrown around for some basic cover. The game ultimately plays as a pretty basic shooter a-la Painkiller. But even if you forget about gameplay, there is only a tangential similarity with the previous or subsequent installments of its franchise. Mostly just a relatively-similar tone. RELATIVELY. It is much more cartoony, making it harder to take anything seriously, but yes, the first game was somewhat cartoony and humorous while also being bloody and adult-oriented. The essence hasn't changed, only the degree. What did change is that the sense of place that I praised SS1, 3 and 4 is completely gone here. Like TSE and 4, SS2 is composed of several major locations, each of which resets your inventory. However the locations here are made-up planets that resemble caricatures of certain real-life cultures. They do look gorgeous and would probably be fascinating places to explore, but there's hardly any exploration here because of just how linear the levels are. In addition, NETRICSA, which was a database of text in the first game, which gave you optional context that made the past of these locations come to life, here became a sentient blue woman, a parody of Cortana from Halo for whatever reason. In the end, I have to say that other than some really nice visuals, there's very little I enjoyed about this game. It certainly doesn't feel like a Serious Sam game, but it also doesn't really stand on its own due to its mechanical simplicity. The updates may have altered the core gameplay a little, but the content is still the same and is still just as basic.
completed
杀出重围:陨落 豆瓣
其它标题: Deus Ex: The Fall 2014年3月18日
类型: 射击 / 冒险 平台: PC / iPhone / iPad / Android 开发者: Eidos-Montreal / nFusion Interactive LLC 出版发行: Square Enix
《杀出重围:陨落》的故事背景设定在2027年,世界充斥着毒品和阴谋。主角是一个前英国SAS雇佣团的大叔,他接受了物理强化,但被他的私人军事雇主被判,玩家需要操控主角进行冒险,承担起拯救所有强化人的重任。玩家可以在《杀出重围:陨落》中探索未知的地图、砍杀敌人以及秘籍潜入,游戏中还将设有多种结局玩法,该作是小说《杀出重围:伊卡洛斯效应》的后传。
2023年12月26日 玩过
2023年12月26日 评论 Having played Human Revolution, I went into this with pretty low expectations, but it really exceeded them - First of all, most of my criticisms of HR had to do with how much it streamlined and dumbed down Deus Ex, both in terms of the gameplay and the story. Either of which don't really apply much to this though, since this is a mobile spin-off game that you don't really expect to be complex or even good. But for what it is, it's actually pretty amazing. Obviously, if I rated this as a PC game, it would've been like a 2 at most. If I rated it as a mainline Deus Ex game, would've been even lower. But as a mobile game? Easily one of the best I've played. It has pretty big and open maps that you can freely traverse and explore, most challenges can be tackled in several ways, full-on voice acting, dialogue trees, leveling system, weapon improvements, pretty decent stealth and combat for a mobile game. If this came out in the early 2000s, this could've passed for a full-blown PC release. It would've still been a terrible Deus Ex game, but if it was called something else, I'm sure it would've gotten decent ratings. Hell, if it came out on PS Vita in 2013, I would've played the hell out of it (if only it was a bit longer). Now, obviously, the story here is pretty generic and boring. Having learned from HR, I kinda skipped most of the dialogue and didn't read any of the materials. Maybe that's why it took me only 2.3 hours to beat it. But tbf I didn't explore it as much as I would've if I was playing it on PS Vita (or mobile with button attachments, I don't play 3D games with touch screen). You kinda just don't wanna spend too much time playing a mobile game on PC. And also, this game is as yellow as HR, which sucks. But the quality of the graphics for a mobile game is pretty astonishing. Although, I suspect it got a facelift for the PC port. Still, I imagine it was mostly just sharper textures and some lighting, so I can still tell it looked great on mobile. And the music is really nice. Playing it on PC is also kinda cheating. Enemies have pretty generous hit-boxes and can't properly hide in cover. Which would be okay on mobile or even on console, where it's difficult to aim. But playing with a mouse makes you a god. You can walk into any building and murder everyone. It does get tougher towards the end of the game because the enemies get more bullet-spongy, and that's kinda where the microtransaction bullshit becomes prominent. I removed a whole star for the microtransactions here. If you don't invest real money into this game, you're missing out on at least 80% of weapons/items/upgrades. It is possible to beat the game without them, but it gets really tough at the end, and that's playing it on PC. I have no idea how people beat it on mobile phones. But if I had to pay money just to beat a game, it wouldn't even feel rewarding. This kinda leaves this review in a weird territory. Because I'm rating this as a mobile game, but I don't know if you can even beat it on mobile without microtransactions. The fucked up thing is that the game actually costs money. So if you're buying it on PC, you're basically overpaying, because you're getting a mobile game that's about 3 hours long with half the content locked behind a paywall. Pretty bad deal, if you ask me. P.S. One funny thing I noticed was in the beginning one of the Russian guards was whistling an actual Russian song. I don't remember what the song is called or where it's from (might've been a soundtrack to some Soviet movie), but it definitely is a real song that had existed before this game's creation.
completed
战斧 Bangumi
其它标题: Golden Axe / ゴールデンアックス 1989年12月31日
类型: ACT 平台: Xbox 360 / PC / PlayStation Network (PS3) / Wii Shop / Xbox 360 Games Store
A classic, side-scrolling hack and slash game, Golden Axe was ported to many platforms, including the Sega Genesis/Mega Drive.

