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Thexor tarafından yazılan son incelemeler

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1 kişi bu incelemeyi yararlı buldu
kayıtlarda 140.1 saat (İnceleme gönderildiğinde: 109.8 saat)
At the core of Multiversus is a really fun game. It's unfortunate, however, that everything surrounding the core gameplay is consistently flawed. The relaunch of Multiversus has managed to get practically everything wrong, and while many of the complaints I've heard online are exaggerated, there's still far too many serious issues to ignore.

Multiversus's new PvE mode was over-hyped, unsurprisingly, but that's not a complete disaster on its own. I expected the PvE to be a welcome distraction from the primary PvP content. Unfortunately, the developers don't appear to share this vision. PvE relies heavily on "gems", which act as skills you must find and then level up. The leveling process consists of hoping for random loot boxes to spawn, then hoping those random loot boxes give you experience for gems you actually want to level. Gems give enormous stat boosts, such as +100% damage dealt per level, and your opponents are generic AI bots who only pose a threat because they, too, are given massive stat bonuses on higher difficulties. Missions are designed such that you need to clear each of them repeatedly, both for daily bonuses and because each rift must be replayed a minimum of five times to clear it on each of the five difficulties. (Of course, the need to farm gems means you'll actually be reclearing them many, many more times than that!)

Oh, and I can't forget the most damning part of PvE: the sub-objectives. Each mission has five objectives you can clear. Some of these are optional challenges, such as using specific attacks or avoiding excessive damage, which are great. Some are much more problematic, however. Some sub-objectives require you to complete the mission with a character matching a specific "category", such as using a Heroic character, or a Non-Human character. The problem is that the cosmetic skin a character wears can change their tags! There's already three missions that can only be played with a character with the "Graphic T-shirt" tag, for instance. If you don't have a skin unlocked that matches that tag, too bad, better hit the shop and buy one! Oh, none of the characters you've unlocked even have a Graphic T-shirt skin available, well doubly too bad, go buy one of those as well!

Of course, you can get some stuff for free, but the stuff available for free is marred by the game's questionable rewards system. Actually playing matches awards you almost nothing in terms of resources. Battle Pass XP and Fighter Currency are the two most desirable rewards, and both of these are tightly gated behind missions. You can't simply play the game a bunch to unlock a character you want, oh no, you have to log in daily, play a half-hour worth of content, and then you might as well sign off for the day because there's nothing more for you to earn! I'm currently writing this reward fresh off that exact experience, because while I'm honestly enjoying the core gameplay, I feel punished for wanting to play more Multiversus today instead of waiting for my daily rewards tomorrow.

And finally, all of this compounds on some consistently-flawed reactions from the developers. During the beta, players farmed gold to unlock new fighters, and we were told that currencies earned would carry over to the full release. When the full release hit, however, our gold was turned into the nearly-useless Perk Currency instead of Fighter Currency, punishing everyone who saved up currencies in the hopes of buying new fighters once the game fully launched. Ongoing events have felt absolutely tone-deaf, such as a time-limited mission having an unachievable daily task to "Play as Banana Guard" on the day before Banana Guard was made available to players, handing out weekly missions to play as a fighter you haven't unlocked and may have to purchase, or the most recent failure, releasing a challenge to gain multiple levels on fighters, a task made considerably more difficult for anyone who made the critical mistake of "playing a lot of Multiversus" and who has thus gone through the easily-cleared low levels on each of their fighters.

I really, really want Multiversus to succeed. I've supported this game since beta, and I've been eagerly awaiting the relaunch. But right now, Multiversus is struggling under the weight of too many questionable retention and monetisation issues. The core gameplay remains fun and I'd even recommend people try it out, but anyone looking to spend money in the game should hold off for the foreseeable future until the game's long-term survival looks slightly less uncertain.

Until then, I can only cross my fingers and hope for the chance to revise this review if or when the developers get their act together.
Yayınlanma 31 Mayıs.
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kayıtlarda 16.5 saat (İnceleme gönderildiğinde: 16.0 saat)
Excellent roguelite timewaster. Gameplay is fast and furious, and it'll take a while before you get good at it - but that's half the fun! With successful runs lasting a half hour (and failed ones ending much more quickly!), this is a great game for those looking for quick play sessions.
Yayınlanma 20 Aralık 2018.
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Bu incelemeyi yararlı bulan henüz olmadı
kayıtlarda 36.0 saat (İnceleme gönderildiğinde: 27.6 saat)
Excellent game that comes highly recommended if you enjoy either stealth games or roguelikes (or both!).

The stealth mechanics are consistent and predictable. When played carefully, the game acts almost like a puzzle game, as you manipulate guards to avoid detection. Pure stealth is complicated by the escalating security measures, which add a soft time pressure to the game; take too long, and added patrols will eventually overwhelm you.

Roguelike mechanics are present, in the form of a short campaign designed for replayability, randomized loot opportunities, and of course permanent death and loss. The game is designed to be played numerous times, with different strategies and difficulty levels; a choice of many different agents and initial programs means that you can try out different builds and techniques with each run through the game.

There are a few minor gripes. Many agents and gadgets just feel subpar compared to their alternatives. Stat breakpoints are everywhere, most obviously Anarchy 2 to unlock pickpocketing (which gives you all the loot from guards without needing to KO them, a very valuable mechanic in a game where KO'd guards will get back up and start hunting you!). The game feels less balanced the later it stretches, though the vanilla game features a time limit that'll keep the length fair.

All things considered, I'd strongly recommend the game. A few flaws are overwhelmed by a slew of positive and well-executed mechanics, plus a beautiful art style and engrossing world.
Yayınlanma 28 Kasım 2016.
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