Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Preciselly. After a while It clicked with me that the platforms werent spawning with random timing, and I was able to find a consistent route to beat them. It felt really nice to pull it off
Made me quite angry indeed. Only thing in the game I could go on without.
My least favorite part of the game, though, would have to be some of the crystal hearts, specifically the old site, cliff face, and the mirror temple. Even then, the old site and mirror temple weren't too bad.
The cliff face, though...yeah, that was really unintuitive and frustrating. I shouldn't need references to get a secret like that, or it you're gonna use a reference, make it something that someone could theoretically solve much quicker by playing around with it.
It beat the hell out of me. I loved every second.
I really can't say I have something new to dislike about the game. I mean, I saw WHY some people might not like wind through 4B and 4C, but I still like it.
...Well, it's more like all of these mechanics just put different spins on how to overcome an obstacle, and the satisfaction in the wake of that is wonderful. That in mind, how could I really hate ANY mechanic?
The advanced techniques taught in the remixes feel like they were always a part of the game; they don't feel wonky or tacked-on at all, and I deeply appreciate that.
...Summit C-side still took me nearly three hours on the third screen. XD
1. The story. It was a great game gameplay wise, but the story was bad. It was a lot of whining, a lot of cheesy resolutions to problems, overall just not a good story. But of course, this game isnt popular for its whiny story, its popular for its amazing gameplay.
2. The fact that you can just cheat and get all the achievements. I get some people arent good at games, sure, but allowing people who use assist mode and such to get achievements? Really? Why? You didnt achieve anything, you cheated. Assist mode should disable achievements for that save file, not be a fun little button you can switch on and off and adjust to let you get all the achievements with ease.
I love this game, but the story and assist mode ruins it for me. The story made me dislike the main character and side characters too (besides granny, she was cool) and because of assist mode, having 100% on this game isnt something to be proud of anymore. The only person who will know that you did it legit is you, nobody else. And while that last part isnt a huge problem to many people, plenty of achievment hunters like to show off very hard games that they beat 100% so making it easy to get all the achievements makes it mean nothing to 100% this game now.
Not all games are pure gameplay challenges (something like Super Hexagon or devil daggers) where the game is purely about chasing another high score. Some games are about an experiences. In the assist mode options, the devs say that the game without assist mode is the intended experience, but to use it if you need it.
Celeste is not a game for achievemet hunters, it is a game that communicates an experiences through gameplay and story. Hell, the game literally tells you that before the second level, albeit indirectly (Strawberries are meaningless, other than for yourself or for your friends, or someone on the internet). In most other games there would be an achievement for getting every strawbery on each level, each golden strawberry and so on. But that's not the point of this game. The achievements aren't there to brag about, they are markers of an experience that a player had.
Personally I loved the story of the game, it tells a tale that's probably very familiar to anyone who has dealt with any sort of mental illness, though spoke especially close to me for personal reasons. I think the story of the game gets a lot of hate for being "confusing" or "bland" because people don't have the typical story they expect, or can't empathize due to a lack of experience
The worst part of the game for me probably was Chapter 4's crystal heart puzzle. I recognized what to do instantly, it was a cute callback. But I really don't think it's fair to players to expect them to get this reference to another game in order to have access to the crystal heart (Well, technically you can get to it without doing that but that requires late game tech knowledge). Yeah, SMB3 is popular, but you shouldn't expect your audience to just know an entirely different game.
I 100% agree.