『ゴールデンアックス』(Golden Axe)は、1989年にセガ・エンタープライゼス(後のセガ)が発売した日本のアーケード用ベルトスクロールアクションゲームである。タイトル画面でのタイトルの漢字表記は「戦斧」。

アーケード版のリリース以降、家庭用テレビゲーム機用およびパソコン用ゲームとして様々な機種に移植された(各機種版の詳細な情報は#移植版を参照)。

さらに家庭用ゲーム機では、続編や派生・リメイク作品が各機種にて発売された(詳細は#続編、#関連作品を参照)。

アーケード版はゲーム誌『ゲーメスト』の「第3回ゲーメスト大賞」(1989年度)においてベストアクション賞で9位を獲得、最初の移植作であるメガドライブ版はゲーム誌『ファミコン通信』の「クロスレビュー」においてシルバー殿堂入りを獲得した。

プレイヤー(たち)はファンタジー世界を舞台に3人の性別・種族が異なる戦士から2キャラを選び(最大2人同時プレイ。同キャラは選べない。協力プレイが基本だが、味方へも攻撃できる)、剣術と魔法を駆使してザコキャラやボスキャラを倒しながら各ステージを進み、最終ボスである宿敵「デス=アダー」を打ち倒すことが目的となる。

いわゆる横視点の2Dベルトスクロールアクションゲームではあるが、真横では無く多少の奥行きがあり、プレイヤーは上下(奥と手前)および左右に移動できる[1]。詳細は#ゲーム内容を参照。
2023年12月27日 玩过
2023年12月27日 评论 The skies were blue and the fantasy was idealistic - Heroic figures in exotic, wondrous lands. The coolest feature was mounting the dragons or other strange and awesome beasts. You got a choice of 3 classes, and unfortunately the dwarf was OP. Everybody wanted to be the dwarf, and I can't be happier that for once dwarves are the cool guys. Usually they're the butt of a joke (see Lord of the Rings). Having descended from mountainous warlike people, I identify with dwarves and would like to see them prosper in the media. That being said, this creates a disbalance. Playing as the human barbarian is much tougher, and nobody has ever played as the girl. The combat is pretty stiff even for the time. I remember having much more fun playing 8-bit Castlevania, which came out 3 years prior. Would still choose it over this. Your attacks lack an adhesive, forcing you to approach the enemies up close while being clobbered. You move like a tank, and jump as if you were on a moon. It's decent enough, but you're constantly fighting with the game. Perhaps a flawed start for a great series? Would have to look at the sequels soon. The good thing is it's short, so it doesn't manage to get annoying.
completed
Serious Sam: The Second Encounter IGDB
2002年1月24日
类型: Shooter / Indie 平台: Windows 开发者: Croteam 出版发行: Gathering of Developers
Serious Sam: The Second Encounter, the highly anticipated arcade action FPS sequel to the Serious Sam: The First Encounter, is a high-adrenaline arcade-action shooter heavily focused on frantic arcade-style single player action. In a world where cyberpunk meets fantasy-fiction and advanced technology is mixed with black magic and psycho-powers, Sam travels through the three beautiful worlds, confronting countless Mental's minions on his way to the Mental's base.
2026年3月13日 玩过
2026年3月13日 评论 "Shake, baby, shake. But I ain't gonna quake." - Like most fans, I used to consider this the best game in the series. And why not? It builds upon the solid foundation of The First Encounter without messing anything up. There are new enemies and weapons that somehow fit right into the neural network of enemy-weapon combinations and improve the already-excellent gameplay. There's more visual variety between levels, more creativity in the form of secrets, gimmicks and humor. It feels like the devs were having more fun with it, and that's kinda confirmed with the ending credits where almost every developer's name is followed with a funny quote one can only assume came straight out of the development process. This time around, instead of exploring one giant location, you traverse three smaller ones: Central America, Persia/Mesopotamia and something resembling medieval Europe. Across the levels you go through a lot of different biomes. Variety is always a good thing, but I think spending around 8 hours in Egypt made it feel like a more fleshed-out and real location. Here, the most memorable location is Central America because it's the one you spend the most time in. And also it's the most visually consistent one. Persia/Mesopotamia kinda jumps between the more Medieval-looking Persian architecture to the ancient-looking Babylonia. The final three European levels are consistent architecturally, but have radically different tones/themes. In the end, this makes it feel more like an expansion pack, in the sense of it being bonus levels rather than a coherent new entry in the franchise. It also doesn't help that your weapons get reset at the start of every new location. At the time we definitely assumed TSE to be a sequel, and I think it originally was, but then Croteam surprised everyone with the announcement of Serious Sam 2. So, I guess in retrospect TSE should be viewed at as an expansion pack. And for what it is, it's actually amazing. I will say that some levels towards the end of the Persian section and beginning of European section that have some design flaws: unfair enemy placements, a bit of an over-reliance on key-hunting, a couple of pretty confusing puzzles (not difficult, just unclear), occasional overly lengthy fights. But these are rather minor nitpicks. The game definitely starts strong and sticks to landing. Overall, if I had to choose, I think I prefer the first game due to its sense of place, coherence and slightly tighter level-design. But it's really close. In fact, I'd argue TSE has higher hights. The penultimate level might just be the best one in the entire series. In retrospect, TSE doesn't even seem optional. The two "Encounters" truly do feel like one game. A lot of TSE's additions feel integral to the series at this point. Sometimes it's really hard to tell which enemies and weapons were introduced here because of how well they blend-in with the content of the original.
❤️ completed
阿尔法协议 豆瓣
其它标题: Alpha Protocol 2010年5月27日
类型: 角色扮演 / 动作冒险 平台: PC / PS3 / Xbox 360 开发者: Obsidian Entertainment 出版发行: Sega
《阿尔法协议》的对话方面使用了独特的“动态姿态系统(Dynamic Stance System )”,玩家在交谈
阿尔法协议游戏画面
阿尔法协议游戏画面(20张)时将不是简单地选择一个答案,而是给出自己的“姿态”。因为在《阿尔法协议》中,最重要的就是做选择。玩家每次所做出的选择不仅将影响人物之间的关系,还将改变整个游戏世界。
《阿尔法协议》是由制作著名的《星球大战:旧共和国骑士2》与《无冬之夜2》的Obsidian所开发的全新动作角色扮演类游戏,玩家扮演的主角是类似007中詹姆斯邦德的间谍,名字叫做Michael Thorton,虽然经过专业的训练,不过还缺乏实际作战经验。
游戏的战斗采用了类似《质量效应》的第三人称视点,除了可以使用大量高科技武器之外,也能够进行近身肉搏。因为包含角色扮演要素,在游戏中玩家可以将通过战斗获得技能点数进行任意分配,从而提高自身的战斗力。


