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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.
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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.
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求生之路2 豆瓣 维基数据 IGDB Bangumi Eggplant.place Steam
8.6 (125 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 ❤️
Moto Racer IGDB
1997年8月1日
类型: Racing / Arcade 平台: Windows / PlayStation 开发者: Delphine Software 出版发行: Electronic Arts
Moto Racer is an arcade style motorcycle racing game developed by Delphine Software International and published by Electronic Arts for Microsoft Windows and PlayStation. It features both dirt and street bikes, and a variety of tracks.
2024年4月11日 玩过
2024年4月11日 评论 In the conversations about great arcade racers I've never heard Moto Racer's name come up - In fact I don't think I've ever heard anyone talk about this game ever. The only reason I know about it is my vague memories of playing it as a kid. I feel like the gaming community is biased towards certain titles due to their reputation. Because this here is the original Sega Rally, except with motorbikes. And it really makes this distinction tangible with higher speeds, fragile vehicles and more verticality in the tracks. There are two types of races here: your regular speed racing and motocross, and there is a different emphasis in each. The first is a suspenseful, adrenaline-pumping experience that requires hyper attention and reaction. But, when you're able to pull off some of the rather snaky series' of turns at 200+ km/h it feels extremely rewarding. The motocross tracks give you more time to assess the upcoming turns, but add the challenge of calculating the trajectory of your air time that's gonna result from driving up the hills at high speeds. It's all much simpler and more intuitive than it sounds though. One kinda stand-out feature is the ability to speed up by doing a pop-a-wheelie, which is something that's not explained to you in the game, even the control scheme doesn't tell you about it. It's handy after crashes, but normally you don't need to speed up, as you're already going so fast, it'll only make your bike harder to control. The graphics and music are gorgeous on some tracks and kinda vary in quality on others. Some songs with vocals sound pretty corny. The game does let you select which song is gonna play mid-race, which is pretty cool, but it's just extra busywork that nobody needs. Perhaps, if the game let you pick a selection of songs like EA BlackBox's NFS titles do, I might've even rated it higher. Because, although this game doesn't really do anything exceptional, everything it does do is extremely well-done. Certain tracks provide such a stellar audio-visual experience that, if the game managed to keep this up for its entirety, it would've really been a perfect experience. I guess, if I really had to nitpick, I'd complain about the pop-in, which, from the footage I've seen, is as bad on PC as it is on PS1. But it's not THAT bad, and is actually better than most old racing games I've played.
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星球大战:共和国突击队 豆瓣
其它标题: Star Wars: Republic Commando / Republic Commando 2005年3月1日
类型: 动作 / 第一人称射击 平台: PC / Xbox 开发者: LucasArts Entertainment Company LLC 出版发行: LucasArts Entertainment Company LLC / ak tronic Software & Services GmbH
Chaos has erupted throughout the galaxy. As a leader of an elite squad of Republic Commandos, your mission is to infiltrate, dominate, and ultimately, annihalate the enemy. Your squad will follow your orders and your lead, working together as a team-instinctively, intelligently, instantly. You are their leader. They are your weapon. Star Wars: Republic Commando is a tactical first-person shooter video game, set in the Star Wars universe. It was developed by LucasArts using the Unreal Engine, and published for the Xbox and Microsoft Windows in 2005. The game features both single-player and multiplayer game modes. In the story, set in the Star Wars Legends expanded universe, players assume the role of RC-1138 ("Boss"), an elite clone trooper, known as "clone commando", and the leader of the special ops unit Delta Squad, consisting of three fellow clone commandos with distinctive personalities and character traits: RC-1262 ("Scorch"), RC-1140 ("Fixer"), and RC-1207 ("Sev"). The story follows Delta Squad as they complete increasingly difficult missions throughout the Clone Wars and learn to bond as a team. Republic Commando received generally favorable reviews at release. Many critics praised the story and combat, but criticized the short length and average multiplayer. In the years since its release, it has come to be considered one of the best Star Wars games ever made, and has gained a cult following. An enhanced port of the game by Aspyr is set to release for the Nintendo Switch and PlayStation 4 on April 6, 2021. As reported by Jordan Ramée of GameSpot, "Handled by Aspyr Media, Star Wars: Republic Commando Remastered brings the original 2005 Xbox and PC game to PS4 and Switch with enhanced HD graphics and modernized controls, though the multiplayer is absent. Otherwise, it's the same game. And though the flaws in its gameplay are only more noticeable now 16 years later, this remaster manages to still deliver a compelling story of four specialized commandos engaging in a variety of combat missions across the Clone Wars.".
2024年7月7日 玩过
2024年7月7日 评论 Star Wars: Black Ops - An immersive, first-person look at the underbelly of the Clone Wars. Something the movies didn't have the time to do, and the TV shows arguably didn't do justice. The opening sets the tone. It perfectly captures the essence of that 'Triumph of the Will' scene from Ep. 2 and expands on it with grit and spectacle. The main music theme is perfect, and the occasional John Williams compositions from the movies come in at just the right moments to accentuate the biggest triumphs of your squad and remind you what universe you're in. Unfortunately, yeah, most of the time it almost doesn't feel like Star Wars. That is the price you have to pay for such major alteration of the visual language. Yet, in the sea of visually-accurate Star Wars games, I find it good to have one that deviates from the trademark look in favor of conveying the sense of scale and danger present in a clone trooper's life. At the very least it adds an interesting take, not just makes things bleak for bleak's sake like KotOR 2 did. Gameplay-wise, this is sadly a very consolified experience. But, for what it is, I found it quite impressive. Yes, for a tactical shooter it's very dumbed-down, but for a linear console shooter, it has a lot of depth. It's somewhat unique in how the levels basically consist of strategic defense points, each of which allows you about 2-3 different tactics. So, in a way, you're progressing forward through defense instead of offense. Different types of enemies, weapons and grenades add a lot of variety to each situation. There's always enough ammo in general, but you keep running out of specific types of ammo, which forces you to think on your feet and adapt. A lot of the times you have to change strategic positions for all your comrades on the fly during combat, which is very exhilarating and not something you see a lot in games. Sometimes there can be up to about 7 positions at one location plus a path to retreat into the corridor you came from, which gives you an option for a chokepoint defense. All of this works so well dynamically because the system is very simple and intuitive. Most of the times you just point the context-sensitive cursor and press the "Use" button, and the game will automatically guess which AI-companion you wanted to order. The AI is also very good. There were maybe 2 or 3 situations throughout the entire game when it did something really stupid. Which is impressive compared to most games in the genre. Needless to say, it's way above anything you'd see in Call of Duty. And the companions are pretty capable as well. Still not nearly as good as you, but that was to be expected. I'd say the thing I disliked the most about the gameplay is how assault-rifles and SMGs feel very weak. It gives a really bad first impression. But, thankfully, as you progress, you keep finding more powerful weapons, such as a shotgun, a minigun and that famous Wookie crossbow, which is extremely powerful here. And towards the end of the game there are so many heavily-armored enemies that you end up mostly using explosives anyway, and the explosions here are pretty good. The gameplay in general is a little monotonous, but it is very satisfying to be running around locations, ordering your squad on the fly to surround your enemies and then jumping into the fray yourself while your comrades are providing supporting fire. And even more satisfying are those occasions when a Geonosian rushes right into you at a high speed and you stab them at the exact right moment, with their blood splattering all over your helmet. The story doesn't really matter much. It's just a bunch of objectives and situations. However, the locations they choose are very exciting, especially in connection to the movies. The banter between the characters is somewhat fun, and I did feel a little bit of a bond with my comrades towards the end. The ending is very epic, but simultaneously disappointing for being a cliffhanger.
