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回報翻譯問題
The video on Left 4 Dead
I just want to be able to fart around at my own speed. I also really hate that I cant one shot a zombie by chopping at its neck with a machete. that's just a flat downgrade.
Thanks for posting that, it was a great watch. B4B already looked inferior to me in the gameplay I watched, but I could not put my finger on why. Now it is glaringly obvious as to why that was.
Also everyone, thank you for the replies to my initial inquiry. A lot of good information here and I feel much better informed now.
Not a fad, it's the future. At first when bloom arrived for gaming the performance was abysmal as well, but you can be certain that both AMD and Nvidia are working to upgrade the performance level on the next generation of cards (and obviously also consoles).
Done right RT will not only make the game look better it will also cut down on development time as some light / shadows can automatically be added to scenes.
We need it to be the norm.
take a look at 2018 and 2019 showcase, then take a look at the final product.
i understand things change, but did the game's tone really need to change??
also the game just got boring
- People are whiny there's no guns.
- The game contains DRM
- The game still suffers from a few glitches here and there.
Though the biggest thing to keep in mind, is DL1 Didn't have its near perfect rating on Release. it took years of fixing and updates to rise to the now 'critically acclaimed' status it has. Give DL2 a year or so and it'll be as flawless as the first.
they raised the bar, but didnt even remotely reach a quarter of the way to said bar.
The first hours of the game were absolutely amazing... The Prologue gave me shivers, specially with the music.. escape from the prologue to the city was awsome too, but as long as you enter the city, game goes downhill hour by hour...
did yo guys like the prologue or was it just me? I had straight the walking dead season 1 vibes...
They wanted to focus on RPG mechanics (and maybe infinite leveling/playing like the paragon system introduced at the Dying Light 1 post launch) but "Insert excuse here", and so we're left with this number-based less fulfilling combat system.
They wanted a grandiose, expanding, complex story that actually mattered, but again, "Insert excuse here" and so we're left with this fairly average-poorly written game.
Regardless of whatever excuse, or situation, or unavoidable disaster that happened, the end result was a game that fell short of what they promised (not exactly Cyberpunk 2077 levels but still...). Like many have said before, they were probably too ambitious for their own good, ran out of money and/or time.
I really, really want Techland to actually improve this game, but I truly think that's not going to happen (look at Cyberpunk 2077- it gets updates to fix the bugs but it'll never get those updates to features or polish at its systems), fingers crossed Techland will.
I, personally, like the game, mostly cause I'm extremely vain, and love the vocal presentation from the main character, and there's only very few parkour-combat based games out there. When I first reviewed the game, poor optimization, broken multiplayer, questionable art design, bad writing, arduous and slogging quest design- especially so in multiplay, eighth-console gen open world design, failure to deliver on a bigger better game than the first Dying Light ultimately made me sour. All these things on launch really soured my experience.
TLDR
Upon reflection and time, Dying Light 2, as a game released in 2022, is "O.K." but as a legacy continuation of Dying Light, disappointing, shallow, and not innovative.
All in all it feels as if this game is 4 different games stitched together like some freakish, frankenstein's monster. Its fun, yes, but the story is less than satisfying, leaving many questions unanswered. The character of Aiden is a dunce much of the time and many of the issues you are faced with could be solved by people stopping their ambiguity. Again, fun game altogether, but something is off. I blame the changes in development team, first, and gross storyboarding incompetence secondly.