阿尔法协议是由著名RPG游戏开发商Obsidian制作SEGA发行的动作rpg游戏。
开发《阿尔法协议》的黑曜石公司由一批经验丰富的开发人员组成,其中不少成员是来自开发了《辐射》系列的黑岛工作室,所以这款游戏备受玩家期待。这段新公布的视频中,开发人员讲解了游戏中气氛的营造、战斗模式和游戏的自由度、主角和NPC的交流方式等。从视频中看,《阿尔法协议》已经接近完成,并且各方面素质表现优异,确实是款值得期待的大作。
现代间谍ARPG游戏《阿尔法协议》的名称其实是一个暗语,通常指资深特工在执行行动时所使用的对话暗号。从今年E3大展上公布的测试版来看,首先所处的位置是大门口,起先要同内部一个重要的NPC人员进行谈话,然后才能决定下一步的行动计划。当你遭到外部一股强大的力量进攻时,如何来合理调遣卫兵应付紧急情况对战斗的影响很关键。假如你做的很漂亮,守卫就会十分顺利让你通行进入,这样即可展开更激烈的反攻斗争。不管在什么时候只要将枪口对准侵略者,你都会有三种方式进行战斗,至于采取哪一种更好就看每个玩家如何选择。
《阿尔法协议》动作上采用的是第三人称视角,它是游戏战斗内容的重要组成因素,吸收了以往角色扮演作品中的许多混合精华成分。作战系统设计的确实很漂亮,整体感觉同《质量效应》(Mass Effect)或者《神秘海域》(Uncharted)这两款作品中的表现十分相仿,实时战斗系统侧重于枪械和高科技装备的使用。你在《阿尔法协议》中作战的时候,更多的是使用点数买进高级的枪炮技能,只要在这方面投资的越多你就能获得更多意想不到的特殊能力。比如当你得到手枪特种技能后,就可以利用特殊技巧来完成各种艰难的任务关卡。
2024年1月2日 玩过
2024年1月2日 评论 Another case of me revisiting an older game and getting [a little] disappointed - DISCLAIMER: In order to avoid spoilers, I'll avoid speaking directly about any important events in the story, but sometimes just mentioning that "something" happened will already be a kind of minor spoiler. So read it at your own risk. I only played through this game once, in 2010, but I remember thinking at the time that it was one of the best games I've ever played. I do remember noticing some jank at the time, but it didn't bother me then and doesn't now. I kinda grew up playing plenty of janky games, and I think as long as the core of the game is solid, the jank doesn't really matter. My disappointment on this playthrough had to do with other issues. That being said, while playing through most of the game, my mental rating kept shifting between 5 and 4.5. I largely attribute this to the fact that the core gameplay (which consists of combat, some stealth [I'll elaborate] and role-playing) is done very well. This game advertises itself as a stealth-action RPG, where you're supposed to be able to choose how much stealth you actually want in your game. And I'd say, if you choose a full stealth path, you're probably gonna have a miserable experience. Although the devs might've intended it to be a viable option, it's really the wrong way to play this game. Not only is the jankiness of stealth gonna make it very unreliable, there are sections of the game where you are practically forced to engage in open combat, and it's gonna be really tough for you unless you're a tank build. That being said, if you treat this game more as a shooter with some stealth elements, it ends up being more nuanced than many exemplars of this genre. I would actually describe this as "infiltration action/RPG". Because infiltration is what you do for most of the game, and the term "infiltration" doesn't necessarily exclude combat. Think of this more as a Rambo game rather than Splinter Cell or Hitman. And as a Rambo game, it has a pretty decent ranged combat, kinda rudimentary (but upgradable) melee combat, great complex level design and a huge variety of approaches you can take to each mission. It reminds me a bit of Crysis and MGSV (which I've only played a little, so might be wrong). I think what really makes a difference here though is the leveling up. Unlike many similar Action-RPGs, here every upgrade to your stats/skills feels very substantial. This makes the progression very addictive. In general the level of complexity this game offers is kinda rare to see, and makes the whole experience quite unique. In between the action, you get to role-play, mostly through dialogues, which is pretty fun, as it usually is in such games. However, this is kinda the last good thing I can say about the game. Now I'll proceed to my criticisms, and I'll start with this exact aspect. While the dialogue are kinda fun, they're needlessly confusing. Mass Effect got a fair bit of criticism back in the day for providing only brief summaries of dialogue options instead of the exact words your character would say. Here, you're not even given that. Instead, it's usually one word describing either the tone or the topic of what your character is gonna say. Like "Aggressive" or "Halbech", forcing you to make almost blind choices in many situations. And to make things worse, there is a timer for some reason. This seems like they stole the idea from The Walking Dead, except The Walking Dead is a game about making difficult moral choices in extreme situations. Here, most of the dialogues happen in calm environment when there's no rush. Besides, this is an RPG, not an immersive adventure game. None of the other gameplay features are designed to immerse you in the story, unlike The Walking Dead which is entirely about merging gameplay and story. [EDIT: I forgot that The Walking Dead came out two years later. But I still stand by what I said] Speaking of the story, the actual premise and "substance" of it is kinda boring. I used quotation marks for "substance" because it doesn't really have any. It's just about some rich assholes trying to pull off a scheme that would make them richer at the cost of many lives. I guess it's a typical James Bond plot? I have only seen like one James Bond movie, so I can't really say. There is a lot of discussion about who betrayed whom, what agency they work for or what they did in the past, and none of it really means anything. The character development is pretty good, but some of their arcs remain unfinished. Perhaps this is just in my ending, but that's not really an excuse. Every ending should be equally well-written. Even before you reach the end, some of your decisions have completely nonsensical results. For example, there is one character whom you kinda kidnap/shelter from danger. I went into this playthrough remembering her fate if I act nice to her, so I intentionally was an asshole to prevent a certain villain from using her against me. As a result, the whole time we hated each other, and then she escaped (despite my warnings that she'd be killed) and ends up getting killed. My character had no feelings towards her, but for some reason the story treats her death as a huge tragedy regardless. Even making my character bring her up later when taking revenge on my enemies. I already mentioned how you often don't know what you're choosing in dialogues. This also extends to gameplay sometimes. In the final mission you learn that one of your associates had betrayed you, and later there's a junction, where one of the villains says "you can either go after her or after us, make your choice". I went after her because I can't stand betrayal, but as I reached her, turns out they had tied her to a bomb and she would die if I DIDN'T come, and the only choice I have is to either save her or not. Which means, if I didn't want to save her, there's not even a resolution to our relationship. If I chose to go after the villain, she would just disappear from the story without any closure. In fact, in that last mission you also learn of another character's secret role in something they'd not told you about. And you can either choose to escort her out or let her escape on her own. Again, not really a resolution. You don't even know whether she escaped or not, and you can't confront her about lying to you. Speaking of the last mission, it's pretty terrible. You get to fight several bosses in it, and boss fights in general are pretty bad in this game, but these are extremely annoying. Especially the helicopter and the guy who spams you with grenades, both of which can one-hit-kill you. Honestly, it was the last mission combined with the terrible character arc resolutions