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战锤40K:战争黎明 豆瓣
8.3 (6 个评分) 其它标题: Warhammer 40,000: Dawn of War 2004年12月31日
类型: 即时战略 平台: PC 开发者: Relic Entertainment 出版发行: THQ
《战锤40000:战争黎明》(Warhammer 40,000: Dawn of War,台译《战锤:破晓之战》)的繁体中文版将由台湾英特卫发行繁体中文版。《战锤40000:战争黎明》以着名纸上战棋游戏“战锤WarHammer”为主题的开发的3D即时战略游戏,四个种族:星际战士、混沌军团、欧克蛮人、神灵族因各自的利益在星际间战斗。各有高达十多种兵种、兵器及特殊能力,将原本纸上游戏中的各种设定都忠实搬到玩家的电脑上。
无需生产
《战锤40000:战争黎明》最大特色就是无需生产,而是以“占点”的方式来获得各式资源,游戏主要在强调“前线作战的激烈度”,不会有繁复的收集资源和生产过程。
战场以进攻来作为获得补给的方式;以组为最小单位的部队,使得交战的双方之间之间的冲突规模更大、更加频繁。战场上随时有数十名模型制作精细、动作生动丰富的士兵在交战,场面壮观华丽。《战锤40000:战争黎明》也支援8人连线对战。
近战与远距战斗动画
由于几乎每个即时战略单位都做了动画,游戏提供了细腻逼真的战斗细节描绘,您可以看到混沌军团的大恶魔一击将十多名敌步兵扫开打飞,然后再一斧头砍爆倒在地上的人;陆战队员平时以重机枪射击,敌人接近时则会抽出长刀上前厮杀;巨大的无畏级诸多即时战略战斗的热血、残酷细节呈现。
四个种族各自有不同的特色:风格各异的兵种、建筑,四种独特的科技树,连基地的建造方式也各不相同:兽人是用轰炸机空投建筑和部队,而星际陆战队则是由行星轨道上的母船直接把增援打下去。您会看到巨大的铁球呼啸着从天上掉下来,轰然扎进土?,然后展开变成基地。
12个不同的兵种
游戏中每个种族有12个不同的兵种,各兵种还能配置不同的装备:装备喷火器、重机枪、狙击步枪等等以适应不同战斗的需求。士兵会以组为单位指挥,这使得游戏即能制造出庞大的场面又可保持良好的操作性。《战锤40000:战争黎明》还引入了士气对部队的影响,假如您的部队被凶猛的火力交叉射击,或者是被狙击手攻击而无法还击,他们的士气都会降低。而若是在指挥官的率领下突击,则会因士气高涨而战斗力大增。
无论哪一种游戏中的士兵在装备着远端武器的同时都具备了近战能力。当两支部队相遇时,起先是双方互相射击,而后随着距离的接近各自拿出战斧和大刀呼喊着冲向对方。战斗迅速被扬起的烟尘笼罩,变成一场混乱的肉搏。同时Relic还特意加强了肉搏的重要性,在一群手持战斧的欧克兽人冲进己方阵形之后,枪支的射击很难对他们造成太大伤害,这时最好的办法就是枪枝上刺刀后再和这些蛮子拼个您死我活。
策略得以做最大延伸
在《战锤40000:战争黎明》中建造或者是升级部队所消耗的补给点乃是需要靠扩张来维持,在战斗中每当玩家占领了一个战略位置之后都会以一定的速率得到补给点数,若是在此地造上一个基地,增长的速度就会增加。
战略位置通常遍布整张地图,这意味着想占领一个点很容易,但您的士兵有限,想把他们全守住却很困难,也就是说在游戏中主动攻击一方会获得更多的资源是说《战锤40000:战争黎明》中的战斗会比寻常的游戏更加的激烈。
士兵会视手中的武器自动攻击适当的目标,手持重机炮的步兵会自动选择轻步兵做为目标,配备电浆枪的步兵则会选择敌重步兵,配有火箭发射器的步兵则会朝敌炮塔或载具开火,即时战略兵种间相生相克的控兵基本功现在可以放心交给电脑AI而不需手忙脚乱地拖着某个单位绕着队友团团转。
2024年7月14日 玩过
2024年7月14日 评论 Dawn of War is one of those rare cases where a game does everything right - The squad-based system ensured that battles became much easier to manage compared to most RTS games that were still using the old 1 soldier per unit system. Each squad being able to recover deceased soldiers, improve equipment or get a commander attached to it meant there was more micro-management and depth to every battle. And the morale system, and how you engage with it, contributed to that as well. The idea to make it about conquering strategic posts and fortifying, made this not only a more cerebral experience, but also more immersive and realistic. It meant that you were no longer just finding your way to your enemy's base, but fighting for the actual land, piece-by-piece, progressing forward slowly and trying to hold the positions you've already conquered. And the map having cover spots only added to the realism of the action. Of course, the presentation was just amazing for 2004. Possibly the best-looking graphics in an RTS game up to that point. And the melee combat for the first time in the history of RTS didn't look like a bunch of guys just wailing at each other repeatedly. Thanks to animated finishers and the general physics, the battles looked more alive and real than ever. All this to the accompaniment of Jeremy Soule's perfect soundtrack. Perhaps the only real downside to this game is the story being rather generic, but even there the likeable characters and amazing voice-acting make it so much more entertaining than it has any right to be. There is a rather minor problem, which Detectivefail mentioned in his review , which is the pathfinding. While the exact example he showed is not a common occurrence in my experience, the one very common and similar issue I have with the original DoW is that when you've equipped some soldiers with longer-ranged weapons (like machine guns or rocket launchers), and you order them to attack, the squad will run up just close enough to the enemy that these specially-equipped soldiers can reach them, while the rest of the squad will just stand there doing nothing. Like I said, it's not a major issue, for you can just order them to come closer, but it's one that's consistent and thus becomes kinda annoying. But really, it's easy to look back at this game and see problems with it now, but for 2004 it was an absolutely mind-blowing experience. Every magazine I read was giving it between 9 and 10 out of 10, and rightfully so. This game straight up killed the RTS genre. Going back to Warcraft 3 (which was just 2 years old by this point), the former king of RTS, was so jarring after this. It was truly some next generation shit. And, honestly, for years afterwards I didn't see another RTS that was this well-made, and I practically stopped playing them at some point, with few exceptions. The fact that this game is still so much fun every time I play it is a testament to what a masterpiece it is. And the expansions (in particular Dark Crusade) only polished it to the point of perfection. Btw, did anybody notice how Tartarus (the planet the game is set on) is just Central-Eastern Europe + The Pontic Steppe? Seriously, look at the loading screens, they just took the actual map and removed a few mountains and water sources. You can still easily recognize geographical features, like Crimean peninsula, Carpathian mountains, Volga and Dnieper rivers, Denmark, etc.
completed ❤️
星球大战:前线 豆瓣
其它标题: Star Wars: Battlefront / Star Wars: Battlefront (2004) 2004年9月20日
类型: 射击 / 动作 平台: PC / Mac / PS2 / Xbox 开发者: Beenox Studios / Pandemic Studios 出版发行: LucasArts Entertainment Company LLC
Star Wars: Battlefront is the first in the Star Wars: Battlefront series and is a third/first-person shooter video game based around battles featured in the Star Wars movies. It was developed by Pandemic Studios and LucasArts, and released on September 20, 2004 for Xbox (playable on Xbox 360), PlayStation 2, and PC, the same day as the release of the Star Wars Trilogy (DVD) set. Players can either play Star Wars: Battlefront online, or offline with up to 4 players (on consoles).