and my dissatisfaction from some mistakenly (due to vagueness) chosen decisions that finally made me lower the rating to 4. Before I wrap this up, I wanna comment on the presentation. The soundtrack is pretty forgettable, nothing to say here. But the graphics are really weird. They look quite pretty from a distance, but once you look closer, a lot of the textures have these weird distortions, almost like AI-generated images. In fact, there are some Soviet propaganda posters in this game that are real historical posters, except for some reason they're also distorted and the words on them are complete gibberish in the style that AI-generation produces. And I checked, all my graphics settings were set to max, but a lot of textures are really blurry and distorted. It's especially bad with backgrounds, like city panoramas you can see out the window, with very blurry textures on the buildings and very low-res skyboxes. At the end of the day though, I still had a lot of fun with this game. It is extremely addictive, and out of my 11.7 hours with it, more than half was binged. Which is something I almost never do with any game. There is this loop that once you finish a mission, you want to check your emails, buy new gear, upgrade yourself, which in turn makes you wanna check out how that gear and upgrades are gonna perform, as well as see how other characters are gonna respond to your emails (which only happens between missions), so you end up jumping into another mission, and it repeats. I feel like I might still play through this game again at some point, but it definitely loses its spot on my top-100 list.
completed
The Simpsons Game Bangumi
2007年10月30日
平台: PSP / PS2 / PS3 / Wii / Nintendo DS / Xbox 360
The Simpsons Game is a 2007 platform game based on the animated television series The Simpsons made for the Nintendo DS, Wii, Xbox 360, PlayStation 2, PlayStation 3 and PlayStation Portable. The game was published, and distributed by Electronic Arts. It was released in North America in October 2007 and worldwide in November 2007. It features an original storyline written by The Simpsons writers Tim Long and Matt Warburton. In the self-referential plot, the family discovers that they are forced to participate in another The Simpsons video game. Similar to the show, the game pokes fun at popular culture, other video games, and Electronic Arts, its publisher.
2026年2月23日 玩过
2026年2月23日 评论 Final reevaluation - I know it's silly. This is the 4th time I've returned to this game. Idk, it haunts me. I love the show, and this is clearly the best Simpsons game ever made, and I have such sweet memories playing through it. So I just couldn't let go. That's a good thing though. In my previous three attempts I only played through the early chapters of the game, up to the Lard Lad boss fight. This time I played it to completion, which illuminated several things to me: I stand by all my previous criticisms of the gameplay. It's ridiculous just how janky and poorly thought-out it is. But kinda what I realized in my current playthrough is that this game is not about platforming or combat. It's not even about puzzles really. It's about creating situations and making the Simpsons characters (and the player) work together to solve them. The frustration it causes is part of the experience. I don't know whether this was intentional or not, but I suspect it is. The Simpsons were designed as flawed characters and this might be a way of reaffirming that, when even with superpowers they're still kinda incompetent. It might also be trying to convey something about how difficulties and frustrations in life (especially family life) can lead to a more rewarding outcome. The game is structured like an adventure with a huge variety of tasks, seemingly designed specifically to be memorable rather than fun. Upon completion levels truly feel like obstacles that you've overcome. This game is so ridiculously meta. Everything in it, from the story to the mechanics and presentation. It literally has the comic book guy tell you how everything in it is a cliche. Which, to further add to my previous point, the Simpsons as super-powered video game characters might just be one big parody. The game constantly pokes fun at itself, including its gameplay, structure, story, developers and publisher (EA), as well as the player. It has a lot of commentary on the nature of video games as a medium. It talks about the ephemeral present state of video games and the importance of their preservation; how games have evolved and how priorities of players and developers have changed; the ethics of commercialization/licensing; and it includes a lot of mini-games that ape/satirize important games throughout history. Overall it feels like a love-letter to the medium, perhaps even more so than a love-letter to the Simpsons (even though it does have a lot of references to the show, which are nice to see). That being said, I still can't rate it higher than this. No matter how meta and intentional the flawed gameplay is, it's still flawed. Also, despite having a generally well-written and fun story with several memorable locations from the show, I feel like it gets too crazy and fantastical. The original show is very grounded and mostly tackles issues of everyday life: family, school, work, etc. This whole game feels like a huge epic Treehouse of Horror episode, except it's not horror-themed. One thing I can finally say is I think I've resolved my inner conflict of wanting to love this game and being unable to. I think I've come to accept it for what it is and made my peace with it. This was one of seven games that kept haunting me. I've been meaning to rethink my approach because I couldn't reconcile my feelings with my direct experiences. I think this playthrough gave me a new framework through which to analyze those or at least attempt to see them from a new angle and try to identify what keeps bringing me back to them.
❤️ completed
恶魔城X:月下夜想曲 豆瓣 Bangumi Eggplant.place
9.4 (23 个评分) 其它标题: Castlevania: Symphony of the Night / 悪魔城ドラキュラX 月下の夜想曲 1997年3月20日
类型: 横版过关 / 角色扮演 平台: PS4 / PS3 / Xbox 360 / PSP / PS 开发者: Konami Digital Entertainment, Inc. / Konami Computer Entertainment Nagoya Co., Ltd. 出版发行: Konami Corporation / Sony Computer Entertainment America
在里希特击败德古拉的四年后,某天他突然神秘的消失了。据说一个叫沙夫特的巫师在暗中预备召唤德古拉回到这个世界上。里希特是中了他的咒语才消失的。随着贝尔蒙特末裔的消失,各地的妖魔鬼怪又开始兴风作浪,恶魔城又出现了,吸血鬼之王随时都有可能降临。
  正邪势力均衡受到了破坏,产生的巨大能量使一个人从长久的睡眠中苏醒过来,他就是在数百年前和拉尔夫·C·贝尔蒙特一起打败德古拉的吸血鬼贵公子阿鲁卡多。他意识到自己的父亲即将给世界带来巨大的灾难,必须有人来阻止这一切。在贝尔蒙特家族没有人能够胜任的时候,他就要承担起这个义务。就这样,吸血鬼之王的儿子成为了这个故事的主角,作为一个德古拉家族的叛逆者,也是拯救这个世界的英雄。
  说到德古拉成为暴虐的吸血鬼的原因,是因为德古拉和一个名叫莉莎的民间女子结合,并生下了阿鲁卡多(阿鲁卡多的英文“alucard”出自1943年的电影《德古拉之子》,此名也是德古拉”Dracula“名字的反写)。
  世俗的政权和民众认为莉莎是一个巫女,所以残酷的执行火刑的方式把她杀害。德古拉因此对人类产生了强烈的憎恨,从而发誓要毁灭所有愚昧无知的人类,以自己的理念建立一个新的世界。然而这个计划的代价是现在世界上所有人类的毁灭,这对于立志保护人类的贝尔蒙特家族来说是绝对不允许的。不仅是贝尔蒙特家族,任何一个热爱生活的人都不能眼看着德古拉一意孤行,以自己的好恶来决定世界的命运。就这样,阿鲁卡多带者一颗人类的心灵,和玛丽亚一起在恶魔城中救出了里希特,消灭了沙夫特,将复活的德古拉重新封印,并净化了他的灵魂。
  可阿鲁卡多毕竟是吸血鬼的后裔,他明白自己在大义灭亲之后仍不能见容于这个世俗的社会,所以他唯一的选择就是继续逃避。但玛丽亚在和他接触的过程中对他产生了好感,决定和他在一起。这样一来,阿鲁卡多原本平淡沉闷的生活里多了一丝生机。而里希特考虑到自己的能力有限,于是决定隐居,将封印吸血鬼的圣鞭交给了自己的亲戚莫里斯家族。在此后近200年的时间里,贝尔蒙特家族的人没有在对抗吸血鬼的历史中出现,恶魔城的传说仍然会延续下去。
2026年2月22日 玩过
2015 was the year of Castlevania for me. I played most the games in this franchise that year. Didn't beat any metroidvania ones. SotN was the one I put the most effort into, playing it on PS Vita, but bailed at some point in the inverted castle. I love these games, but they're so long.

Years later I installed it on my Vita again. This time a different version, thinking my save was gone. So I started playing from scratch and got pretty far.

But recently I found out that my save was still there, it was just for a different version of the game. So once I got the right version, it worked. I pulled up a map to help me readjust. Turns out I had abandoned the game with one boss battle left! I spent over a decade thinking I hadn't beaten the game, when in reality I'd pretty much did.

Not gonna review it. I think it's been talked about so much that there's nothing I could point out that hadn't been mentioned before.
❤️ completed
Serious Sam: The First Encounter IGDB
2001年3月21日
类型: First-person shooter 平台: Windows 开发者: Croteam 出版发行: Gathering of Developers
A first person shooter extravaganza where you take the role of Serious Sam, a badass killer whose goal is to defeat monsters commanded by Mental, an extraterrestrial entity that wants to destroy humanity.

Serious Sam is a high-adrenaline arcade-action shooter heavily focused on frantic arcade-style single player action. In a world where cyberpunk meets fantasy-fiction and advanced technology is mixed with black magic and psycho-powers, Sam travels through the beautiful world of ancient Egypt and several diverse planets, confronting countless Mental's minions on his way to the Mental's base.Key Features

Frantic Arcade-Style Action - Fight your way through 15+ nightmarish warriors in Mental's army, including the charging Sirian Werebull, screaming Headless Kamikaze and other crazy monsters, and finally challenge the multi-story Ugh-Zan boss!
2026年2月20日 玩过
2026年2月20日 评论 "It ain't the size that matters, is how you use it." - Lately I've been going through old video game magazines and game-related TV programs, and it kinda occurred to me just how many games gamers in post-USSR got exposed to that are niche or obscure in the West. It gradually changed by the late 00s as the internet became more accessible in that part of the world, and big foreign companies began to get a better grip on marketing there. But Serious Sam was really big in Russia. Far as I can tell, much bigger than in the US. It was so big that all the way into 2005 gaming mags continued to publish maps and mods for it on their discs. And this popularity was completely deserved. To begin with, few games in 2001 could boast levels as huge as in Serious Sam. And it's not like this scale came at the cost of visuals. SS was still one of the best-looking games of the year, especially if you take its aesthetics into account. But it wasn't really the graphics that made it so special. The big open areas would mean nothing if it was just decorative. Jumping into the game knowing nothing about it was an experience. You appear like the Terminator, from a time portal in ancient Egypt, a setting that wasn't very much explored by first-person shooters (Powerslave and Hexen 2 come to mind with their claustrophobic and confusing level design). In front of you is a huge temple, seemingly devoid of life. Behind you is the infinite expanse of the desert. Tribal ambient is playing in the background. To say this game had atmosphere would be an understatement. A strong sense of mystery grabs you and doesn't let go until the very end. The level design, beyond just being functional, creates spaces that feel habitable. Whenever I feel the desire to immerse myself into an ancient-Egyptian environment, I jump into this game. There's a persistent feeling of exploring an actual dead civilization. But it's not before long that first enemies appear. You start the game with a knife and a single revolver. Almost immediately you find a second revolver. And within minutes you find your first shotgun. The progression in The First Encounter is near-perfect. This is something they fucked-up in the sequels (not counting The Second Encounter) and DLCs.These early weapons are only good against early enemy types. But then every time a new weapon gets introduced, you encounter a new (or old) type of enemy that this weapon is most effective against. This way the game teaches you which enemies should be attacked with which weapons. It also gradually throws at you combinations of various enemies to teach you which ones should be prioritized. This prepares you for the later levels where you're gonna be encountering huge hordes and have to think on your feet. Contrary to what many people think, Serious Sam is not a game about kiting and holding down the left mouse button. If you play like that, you're sure to die quickly (unless you play on Tourist). In fact even the movement patterns of some of the earliest enemies teach you to dodge and switch to the third-person view for better spatial awareness, so you could anticipate threats coming from various directions. There is really a very high skill ceiling here. I'm by no means an expert at this game (in fact I mostly play it for relaxation), but I've personally known people who treated Serious Sam as almost an esports discipline. One of my closest childhood friends was one such person. In fact some of my earliest online deathmatch experiences were playing Serious Sam with him and his friends. I've heard people describe this game as "too basic" and what this tells me is that it completely flew over most people's heads. It is forever doomed to be viewed as that game with huge crowds of enemies and giant bosses, when it has so much more to offer. Every enemy is fun to fight with. There are no highly-mobile tiny enemies that are hard to target or the kind that pull some cheap bullshit. In comparison, Serious Sam 3 has annoying little spiders and the Witch-Brides that stun you, disappear and are invulnerable most of the time. There are no Lost Souls or Archviles or those piles of slime from Duke3D, and you never feel like your weapons are not adequate enough to deal with your enemies. Every weapon relates to one or several enemy types, and every enemy type relates to one or several weapons. The game originally had something like 30+ levels, more than half of which got removed in the final product. A lot of other content like enemies and weapons got discarded too. That is to say the game was designed meticulously. Cohesion was clearly a priority. But the way people act, you'd think the devs just threw a bunch of shit into big arenas and called it a day. Occasional puzzles and optional NETRICSA messages add to the atmosphere. The puzzles are never too difficult because they usually require you to flip some switch, and the level-design is extremely intuitive. I don't think I've ever gotten lost in any level in this game, and it's not like the levels are linear either. There is a lot of room for traversal and strategizing. There were two areas that I remembered from my childhood as being really bad. One was this big tunnel somewhere towards the end, which upon the revisit turned out to be much milder than I had remembered. The other is the final arena before the final boss. Now that thing is still a nightmare. You get locked in a comparatively small arena with 6 enemy spawn points surrounding you on all sides, and you have to survive waves upon waves. It's one of those moments where you'd be forgiven for using cheats to just fly over it. The rest of the game is absolutely incredible. And, what makes it special, is that there really is no other game like it. People often call it a Doom-clone, but it's really not. Doom's level-design is much more claustrophobic, and its weapons get progressively more effective with the exception of the shotgun which remains the go-to weapon in short distances. It doesn't really throw hordes of enemies at you. Doom 2 kinda does, but not nearly with the same variety. A lot of enemy types, like werebull, headless kamikaze, Aludraan reptiloid and others are not common enemy types in other first-person shooters and certainly don't have equivalents in Doom, but each of them adds unique mechanics that cascade in depth when put together in various combinations. There's just no other game where the combat consists of rapid weapon-switching while dodging and preventing the horde from reaching you by strategically prioritizing targets. And then between combat you get to explore huge gorgeous locations to the accompaniment of a beautiful and atmospheric soundtrack. And then on top of that there's tons of humor. Serious Sam is truly a masterpiece and one that hasn't been rivaled, nor has there been any attempt to clone it. It occupies its own niche and completely dominates it.
❤️ completed
雷神之锤2 豆瓣
8.8 (8 个评分) 其它标题: Q2 / Quake 2 1997年12月9日
类型: 动作 / 第一人称射击 平台: PC 开发者: HammerHead Ltd. / id Software 出版发行: Activision / Hyperion Entertainment
《雷神之锤II》,是id Software于1997年冬发布的一款划时代的第一人称射击游戏作品。这个游戏是id Software在其创始人之一、著名游戏策划设计师约翰·罗梅洛离开后发布的第一个游戏。游戏的引擎被约翰·卡马克完全重写,实现了第一代游戏无法比拟的效果。并且首次实现了彩色光影效果,使得游戏中的物体在反射光影时候能展现出不同样的色彩效果。