2024年9月9日 玩过
2024年9月9日 评论 The core gameplay in this game was better than in the second one - Flying classes were actually useful. Level design was excellent on every map, whereas in the sequel there were quite a few mediocre ones. Some of the maps here are my favorites, and they never got ported into the sequel. There was aircraft in land battles, and you could switch to the cockpit view. Even the graphics were somewhat better because they had lighting and blur effects that were removed in the second game for some reason. Although, of course the models and textures are better in the second game, but that's to be expected. Still, I would say the original looked better for the year it came out in. The sequel had more content, sure, a better campaign mode, better Galactic Conquest, space battles, and the ability to play as the Jedi. But the core gameplay actually suffered. The last class became locked, which meant fewer strategic options at the beginning of the battle (the most crucial time), and the new class (also locked) wasn't really so good that unlocking it felt rewarding. I found myself switching between classes way more in the original than in the sequel where I usually just stick to the first one (especially now that grenades stick, so it's easier to take out vehicles without a rocket launcher). And playing as the Jedi is not very fun after the novelty effect passes, especially when confronting other Jedi. At the end of the day, the original does fewer things, but is close to perfection at them, whereas the sequel has more, but is somewhat flawed. I still come back to the first game every now and then to replay my favorite maps with my favorite classes, because there are experiences that the sequel just cannot replicate.
completed ❤️
极品飞车16:亡命天涯 豆瓣
7.3 (10 个评分) 其它标题: 极品飞车16 / NFS16 2011年11月15日
类型: 竞速 平台: PC / PS3 / Xbox 360 / Wii / 3DS 开发者: EA Black Box / Firebrand Games 出版发行: Electronic Arts
《极品飞车16:亡命狂飙》由Black Box制作,将在11月15日在北美上市,11月17日在欧洲上市,11月18日登陆Xbox360,PS3,PC,Wii,N3DS,还将陆续登录iPhone以及安卓平台。本作中,玩家将参与到从旧金山到纽约的非法,高刺激的飙车世界。警匪追逐将不是唯一的设定,还包括边境爆炸,紧张刺激的城市竞速,包含火箭制导攻击的冰山和峡谷竞速。游戏采用寒霜2引擎,因此只支持Windows Vista及以上操作系统。
2024年10月13日 玩过
2024年10月13日 评论 Narrowly Avoiding Death: The Game - Need for Speed: The Run is one of the most unique racing games I've ever played, and I regret not giving it more attention when it first released. Although it's a racing game, it's structured more like a single-player action-adventure. Every race is something like a level or mission, with its own scripted events and checkpoints. Instead of advancing in the ranks, you're progressing through the story until you reach and beat the final boss. While this does make the game more linear than your standard racing game, it's not like the racing genre is about non-linearity. And, for what it is, this game still has quite a lot of it. You are forced to make a lot of difficult choices, because: Every track features a bunch of shortcuts, most of which are much tougher to drive through, but will reward your skill. You get to earn more nitro by driving more recklessly, incentivizing you to take more risks. Every car has a noticeably different handling, and you're risking losing the race by selecting a car that you haven't tried, and it being a poor choice for this particular track or just hard to handle in general. Risk in general is the main theme here. I've never seen another racing game that conveys the sense of speed quite as well as this one. The steering is rather tight, which means you have to watch the road really carefully, as often you'll only have milliseconds to react to the suddenly appearing obstacles on the road. But it's these little moments that make up the heart of this game. With realistic (for an arcade racer) physics and a cinematic camera, dodging other cars and objects on the road becomes extremely rewarding. I'd say half the times it's sheer luck. And the experience is enhanced when you're going through set-pieces like falling rocks or avalanches and succeeding on your first try. These things just keep getting crazier as you progress through the game. I don't really wanna mention examples because it's kinda spoiling it. These events are so fun to encounter when you don't expect them, you should really experience it for yourself. Every track surprises you with something new and creative. You also get chased by cops, and the collision physics here are the best in the series, which makes ramming cops a joy. They can ram you too, which makes them simultaneously more of a threat than in the previous games, adding suspense to an already adrenaline-pumping situation. I don't think I've ever played another racing game that made me exclaim "WHOAH!" "WTF!" and "JESUS CHRIST!" as often as this game did. Just the amount of raw emotion I got from it is unparalleled. I think I could've given this game a perfect rating, if it wasn't for such a focus on its mediocre, underdeveloped story and some technical flaws that I'll get to. The premise of NFS: The Run is that you're a street racer who owes money to the mafia or something like that (I honestly don't remember), and you join this mega-race called The Run, which spans the entire US from coast to coast. There is a story here, and that's kinda all I can say about it. Occasionally there are QTE-scenes, which are okay, but they don't really add much to the game. By the end of the game, I felt like the developers meant the story to be more important than it came off as to me. Because they implemented these "characters," which you only really learn a little bit about from like a paragraph of text during a loading screen before the levels where you have to race them. It's usually stuff like "Jake used to be a criminal, but then he fell in love with a girl and they wanna start a family, so he bet all his money on this race." And it's like "okay, Jake, I guess I'm gonna ruin your dream now." Then at the end you get this cutscene of just him meeting with the woman that got him into the race, and she says "Okay, here's the key to the box with the money. Also, do you wanna do another race?" This ending is so anti-climactic, it would actually be better to not have an ending. Personally, with a story this weak, I'd probably go for a more action-packed cutscene than this, or make the final race end with some kinda grand set-piece that transitions into the credits. It does somewhat compensate for a poor story with the diversity of visuals. They stick closer to a realistic look than a stylized one, but there is some stylization. Some tracks look pretty mediocre, but others can be really gorgeous, especially towards the end, as you start reaching the East coast. The level in Philadelphia has strong Halloween vibes. Also, what I like about this concept is that you get to drive through locations that resemble previous games in the series. And, I feel like the devs were aware of it and intentionally designed them in a familiar fashion. Because this game has some cars from the previous games (with vinyls and all), such Nissan Skyline from Underground, Nissan 370z (substituting for 350z) from Underground 2, BMW M3 GTR from Most Wanted, Audi R8 from Carbon, and others (including cars belonging to other characters). There is a challenge mode, which includes Underground, Carbon, and Most Wanted-themed challenges. They're kinda lackluster because they don't really do much other than putting specific in cars in specific locations, not even slapping a color filter on top, but it's still such a nostalgia bomb. And you can play through the main campaign using these cars, except not every car is available in every level. And car-selection process here is one of my biggest problems with this game. For some reason they don't let you select your car before each stage, instead forcing you to drive into this gas station (why not a garage?) in the middle of the race, breaking up the flow of the game, and letting your opponents get ahead. That is, if you manage to spot it in time and risk turning towards it when you're driving at an insane speed and hyper-focusing on the oncoming traffic. Plus, after you've selected the car, you have to gain speed again, letting the opponents get even further away. The game is very simple in concept, which kinda makes every little flaw stand out more. And stuff like this can be very frustrating in a game as suspenseful as this. There isn't really any customization here aside from some cars having an extra pre-made setup, and sometimes letting you choose an extra color. You can't really customize your experience much either. For example, there is no music selection anymore, and you can't even regulate sound levels, which is really annoying. Because I feel like this game's soundtrack is quite good, but sometimes I could barely hear the music behind the sound of engine and effects. Also sometimes the game would randomly default my control settings, forcing me to spend another extra 5 minutes quitting back to the main menu and resetting them. In conclusion, I feel like this game had the potential of being a masterpiece, but a few issues held it back. It takes a very simple concept and executes it really well, but the simpler the concept is, the more perfection you kinda expect from it, and this game still has a way to go towards perfection. If it had a genuinely good story or no story at all, perhaps it would've left a better impression. As it is though, NFS: The Run delivers a unique action-packed racing experience, but falls short of achieving true greatness.
completed ❤️
命运战士3:偿还 Bangumi
其它标题: Soldier of Fortune: Payback / Soldier of Fortune: Pay Back 2007年11月14日
类型: FPS 平台: PC / Xbox 360 / PS3
Soldier of Fortune: Payback is a first-person shooter video game and the third installment of the Soldier of Fortune game series, following Soldier of Fortune 2: Double Helix. It is the first game of the series released for the Xbox 360 and PlayStation 3. The game was released on 14 November 2007. The game involves a revenge plot against a worldwide terrorist organization. This time around, the player assumes the role of Thomas Mason rather than John Mullins.