雷神之锤II的关卡设计是由id Software的新任地图设计师提姆·威利兹完成,展现了与雷神之锤I完全不同的风格。单人游戏中充满了陷阱和机会,玩家在享受绚丽效果和屠杀乐趣的同时可以拥有解谜的乐趣。
2024年1月26日 玩过
2024年1月26日 评论 Remaster - Quake 2 is probably my least favorite out of the single-player Quakes. I don't like the music and not a huge fan of the orange color palette. Also some enemies and enemy placements are bullshit. Of course it's not nearly as atmospheric as the first game either. There's a reason Nine Inch Nails decided not to do the soundtrack this time around. But other than that, it's still a solid game with a cool setting and scripted scenes, and the gameplay isn't much different from Quake 1, which was great. The level design can get a bit confusing sometimes, but the remaster kinda fixes that problem with the addition of a compass. That being said, something of exploration is lost with the compass. I remember playing the old version and constantly reading the tasks and paying more attention to the environment to find the locations I must reach. There were only a couple of moments in the remaster when I had to do that. I was playing co-op (which I'm not sure existed in the original?) with my friend, and we basically talked about other stuff while blazing through the levels without putting too much thought into it. With the exception of a few moments when the compass wasn't working, and we had to stop and discuss where to go. I like that this remaster allows you to turn off the graphical improvements. And the addition of hit markers on the crosshair is very useful. Other than that, it plays more or less the same as the original version, which is a good thing. You don't want a remaster messing with the original game too much.
completed
战斧2 Bangumi
其它标题: Golden Axe 2 / ゴールデンアックスII 1991年12月26日
类型: 动作、横版卷轴 平台: MD / PC / PlayStation Network (PS3) / Wii Shop / Genesis
Three heroes must once again band together to defeat an evil force in this hack-n-slashin' sequel to the arcade classic.

前作『ゴールデンアックス』(1989年)はアーケードゲームとして発表され、同年12月にメガドライブに移植されて発売された。それからおよそ2年後に本作は発売された。

本作は家庭用ゲーム機オリジナルの続編として制作され、その翌年に『ゴールデンアックス デスアダーの復讐』がアーケードで稼働し、以後『ゴールデンアックス』シリーズはアーケードと家庭用において別々の作品が続編として制作されていく事となった。

2007年6月5日にWiiのバーチャルコンソール対応ソフトとして配信が開始された。
2024年1月29日 玩过
I may be misremembering, despite having revisited the first game recently, but I feel like there are no major differences here. And yet I found it more difficult and frustrating for some reason. I dunno, might just be in a different mood right now.

I think the magic has been nerfed? Might be completely wrong about this, but here it's kinda useless. I feel like it deals less damage than your regular attack. And in situations where you and your enemy attack each other simultaneously, it seems like the game determines completely randomly who attacked whom.

Ultimately though, this game feels kinda pointless. It's just more of the same. The graphics and the gameplay feel almost identical. And seeing how this is a beat-em-up, new levels don't necessarily add variety. I was kinda hoping for an improvement.
completed
星球大战:黑暗力量 Bangumi
其它标题: Star Wars: Dark Forces 1995年2月6日
类型: FPS 平台: MS-DOS / Windows / Mac / Linux / PS
The storyline is set in the Star Wars fictional universe and follows the character Kyle Katarn, a mercenary working on behalf of the Rebel Alliance. He discovers the Empire's "Dark Trooper Project", which involves the development of a series of powerful new battle droids and power-armored stormtroopers.
2024年2月8日 玩过
2024年2月8日 评论 Played with The Force Engine - When I was a kid, one of the first Star Wars games I played was Jedi Knight: Jedi Academy, which I've since beaten like 50 times. I've always thought it was a perfect Star Wars game, and, as I aged, my opinion has only been reaffirmed. At some point in my childhood I got a DVD anthology of Star Wars games, which featured all the Jedi Knight games, along with KotOR, Galactic Battlegrounds, Force Commander and several other old Star Wars games. I was excited to see what the older Jedi Knight entries were like, but upon playing them was left kinda unimpressed. Not that I disliked them, but they felt quite underwhelming. I remember brushing off Dark Forces as a simple Doom clone, and throughout two decades I continued thinking the same. Not that being a Doom clone is something bad, and I did attempt getting further in the game several times, but the first level always felt very off-putting to me. I'm glad to acknowledge how wrong I was. In fact, Dark Forces is not only more than a Doom clone, it's actually a very important step in the development of first-person shooters. People often point to Duke Nukem 3D as being the first game to create realistic looking environments in a 3D space (where you could utilize the Y-axis), but I think Dark Forces beat Duke to it. In fact, it kinda beat Unreal and Half-Life to a more story-driven experience with scripted scenes. It was also one of the first shooters to have a secondary fire. Now, that is a bit of an exaggeration ofc, but the seeds of what Duke, Unreal and Half-Life would bring were already here. The game does a remarkable job recreating the aesthetic of the movies, and most missions start or end with a scripted scene of a 3D model of a spaceship flying in or out of your location. There is also a lot of verticality throughout the levels, not just in elevators, but in straight up platforming sections that require timed jumps or crouching. Also, unlike Doom and its clones, Dark Forces mostly gives you story-related tasks instead of simple key-hunting (although there are instances of that too). Clearly a great amount of effort went into making this a realistic experience, with cutscenes, in-game characters, detailed animations and little touches like projectiles ricocheting off some of the walls and certain objects in the environment being breakable. Of course the story is nothing to write home about. It's a simple tale of the rebels thwarting yet another sinister plan of the empire. It does its job though and definitely makes the game stand out from nearly storyless shooters of the era. In addition, it conveys really well the scale and danger of the Dark Trooper program. Honestly, having mainly seen them in Battlefront, I never thought of Dark Troopers as that threatening, but this game makes them look almost scary. And when you see one in-game, it's definitely an adrenaline-pumping experience. Not to mention general Mohc in an exoskeleton. The last level of this game is quite a rollercoaster in the best sense of the word. However, sadly I can't say the same about all levels. The first level is indeed a bit of a slog. Which is then followed by sewers (where you have to swim in rivers of shit) with puzzles that require a lot of backtracking. The levels do get better from there, but the level design in general is pretty confusing. It's true that Doom, Quake, Duke and other such games also had a mazey level-design, but somehow they were able to pull off an organic progression. I don't think Dark Forces does as well in this regard. There were a couple of levels where I'd run around for like 40 minutes not knowing what to do, until giving up on it and resorting to a walkthrough. And even in otherwise normal levels, there'd sometimes be really boring puzzles, like the one where you have to keep running back and forth through the same tunnels, turning on and off switches. Often there's just too much extra stuff, like nearly inaccessible paths that would only lead to secret areas, which you would spend tens of minutes trying to get to only to realize you didn't have to. Not like the secret areas give you anything worthwhile (usually just ammo and health packs). I also really disliked the grenade-throwing three-eyed cow-people (i just looked it up, they're called Gran). In Jedi Outcast and Academy there is a beeping before they throw the thermal detonator, but here there's nothing. So they can just spam you with grenades that are very hard to dodge when there's more than one of them. That being said, most of the gameplay is still solid. It still has that addictive and exciting projectile-based combat that Doom pioneered, so every shootout is a blast. The game starts really coming into its element in the later levels, when it throws huge crowds of enemies at you and give you powerful weapons to deal with them. While Dark Forces in my opinion still doesn't reach the highs of Jedi Academy, it is definitely a solid foundation for the series. What really impresses me is how much of its DNA can be seen in the sequels, despite this being a pseudo-3D old school shooter, while the sequels focusing more on the melee combat and Force usage.