Unlike the previous two Soldier of Fortune games, which were developed by Raven Software using the id Tech 2 and id Tech 3 engines developed by id Software, Payback was developed by Cauldron HQ.

The game was met with tepid, mostly negative reviews, with many saying the game looked pretty but the gameplay was uninspired. Like the other two games in the series, Payback had great character modelling and gore effects. Owing to the level of violence, the OFLC of Australia refused to classify the game. After the game was effectively banned in Australia, a modified version was released on February 28, 2008, that removed radical violence and dismemberment.
2025年1月5日 玩过
2025年1月5日 评论 Okay, is it worse than Soldier of Fortune 1 and 2? Sure. Is it a bad game though? Hell nah. - This is what back in the day we'd consider a B-tier shooter. A budget title, but clearly with some effort put into it. You have to give it props for not CODifying the experience. Despite some flaws with poor AI and enemy placements, it still mostly maintains the formula of SoF2, minus the stealth missions (and thank goodness for that). For this reason the core gameplay is quite enjoyable, even if the game doesn't evolve much throughout. It teaches you the way it functions, and keeps providing a fair challenge for most of the game. The aspect that did surprise me was how much of a gun-porn this game is. The way the guns and reload animations are modeled and brought to life, you can tell the animators were enthusiastic. Before every mission you can select 3 weapons and a grenade type. This is something that's been done in other games before it, but just the sheer variety of guns and augmentations here is probably the highest you would see by 2007. And every gun feels genuinely different to shoot, and the augmentations do make significant and noticeable improvements or alterations to the way the guns behave. And all this extends to the multiplayer, which is one of the most fun I've played ever. Now, this game came out only a few days after CoD4, but it had a lot of features that CoD4 was praised for and popularized. The level design in both singleplayer and multiplayer is pretty good. Definitely above what Call of Duty was doing at the time. You get plenty of space to maneuver and outflank opponents, plenty of rooms and buildings that are completely unnecessary, but make the world feel more believable. Speaking of the world, the game's visuals are gorgeous. The blur and bloom effects help create a very stylized and, at times, surreal aesthetic. Some screenshots bring to mind comparisons with Crysis (to make it clear, I'm not saying it's technologically as advanced as Crysis, but some screenshots do look prettier) and CoD4, both heavyweight releases of 2007, although the game does have its fair share of ugly areas. But in particular the smoke and fire effects are standouts, as well as the skyboxes. I've seen a lot of criticism regarding the game's dismemberment system, and yes, it's far inferior to its predecessors. But, combined with ragdoll physics and good feedback, it's still a lot of fun, and more fun than the games without dismemberment. Honestly, try shooting a guy in the face with a shotgun point-blank and tell me it wasn't satisfying. The last two missions though are pretty horrible. They keep locking you in rooms with little cover, throw at you enemies with powerful weapons that can kill you in one or two shots, and often intentionally throw a bunch of smoke grenades in to hide them, not to mention the smoke and dust they raise from using explosives. You gotta understand, these enemies are so deadly that if you are seen by two or three of them, you're literally dead that very instant. So not being able to see them or find cover is just cheap. Furthermore, sometimes you'll clear a room, and, upon exiting, you get shot by two guys, each sitting in a corner on either side of you. Like, it's literally impossible to survive that scenario unless you KNOW they're there. I ain't gonna lie, those last two missions really tested my patience, especially the penultimate one. The last one was relatively easy once you know what you're doing. The ending is a real let-down too. Not that this game has an interesting story, it's basically a Dolph Lundgren/Stephen Seagal movie, but the characters do have some charisma. The protagonist is a kind of old school Duke Nukem/Serious Sam type of guy, and his banter with the dispatcher is endearing. So, after all that the two of you have been through, you kinda expect some conclusion, but they basically drop a cliffhanger on you. Lame! Still, I have to say, I enjoyed the majority of this game. Despite the last two missions being kinda abysmal, they're only a tiny part of the game, and the checkpoints are quite generous, although I would like to see a quicksave feature in a game that's clearly a PC shooter at heart.
completed ❤️
Bad Boys: Miami Takedown Bangumi
2004年2月27日
类型: AAVG、TPS 平台: GameCube / Windows / PlayStation 2 / Xbox
The player takes the roles of Miami Police Department detectives Marcus Burnett and Mike Lowrey over alternating levels. The game contains five acts, each containing several levels.
2025年1月7日 玩过
2025年1月7日 评论 Short, but sweet! - This is in the vein of Kane & Lynch or 25 to Life. Very reliant on precision and cover. It even has a rudimentary cover system, but I ended up almost never using it because you can get much better protection from hiding behind things manually. That way you can even throw grenades or sometimes even shoot enemies without them being able to shoot you. Also, when you run, you are much less likely to be hit, which is realistic and rarely seen in hitscan shooters. The thing that kinda stands out about this game is the amount of destructible objects in the environment. Technically you're penalized for destroying them, but it's so much fun that you just don't care. I think they just take away points that would unlock pointless shit like mugshots or target range challenges. You can apparently also unlock cheats. I got one unlocked after beating the game, it's called 'decapitation' and it does nothing apparently (does not decapitate enemies when you place headshots!), and there's no explanation for what it's supposed to do. You can also disarm enemies by shooting their weapons, which is pretty cool. If you shoot a disarmed enemy, you also get penalized, but, again, it's so much fun. I give up, please don't shoot! Yeah, we're not that kinda police, buddy. I loved the aesthetics too. Of course, it's Miami, which means sunshine, blue skies, palm trees, etc. The actual locations have a lot of character. Some places are downright gorgeous, for example the office of one of the main bad guys has sunlight pouring in through the blinds in the most unnecessarily sublime way possible. This game has atmosphere, and that's probably the main reason to play through it. The story here is not good, but then again neither was it in the movies it's based on. FWIW, I enjoyed the cutscenes here much more than the movies. At least they're not filmed by Michael Bay, which means they're actually watchable. And some of the dialogues were funny. In addition, the characters will constantly banter throughout the game, and their banter is context-sensitive, which leads to a lot of accidentally hilarious moments too. As a cherry on top, the main antagonist's name here is Mendoza . It is a very simple game, and most of what it does is executed well. The level design is good, but the AI is a bit too stupid. Also the boss battles are kinda awful. You instinctively try to treat them with the same logic as the rest of the game, only to realize that it doesn't work. In fact, there's a very specific order of actions you need to follow, so in essence they're more like puzzles, but you won't figure that out until you die at least 2 or 3 times. I think, if this game was remade today with better physics, better AI, proper cover system, and co-op, it could've been amazing.
completed ❤️
毁灭战士 豆瓣 IGDB Eggplant.place
9.5 (6 个评分) 其它标题: Doom Classic / DOOM(1993) 1993年12月10日
类型: 第一人称射击 / 冒险 平台: PC / iPhone / iPad / PS4 / Xbox One 开发者: id Software / Zenimax Media Inc 出版发行: id Software
Doom is a 1993 first-person shooter video game by id Software.
It is widely recognized for having popularized the first-person shooter genre, pioneering immersive 3D graphics, networked multiplayer gaming, and support for customized additions and modifications via packaged files in a data archive known as "WADs".
Its graphic and interactive violence, as well as its Satanic imagery, also made it the subject of considerable controversy.
In Doom, players assume the role of a space marine who must fight his way through a military base on Mars' moon, Phobos, and kill the demons from Hell.
2025年1月19日 玩过
2025年1月19日 评论 I'm pretty sure I've played through individual episodes of the original Doom before, but this was the first time I did it in one playthrough - I did episodes 1 and 3 on PS Vita via Chocolate Doom, which I understand is one of the more vanilla-accurate source-ports, whereas episode 2 at first I did half in the recent DOOM I+II "remaster", but then downloaded GZDoom and did the whole episode there from start to finish. Doom is obviously a phenomenal game for 1993, from both the technical standpoint and the mechanical one. Much has been said about this. But I was surprised at how well episode 1 holds up. I would say, even by modern standards, it's a near-perfect experience. If the entirety of Doom was just that episode, I'd give it the highest rating. But it's unfortunately in the second and third episodes where some flaws come up that mostly have to do with poor level design. I'm not saying that Sandy Petersen and Tom Hall are bad level designers, I do think they did much better job in their later games, but there is a noticeable difference between Romero's levels and theirs. You start seeing some bullshit enemy placements, some poorly-balanced difficulty, some mazey corridors, and those delightful tricks a-la "hey, here's some ammo and medkits that you might wanna pick up-- Syke! That's actually an inescapable trap that's gonna kill ya." And there's really nothing particularly wrong with the overall experience of these episodes as a whole, but the moments of confusion and frustration stick in your mind so vividly that it's hard to retain that amazing impression the first episode made. The game's reputation though is perfectly understandable, as these rather unpleasant moments were probably completely overshadowed by the absolute excellence of the rest of the game upon release. However, since 1993 there have been many games that arguably provide a better "Doom experience" than the original Doom. Therefore my rating here reflects how the game feels to play today. In fact, this is gonna be a controversial take, but I think Doom is best played with GZDoom. Sure, the ability to use the Y-axis and jump do make some of the maps easier, but the amount of immersion they add is invaluable, not to mention they make some of the more egregious design choices in episodes 2 and 3 much easier to swallow. Plus there's a plethora of other quality-of-life improvements.
completed ❤️
Brutal Doom IGDB
2012年3月6日
类型: Shooter 平台: Linux / Windows / Mac 开发者: Marcos Abenante
In development since 2010, the 18th Cacoward winner and Moddb 2012 MOTY Editors Choice of Creativity Award Brütal Doom takes Doom into a whole new level. It makes the game much more violent than before. There's much more blood, plus it adds unique gibs, death animations, dismemberments, headshots, executions, fire and explosion particles, flares, and much more.

The whole world becomes more real and interactive.You can kick severed limbs and heads (and sometimes, use it to activate some traps in the map earlier, or even kick them against enemies to do some damage), you can shoot enemies' heads to deal more damage (and cause more gruesome deaths) you can destroy most things in the the scenario (trees, lamps, hanging bodies, etc), you can paint the floor, the walls, and even the ceiling with blood, you can push the explosive barrels to make traps, or grab them and use like an explosive weapon, you can silently take down enemies from behind and perform stealth kills, the chainsaw actually cuts the enemies in two. When you find the berserk pack and get super strength, you can perform cinematic executions and RIP AND TEAR your foes with your bare hands. Some enemies will scream in anguish and try to crawl away when near death, and they can be used as human shields, and much, much more.

Everything in Brutal Doom is extremely intense. Everything sounds louder, looks bigger, moves faster, and hits harder. You can even fell the impact of explosions. Enemies are harder and smarter, and weapons and explosions are much louder. Your weapons have been upgraded to a deadly arsenal, completely throwing the vanilla Doom's "progressive weapon system" through the window. Every weapon is powerful and have it's pros and cons, a a weapon will never be outclassed when you find a new weapon, but only find a different use for different situations, making Brutal Doom more balanced and more strategic than Vanilla gameplay. You have new abilities too. With any weapon selected, you can press Q (default bind) to kick enemies at close range and send them away. Every new feature and weapon is cautiously balanced, and added in a way that makes sense in the universe of Doom. Many of the features can also be disabled/enabled to provide the best personal experience possible.

"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important."

John Carmack, Doom programmer, as quoted in David Kushner, Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Chapter 8, p. 120.
2025年1月19日 玩过
2025年1月19日 评论 Btw, this mod is a lot of fun - I played through the Ultimate Doom with it back in like 2018, and jumped in for a bit today, and had a blast. I see some reviews complaining about it breaking the balance of the game, which is like... duh. This mod adds several new weapons, (optional) reloading, ability to aim down sights, melee combat, AI companions and many many other things. Of course it fucking breaks the balance, it's a fucking mod, what do you expect? Which mod doesn't break the balance? The whole purpose is to alter the original experience and squeeze out some more fun from a game you've already beaten many times. The same people, who complain about this game messing up the original experience, never have any issues with "remasters," remakes, expanded editions and other alterations of perfectly fine games, even when they're horrible like that Mass Effect "remaster" that completely changes the core gameplay. At least Brutal Doom does not present itself as the same game. As for the people rating it low because the creator of this mod is an asshole, I mean, a lot of professionals working in the video game industry are worse, you still play their games. The fucking big heads at Blizzard were doing their "Cosby suit" shenanigans and drove a girl to suicide, and you all play Diablo 3. Not to mention the million times they fucked over good people for money. Idk why suddenly everyone has a conscience here.
completed
The Ultimate Doom IGDB
1995年4月30日
类型: Shooter 平台: Windows / DOS / Mac / iOS 开发者: id Software 出版发行: Activision
The complete megahit game that set the world afire. Plus All-New Episode IV: Thy Flesh Consumed. The demons came and the marines died. Except one. You are the last defense against these hell-spawned hordes. Prepare for the most intense mutant-laden, blood-splattered action ever! The texture-mapped virtual world is so real, you don't just play Doom - you live it.
2025年1月21日 玩过
2025年1月21日 评论 Using this to rate Thy Flesh Consumed specifically - It's a great episode, designed by a variety of different people, and ends up being much better than episodes 2 and 3, though still doesn't reach the peaks of episode 1. Romero, again, is proving to be the most creative level designer on the team. He sets the tone with mission 2, which is possibly the craziest level up to that point. It plays with verticality a lot, and somehow manages to never really make you lament the lack of Y-axis, unlike the latter levels, which often do. Idk if that was Romero's influence, but after mission 2 the verticality games don't stop and kinda become the theme of the episode. Furthermore, thankfully, there are almost no cheap enemy placements and no unavoidable deadly traps. Overall, I'd say this is probably the most cerebral episode out of the 4. I feel like you end up solving environmental puzzles here a lot more than the previous 3 episodes, and it's surprisingly fun.