completed
求生之路2 豆瓣 维基数据 IGDB Bangumi Eggplant.place Steam
8.6 (130 个评分) 其它标题: Left 4 Dead 2 / 惡靈勢力 2 2009年11月17日
类型: 第一人称射击 / 射击 平台: PC / Mac / Xbox 360 / Linux 开发者: Valve Corporation 出版发行: Valve Corporation
《求生之路2》(Left 4 Dead 2)是2008年由维尔福软件公司开发、以丧尸为主题的恐怖生存类游戏《求生之路》的续集,游戏初次于2009年电玩E3展亮相,并已在2009年11月18日于PC以及Xbox 360平台上发行。
2024年2月24日 玩过
2024年2月24日 评论 I've always considered Left 4 Dead 2 a general improvement over the original, but tbf it's more of an expansion pack than a sequel - And if you really break it down, while all the new content and features are great and well thought-out, they're not essential for the gameplay. The original game created a formula that worked incredibly well. Every weapon and enemy felt unique and there was a gentle balance. If you really think about it, the new weapons here are mostly alterations of the old weapons. For example, I love AK-47, but it's just a slightly slower and more powerful version of the M4 from the original, which in itself was a faster and more accurate version of the UZI. But this game also adds another submachine gun as an alteration for the UZI. In the end, while these new weapons are fun, they don't really add anything substantial to the game. The M4 was a massive upgrade for the UZI, but these altered weapons are just flavors of the same. The melee weapons are fun and can be very useful to break through large crowds when combined with adrenaline, but they kinda take away from the survival aspect. Worth remembering that the original game was kinda suspenseful. I jumped into the single player (which is how I first experienced the game back in 2008) for a bit today, and was feeling a little vulnerable because I knew I couldn't count on the AI companions. You can forget about the power fantasy of slashing through hundreds of zombies with a samurai sword. A single smoker or hunter could take you out single-handedly, let alone a tank. But each special zombie there had a purpose: A Smoker would pull you away from your group and incapacitate you. If a Hunter ambushed you while you're on a ledge, he could push the companion(s) next to you off of it, possibly killing all of you. The Tank presented a threat that necessitated cooperation from the entire group. Kinda same with the Witch, except it was more about the group consciousness (each member following the right conduct individually) than a direct cooperation. The new enemies of Left 4 Dead 2 are kinda pointless: The Jockey is basically a slower Smoker. The Charger is almost indistinguishable from the Smoker. Functions exactly the same, except he has to come closer for the attack. The Spitter is probably the one thing I hate about Left 4 Dead 2. She is pretty much useless if encountered alone, but if she attacks you while you're surrounded, you basically have zero ways to avoid death. In addition, she functions as this game's anti-cheat, attacking anyone who manages to find a place that's inaccessible for the zombies, even if her spit technically shouldn't be able to reach that place either. But to me and my friends finding those places was part of the fun. It added an exploratory element to survival maps. Finally, the original had a very strong and coherent atmosphere that consistently permeated everything, from the levels to the menus and the general art direction. The game intentionally evoked grindhouse zombie movie vibes, and this vision was followed with the character design, visual effects (film grain) and the amazing loading screens. I have to say, Left 4 Dead 2's art direction does not feel as strong. While they continue the same theme, setting the game mostly in daylight takes away from that vibe, as most zombie movies (and horror movies in general) heavily rely on darkness. Well, Dawn of the Dead and Day of the Dead didn't, but this game also doesn't make introspective statements on consumerism, class inequality or military-industrial complex like those movies did. So it ends up feeling more "normal". In addition, as much as I appreciate the import of the old campaigns and suvival maps here, their presence further dilutes the atmosphere of this game. Perhaps a better idea would've been to leave L4D2 alone and make another edition that would combine 1 and 2, and give it away for free to the owners of the second game. All that said, obviously I love Left 4 Dead 2 and have played it way more than the original. Most of the new content, although very unnecessary, is a lot of fun, and the addition of the Steam Workshop makes life so much easier (back in the day me and my friends used to download custom maps manually from l4dmaps.com, and I can no longer find some of our most-played maps there). But despite all the objective improvements in the sequel, I've always had stronger feelings towards the first game, and I believe it's not just nostalgia. Left 4 Dead represented a unique and coherent vision that was innovative for the time. Left 4 Dead 2 meanwhile ends up feeling like an optional content pack that you wouldn't be missing out on if you skipped. Although, if it was an expansion pack, it would've been an amazing one.
❤️ completed