completed
死或生 Bangumi
其它标题: 生死格斗 / デッドオアアライブ 1996年11月7日
类型: FTG 平台: Arcade / SEGA SATURN / PS
《死或生》(DEAD OR ALIVE)是由Tecmo发行的3D对战格斗游戏,是《死或生》系列首部作品,简称"DOA"或"DOA1",宣传语为"打击、投技、决胜!"。

1996年11月7日作为街机游戏开始运营,使用MODEL2基板。通过动作捕捉技术还原真实格斗技动态。部分游戏杂志曾重点宣传女性角色胸部晃动表现。本作在塑造娇媚角色形象方面投入了特殊制作理念。

战斗系统核心为两种擒拿技:防御擒拿(DH)可无视拳脚类型抓取上中段与下段攻击,属二择防御手段;进攻擒拿(OH)则分上段擒拿与下段擒拿两种主动出击技能。DH偏重防御特性,以化解攻击为主,伤害较低且无击倒效果;OH则承担高伤害与击倒的进攻职能。投技挣脱指令为H+P键,仅对普通投技有效。
2025年1月26日 玩过
2025年1月26日 评论 I've played Dead or Alive games before for small periods of time, but I don't know why I've never been able to get into the series - This is my first time playing the first game, and to my surprise I enjoyed the hell out of it. The way it plays is really quite different from pretty much every other fighting game I've ever played. Perhaps reminiscent of Virtua Fighter and Tekken on the surface, but there's so much more physicality to its combat. A lot of grappling and aikido-style redirection of opponent's attacks, and the animations convey so much weight, every punch and kick feels very impactful. In fact, they ARE very impactful, as they can take away huge chunks of health. You can end fights in 2-3 attacks, perhaps even in one, I would assume. And it all controls very intuitively and flows so well. I also think that, because of how many options for evading you're given, two skilled players can probably have very long and spectacular fights. I should probably look up some esports matches for these games. The visuals are very nice for 97/98. The locations are mostly flat planes, but the backgrounds are beautiful and atmospheric, and the music is just perfect. I love the overall art direction here. And, of course, who can forget the boob physics? As if in zero g, they're jiggling all over the place, often in opposite directions, defying all laws of physics. It's like looking at a lava lamp. Frankly, I never understood people who take them seriously. They're outlandishly exaggerated to the point of absurdity. Personally I find it funny, but this most sublime feature can be turned off in the settings. Sadly, there isn't much content in this game. Very few fighters compared to Tekken 3 or Mortal Kombat 4 which came out around the same time. Game Modes are a standard affair (Tournament, Time Attack, Survival, etc.), lacking the more creative and unique modes of its competition. And there doesn't even seem to be any story here. Beating the tournament just leads to the credits. Apparently there are a few "extra configs" to unlock, but idk how much they change. The first one I unlocked just allows you to reorder the fights. So, after playing the game for about half an hour and trying out every character, I feel like the game doesn't really have much more to offer. Yet its excellent core gameplay is perhaps one of the best of its era. I can definitely see why a more competitive player would prefer this to Tekken 3, Soul Edge or Mortal Kombat 4. And, I think, whenever I want to play against a friend, I will consider Dead or Alive over those games. But, as it stands, I can't really rate it higher, as I find those fighting games to be more complete experiences.
completed
VR战士 豆瓣
其它标题: Virtua Fighter 1993年12月31日
类型: 格斗 / 动作 平台: PC / NGC/GameCube / SS/世嘉土星 / DC/Dreamcast / Arcade/街机 开发者: SEGA-AM2 出版发行: Sega
昭和の時代、軍は清朝最後の皇帝を利用しようと彼に近づくも八極拳を使う彼の親衛隊の前に敗れた。軍は、最強の歩兵部隊を造り出すため、この八極拳の極意を基に究極の武術を完成したと伝えられている。

それからおよそ半世紀、八極拳を使う1人の若者が、自分の腕を試すべく武者修行の旅へと出る。彼の名は結城晶。これより、世紀末格闘伝説が始まる。

「世界格闘トーナメント」。それは、世界中から集まったあらゆる格闘家が、己の肉体だけで死闘を繰り広げ、世界一の格闘王を決める究極の武闘大会である。果たして最強は誰なのか。
2025年2月1日 玩过
2025年2月1日 评论 Had a surprisingly hard time making it run - First I tried the PC version, and that didn't recognize the ISO image, and I couldn't find a NoCD. Then I tried the Saturn version, and the performance was pretty bad. Then I tried the MAME version, and MAME is always a hassle to set-up. So, first it would straight up complain about lacking BIOS files and whatnot, and after I found all the needed files, it still complained that one file had "incorrect length", but that was a file within the Virtua Fighter ROM, so I couldn't do much about that. Someone said you gotta find the right version of the ROM for the right version of the program. After doing some more research, I found a comment by one of the devs saying that, even when the game seemingly works, it doesn't generate damage points correctly or something like that. Finally I tried the 32X version, which I didn't even know existed. Downloaded Kega Fusion emulator, and it worked flawlessly without any hassle. Plus it has this delightful filter called Blargg that makes the image look exactly like a CRT screen, which made me feel like I was playing it on the actual hardware back in the 90s. Regarding the actual game, I suppose it's to 3D fighting games what Wolfenstein 3D is to first-person shooters. Like Wolfenstein, it does feel archaic by today's standards. It definitely didn't age as well as some of the 2D fighters of the era. Most characters feel quite similar, with only noticeable differences being a couple of special moves and the speed. Animations are pretty slow, and it can be frustrating when you get grappled or knocked down, and it takes you a long time to get up. However, I will say that for 1993 it's impressive how much of the foundation it laid for games in this genre that would follow. The way the hits connect and the animations make you feel the weight of the characters is something you wouldn't see in Street Fighter, Mortal Kombat, or Fatal Fury. And I think this was Virtua Fighter's greatest contribution, and this is something that couldn't have been possible without 3D. Being the first 3D fighting game, it could've easily played like a 2D game with 3D graphics, but it went far beyond that, making the characters not only look 3D, but feel like actual people in an actual environment. The tactile sensations this game elicits are something that would be copied and built upon later in Dead or Alive, Tekken and other fighting franchises. That being said, just like with the first DOA, once I finished the arcade mode, I felt like there wasn't much else to do in the game. In many ways I feel like DOA is a remake of VF, as it looks and feels like simply an improvement of VF. Then again VF has its own sequels, which I'm looking forward to checking out.
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Virtua Fighter 2 (Genesis/MD)
类型: Fighting 平台: Sega Genesis / Mega Drive 开发者: Gaibrain 出版发行: SEGA Enterprises Ltd.
One year after the first edition of the World Fighting Tournament, won by Lau Chan, invitations are sent once again, this time to the second edition of the Tournament. Will Akira's new techniques be enough to beat Wolf? Can Lau defend his title against his daughter Pai? Will Jacky rescue his sister Sarah, who has been brainwashed to kill him? Will Jeffry make enough money to track down the Satan Shark? And Kage, will he uncover if the mysterious Judgement 6 cartel is behind the tournament? All is yet to be seen...

Sharing the name with the second title in Sega's seminal 3D fighter series, this 16-bit version brings the game to the world of 2D fighters.

While the fully polygonal environment of the arcade/saturn version were scratched in favor of regular sprites and side-scrolling camera due to obvious technological constraints (plus manufacturing costs ruling out the SVP chip used in Virtua Racing) and featuring only the 8 original characters in the series, the rest was directly taken or inspired by it's bigger brother. The arenas are all drawn according to the to the 32-bit titles (and even feature a small parallax scrolling trick to provide a slight 3D illusion), so are the characters, and the also features a lot of the same sound effects and music. Gameplay is also inspired by the original version, with many button combinations remaining unchanged.
2025年2月1日 玩过
This is the 2D port of VF2 that I played as a teenager circa 2005-2006. Since I haven't yet played the proper version of this game, my only frame of reference is the 32X version of the first game, which I just played. And, while this is clearly inferior, it's surprising how many of the mechanics they were able to retain while converting the game into 2D and how well it actually works in 2D. Nothing incredible of course, especially for 1996, but it's pretty fun. I beat the arcade mode in about 10 minutes.
completed
VR战士2 Bangumi
其它标题: VR快打2 / Virtua Fighter 2
类型: FTG 平台: Xbox One / iOS / Wii (Virtual Console) / MD / PS2
「世界格闘トーナメント」。それは、世界中から集まったあらゆる格闘家が己の肉体だけで死闘を繰り広げ、世界一の格闘王を決める、究極の武闘大会であった。第1回の優勝者は、伝説の虎燕拳を使うラウ・チェンであった。その風格さえ漂う拳の前に、八極拳の使い手である結城晶は自分自身の未熟さを知る。そして大会終了後、修行の旅に再び出ることになる。1年後、修行を続ける晶の元に1通の手紙が届く。それは第2回世界格闘トーナメントの招待状であった。招待状の中には参加者リストが同封されており、前回優勝者ラウの名前と彼の知らぬ新たな挑戦者の名前があった。そして何かしら感じる、邪悪な雰囲気を感じつつも彼の格闘家としての血が、トーナメントへの参加を決意させた。新しい挑戦者、謎の組織。様々な思惑をまといつつここに、「第2回世界格闘トーナメント」が開催される。
2025年2月1日 玩过
2025年2月1日 评论 Obviously a technological improvement over the first game - Visually the game is much more advanced. The gameplay is much faster and smoother now, resembling a more modern fighting game, and the characters feel more individualized now, with different basic attacks and animations. However, AI reaction times here are ridiculous. Opponents are somehow able to block after you already started the attack. This makes some of the latter fights in the arcade mode extremely punishing, almost to an impossible degree. It becomes very clear in the final fight, which is underwater, making every movement slower, and allowing to actually see how cheap the AI is. Plus I'm not a big fan of how few attacks from a standing position can target a crouching opponent. You pretty much have to keep playing crouching games with them, guessing whether to do a higher or lower attack, and the same with blocking. Combine that with the fact that an opponent can transition from a sprint to a block instantly. It means that, whenever they're charging you, it's almost up to chance whether you'll be able to avoid getting hit, let alone hitting them. And after beating the arcade mode, again, there's no story and not much else to do here. There's a ranking match mode, which I'm not interested in.
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孤胆枪手2 豆瓣
其它标题: Alien Shooter 2 / 孤胆枪手:复仇 2006年9月7日
类型: 射击 / 角色扮演 平台: PC 开发者: Sigma Team 出版发行: CDV Software Entertainment AG
Alien Shooter: Vengeance (also known as Alien Shooter 2) is a top-down shooter video game for Microsoft Windows developed and released by Sigma Team in 2007 as a sequel to Alien Shooter.

(A remade version called Alien Shooter 2: Reloaded features changed game mechanics and a few new levels.)
2026年1月31日 玩过
2026年1月31日 评论 Poor balancing ruins what could've been a solid game - Alien Shooter 1 was a small game. I think its popularity mainly had to do with how good it was for its size, not its general quality. It was the kind of game that could only flourish in the era of early internet, when you didn't have access to pretty much any game you wanted in the matter of seconds like we do today.I don't think there's much reason to revisit it now beyond curiosity. Alien Shooter 2 on the other hand tried to jump over its head. I remember first seeing the footage of it in a TV program and just being astonished. I couldn't believe this was the sequel to that tiny little budget isometric shooter. Its pre-rendered 2D graphics with dynamic shadows and lighting looked prettier than any 3D game in 2006. I was so intrigued that at the first opportunity I bought it. Once I jumped into the game, I was quick to discover RPG elements, like stats, one primary skill that can be upgraded, inventory and equipment, etc. It really felt almost like a Diablo clone. You could even move by right-clicking. All these mechanics really elevate Alien Shooter 2 from its humble roots to what seems like a AAA title. I played through the game back in 2006 and thought it was great. Clearly with time my levels of tolerance have decreased. To begin with, the gameplay is rather simple despite the added RPG elements. That's not necessarily a problem in itself, but the less complexity a game has in its mechanics, the better execution of those mechanics is expected. This game has some massive problems with balance and pacing. A lot of fights drag on, a lot of enemies are bullet-sponges. Sure, you can always buy better equipment, but the money isn't that easy to get. There is a skill that can increase the amounts of money you discover, but then you have to put skill points into it over other attributes. Skills in general are rather useless. I remember playing through with the hypnosis skill back in 2006, and even in later locations it took so long to hypnotize big enemies that it was not worth it, while smaller enemies would die so quick there was no point in doing that at all. Some skills like boxing are a joke. Good luck boxing your way through hordes of enemies that surround you and attack you from all sides. Bottom line is: the game ends up being a grindfest. Sigma Team really tried to play the big leagues, but failed. I don't know if the game sold well (it was certainly getting enough promotion and good reviews in Russia), but the devs would never attempt something this ambitious again. For the rest of their existence they kept on rereleasing the same games with slight alterations or constructing new games from existing assets. Basically Alien Shooter 1 and 2 are their only completely original games. It's a shame because I think there was a lot of potential there. The early areas of the game are really atmospheric and gradually ease you into the massacre, which genuinely feels fun at first. The game keeps surprising you with introductions of new enemies, new weapons, scripted scenes and vehicle-driving sections. The progression would feel very natural if it wasn't for the pacing resulting from you constantly backing away from overwhelming crowds or big tanky monsters.
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星球大战绝地武士:黑暗力量2 Bangumi
其它标题: Star Wars Jedi Knight: Dark Forces II 1997年9月30日
类型: FPS 平台: Windows
The storyline in Jedi Knight follows Kyle Katarn, who first appeared in Dark Forces. Katarn's father had been murdered by a Dark Jedi over the location of "The Valley of the Jedi" and the game follows Katarn's attempts to find the Valley and confront his father's killers.
2025年2月7日 玩过
2025年2月7日 评论 Played with OpenJKDF2 - The way Dark Forces II conveys scale is unlike any other game I've seen. You feel tiny in the world of enormous imperial megastructures that extend into the clouds or burrow deep underground. And, continuing the direction of the first game, this feels a lot more like an action-adventure, as opposed to straight-up shooters of the same era. You do a lot of platforming, careful balancing on thin girders, and climbing into inaccessible areas. The level design is truly astonishing and a massive improvement over the predecessor, while still following the same general approach. At almost every point there are two or three different ways to go, not to mention countless secrets, all utilizing three dimensions. A lot of the times you will see some almost inaccessible ledge and think you're not meant to go there, but after a lot of trial and error, you finally get there, and you realize that it's either a secret area or yet another path towards your main goal. It's like the developers thought through every little part of every level. Yet the levels never feel confusing. I only got lost once, though admittedly in a quite egregious example of poor design, where you had to notice a tiny button placed on some random wall. Throughout the rest of the game the progression felt more organic than most games. As far as the combat, I would say it's somewhat worse than the previous game. The guns are less balanced, with a couple of them being clearly superior, rendering the rest kinda useless. For example, I don't think I've used the crossbow once beyond the first testing. However, now you get a lightsaber, but, sadly, melee combat here is just abysmal. You kinda just swing your lightsaber like a club, and it murders all regular enemies with one hit, which is fine. But once you get to boss battles, it becomes a shitshow. Best tactic is always to run around them in circles and mashing the left mouse button, hoping one of your hits will land. This tactic, however, doesn't work on the last two bosses, because one of them jumps around more than Irish rappers, while the other keeps going back to a place that heals him, and the only way to stop him is to literally stand in his way and take damage. You also have Force powers now, but they're also not very useful. Force jump and Force speed are great to navigate the levels, but the levels are designed with their usage in mind, so it's not like these powers give you any specific advantage. Force heal is useful, but it sucks all your mana and takes a long time to recharge, leaving you unable to use other powers. It is way more efficient to just eat bactas instead. Force pull lets you disarm enemies, and it's funny to watch them run around helplessly, but it gives you zero advantage in battle because it's quicker to just shoot them, plus the range of Force usage is so tiny that you have to approach them pretty close, where it's hard to dodge bullets. There is a moment in the game where you're allowed to pick between the light side and the dark side, and I have no idea what exactly you're supposed to do. I somehow ended up being light side, and it felt like it just happened automatically. After I beat the game, I unlocked all powers with a cheat code just to see what they're like, and the dark powers all seem very underpowered and useless. Grip incapacitates an enemy for like 3 seconds, after which they will continue shooting you. Lightning is almost impossible to aim, and does very little damage. Bottom line is: this game is still mainly a shooter. Lightsaber and Force powers feel like gimmicks that don't add much. Unlike the powers though, at least your lightsaber blocks enemy attacks and can serve as a torch in dark areas. But the powers are a complete waste. Even in late game, guns are still the preferable way of disposing of enemies, which is not very jedi-like. In Jedi Academy this was handled much better: your guns becoming less and less relevant as you become more powerful as a lightsaber combatant and Force user. There is a story here with FMV cutscenes, which is really cool, especially for 1997, before the prequels were made. It's like getting a new Star Wars movie and being able to play through it. That being said, it's more like a B-movie, which, tbh, I appreciate. Because EU content often violated the themes established in the movies, and this here is not an exception. A lot of plot details here are pure nonsense from the perspective of the movie lore, so I like the fact that at least it doesn't take itself too seriously like SOME games (****cough****-KotOR2-****cough****). It's silly and fun, with some wacky characters and low-budget special effects. Despite some shortcomings, this game is really a blast to play through thanks to its impeccable level-design. It really feels like an adventure in a world you get to explore and craft memories in, as you complete challenges and progress through the story. For 1997 I think it's phenomenal, preceding and exceeding Unreal in a lot of aspects.
completed ❤️
热血无赖 豆瓣
8.3 (51 个评分) 其它标题: 香港秘密警察 / 睡狗 2012年8月14日
类型: 射击 / 冒险 平台: PC / Mac / PS4 / Xbox One / PS3 开发者: United Front Games / Luxoflux Corp. 出版发行: Square Enix
根据零售商Future Shop的情报,Square Enix自收购《真实犯罪:香港》的开发版权后,今日由零售商正式发布了这部全新的游戏,同时更名为“热血无赖(Sleeping Dogs)”,预定8月14日登陆PC,Xbox360和PS3平台。
游戏即将在周五索尼的Destination PlayStation发布会正式公布,零售商发布了一张游戏的宣传照,我们发现一位纹了龙图腾的警官,图片左方还有“威武”的“威”字纹身。
  《真实犯罪:香港》和其系列去年被动视取消,系列开发版权由SE收购,此前SE就注册了“Sleeping Dogs”的商标,一度被认为是“凯恩与林奇3”的副标题。
  作为《真实犯罪:香港》的重制版和系列的重启作。[1]
  本作大概剧情讲诉卧底警探沈威潜伏香港有组织犯罪集团三合会,并试图将其一举摧毁。
2025年3月24日 玩过
2025年3月24日 评论 My favorite thing to do in Sleeping Dogs is to drive around the city, listening to Softly and absorbing the atmosphere - When it comes to the actual gameplay and story, Sleeping Dogs is the kind of game that leaves a very strong first impression, perhaps to its own detriment, as it gradually reveals itself to be less than what it first appeared to be. Does it have some of the best driving, combat and story out of any GTA-style open-world game? Yes. For example, it absolutely blows GTA 3 (incl. VC and SA) and 4 out of the water, and overall seems like a much more polished and put-together product than my favorite Saints Row 2. But spend some time with it and you start feeling like the game isn't growing with you. The potential it shows in the beginning remains unfulfilled. I'll start with the melee combat, as it seems like the most prominent aspect of the game. It copies the Batman: Arkham series' formula, which already makes it better than any other game in the genre. But it copies it rather poorly. I noticed that I was failing counter-attacks more often, and at first I blamed it on myself, but, as the game progressed, I realized that it often just isn't registering my inputs. This becomes very obvious in the final boss battle, where the punches are so slow that I was clearly able to tell that I pressed triangle 3 times before the opponents fist reached me, and yet still the counter-attack didn't trigger. In addition there are these annoying QTEs that completely break the flow of the game because you're focused on pressing triangle for dodging and circle for grabbing, but during the QTEs the button prompts are completely random, not tied to the same actions as during regular combat. The ranged combat is much better and again possibly the best in the genre. It's extremely intuitive, and the aiming is super smooth and easy, despite me playing with a controller. However, you wouldn't really compare it to a proper cover-based shooter or something like Max Payne, despite some similarities. The cover system is not as well-refined, the level design is a little random, and the environment is not as geometrically detailed, which results in you hitting invisible edges and stuff like that. The driving is fun. The handling is very responsive. There are street races you can take part in, which function similar to Midnight Club, and of course there are plenty of car chases. You're allowed to do some physics-defying ramming, which sends other cars flying, or shoot their wheels, which achieves the same effect. I have only one complaint about driving: the camera. By default it's too tilted towards the ground, which means about 60-80% (depending on the landscape) of the screen is always covered by the ground. In a game with such stunning visuals, this is a crime. And there's no way to just change the view mode. You have to hold your right thumbstick up the entire time if you want to enjoy the views, making it harder to control your car. Other than that, I found the driving very enjoyable. But, when you look at an open-world game like this, I think there has to be a thread that ties everything together. This is usually either the world or the story. Unfortunately, these are the two aspects where the game fails the most. On the first glance, Hong Kong is filled with lots of extra activities you can do, like cock fights, carjacking, drug dens, and the aforementioned street races. But after you do each of them once or twice, you start asking yourself: why? Unless you're a completionist who wants to unlock everything, there really is no reason, and they're not fun enough on their own. For example, in Saints Row 2 there was the gang war and a lot of stuff that had to do with gang management. As you progressed through the game, you felt the growth of your gang into a large empire, so there was a sort of meta-narrative that was connecting all this stuff. And just the world itself was more unrestricted and janky, allowing you to make your own fun. But here there's plenty of inaccessible locations, and everything is so polished that you can only do what the game wants you to do. After a while I stopped doing anything other than the main story missions. Which is a shame because I really wanted a reason to drive around this gorgeous city more. While I'm at it, the graphics here are incredible. They utilize a lot of stylization, like color, lighting, and blur to hide the short draw distances and other imperfections. As a result, the game looks better than GTA 4 and 5 (which I haven't played, but have seen screenshots and videos of), and performs much better than the former. But the final, and, perhaps, the most disappointing aspect of the game is the story, and the way it ties into the triads/cops mechanic. Which is to say it doesn't. You're led to believe throughout the entire game that your actions will determine the outcome (as in siding with either the Triad or the cops), but none of it actually matters. The scores you get for behaving lawfully or unlawfully only let you unlock new combos; that's pretty much it. And, despite having some likeable characters, the story is a complete mess. Characters appear and disappear without any noticeable consequences. Aside from Jackie, who is absent most of the game, the protagonist doesn't seem to be attached to any character, as he seems completely unaffected by anyone's death. In fact, it doesn't even really follow the three-act structure. It has rises and falls, but overall feels pretty flat until the last two missions. As a result, they also fail to carry any weight. The final boss is some side-character who gets introduced mid-game and then you don't see him again except for one or two minutes in a couple of cutscenes filled with other characters. I watched every cutscene because the characters felt authentic, but I didn't feel any emotion, except for some mild entertainment. As a cherry on top, at the end my character spoke to Jane Teng, a police officer I probably had a couple of interactions with throughout the entire game, because I stopped doing police work pretty soon. Yet still they spoke like they had a lot of history together. Which is another proof that your actions have no effect on the story. In the end though, I still enjoyed my time with Sleeping Dogs (otherwise I wouldn't have completed it), but it kinda disappoints me just how much better it could've been. When looking back at it, I fondly remember my drives around the city to some mellow mandopop and trip-hop, but the rest I could take or leave, despite a lot of polished gameplay mechanics that put other GTA-clones to shame. Still, it's a solid game.
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