abandoned
重力异想世界 豆瓣
8.3 (18 个评分) 其它标题: 重力眩晕 / 重力的眩暈:上層への帰還において彼女の内宇宙に生じた摂動 2012年2月9日
类型: 动作冒险 平台: PS4 / PSV/PS Vita 开发者: SCE Japan Studio 出版发行: Sony Computer Entertainment Incorporated
進入神秘城市黑奇薩威,發掘你的反重力能力。
使用PlayStation®Vita系統的獨特操作方法實現的特殊能力,踏上壯大的旅程。
操控重力和3D空間。
欣賞沿襲日本和歐洲動畫風格的原創畫風。
2025年7月18日 不玩了
2025年8月18日 评论 Another one of those "let's shove every novelty PS Vita gimmick into this whether that makes sense or not" games - Mechanically, it's too simple, sometimes naive . Combat consists of one button, no lock-on or auto-aim. The ability to fly is pretty cool, but in practice doesn't serve any gameplay purpose other than faster movement. Since it's an open-world game, there's an urge to explore, but you're not allowed to go to any interesting places. Really the main and only attraction of this game is the presentation. I'm not particularly into the whole Amelie meets Ghibli aesthetic, but I loved the music. And I think the animations are really smooth and make actions more enjoyable to perform. This, sadly, doesn't save the game from being boring. An absolutely atrocious tutorial is followed by mind-numbingly basic missions. The story is anime-quality, thus unable to hold my attention either. The main protagonist keeps talking to her cat like an insane person.
abandoned
Dreamworks' Shark Tale IGDB
2004年9月27日
类型: Adventure 平台: Windows / PlayStation 2 / Xbox / Nintendo GameCube 开发者: KnowWonder 出版发行: Activision
Shark Tale is a 2004 video game based on the film of the same name that was released on PlayStation 2, Microsoft Windows, Game Boy Advance, GameCube and Xbox.

The player is the role of Oscar, the fast-talking little fish, who becomes an unlikely hero after he decides to take the easy road to fame and fortune by fighting with his shark friend.
2025年7月26日 不玩了
2025年7月26日 评论 The only thing I remembered about this game from my childhood was that it was open-world. And it kinda is. - It's a coincidence that the last game I played was Gravity Rush, cause the two are very similar. Obviously Shark Tale is designed for kids, specifically as a movie companion. There's not much depth to the game, and it would be stupid to expect any. But just like in Gravity Rush your main mechanics are 3D movement and a rush attack. Just like in Gravity Rush the open-world seems big, but you're not really allowed to explore anything interesting. Just like in Gravity Rush you can approach NPCs and do quests for them. The cool thing here is that you get your own apartment that you can furnish with the money you collect. Most missions seem to be based around movement. There are stealth missions, races, timed collectathons, and chases. The first three are self-explanatory, the last one is kinda like that troll chase in Harry Potter 1 or those moments in Sonic Adventure 1 and 2 where the camera switches to the front. Those are also pretty basic mechanically, you just gotta move to right parts of the screen at the right time. Then there's also a rhythm mini-game (God, out of all the ideas in GTA San Andreas they took this). It's horrible. The rhythm doesn't even really match the song. I wanted to play long enough to see how the game handles the shark fights, as they are the central action scenes of the movie, but I got too bored to continue. 1 hour into the game you're still not fighting sharks. Well, at least you get to throw urchins at Martin Scorsese.
abandoned
网络奇兵 豆瓣
其它标题: 系统危机 / System Shock 1994年9月23日
类型: 第一人称射击 / 角色扮演 平台: PC
System Shock提供了一个全3D的世界,以及向上下两边察看的能力,这款以"地下创世纪"引擎开发的作品,被Looking Glass的DougChurch自诩为"6D游戏"。三维用以移动,三维用以观看,你可以侧移自己的脑袋(这在后来的《神偷》中成了一个至为重要的动作),还能做许多其它与真实世界无异的事情:奔跑时你的脑袋会向下耷拉些许,开枪时你的头与身体会产生后座力,更强大的是,角色还有12个不同等级的身体状况设定,它会根据你受伤程度的大小而变化。要知道,那可是1994年,绝不会再有其它FPS做到这一切.。
除此之外,游戏的剧情也在DOOM之上,你没有必要杀死眼睛看到的一切活物.整个故事悬念丛生,必须通过周密的调查,才有可能打到最后。一路上,你会发现众多死尸,以前战斗留下的痕迹,从而更想知道该如何避免同样的悲剧发生。录音磁带会告诉你受害者的过去,这非常有用。你的敌人Shodan,则时刻注视着你,阻挠着你的行动。一切的一切,无不说明这是一款领先于那个时代的游戏。

顺便说一下,这款游戏对后来的生化奇兵的诞生有着一定的影响
2025年7月29日 不玩了
2025年7月29日 评论 My second time trying this - The first time I didn't make 15 minutes into it because of how player-hostile the control scheme is. This time I tried to force myself to overcome it. When judging old games it's important to keep in mind their impact upon release, but the truth is, I don't think I would've enjoyed this game even then. I remember myself as a child. I probably had even less tolerance for games I couldn't figure out then than I do now. But the problem with System Shock is not really that it's old or hard to figure out. The problem is that at the end of the day it's just not fun because of the way its mechanics are executed. It is undoubtedly an ambitious game for its time. The amount of freedom it provides the player is incredible. My question is: what's the point of all this freedom if doing almost anything in this game is a chore? Yes, I have figured out the controls this time, but it doesn't change the fact that, for example, to pick up an item you need to first click on the object containing it, the item then appears in a little window, then you need to drag and drop it to another little window. This is a thing you'll be doing constantly. Or the fact that the combat is just plain bad. For something that came out a year after Doom, it's just not designed in any engaging way, or you could say not designed at all. Just point your reticle at the enemy and left-click them to death. And constantly switching between different interface elements is a major hassle. For example, if you want to have a map on the screen, you have to have a rearview camera at the same time, which appears in the same window as the inventory and logs, meaning you can't have those things on the screen at the same time. If you're gonna turn the interface into a "graphing calculator" (as someone called it here), you might as well allow us to pick what we want to have on the screen and what we don't. Anyway, 30 minutes into it I just caught myself thinking: I'm not getting any sense of enjoyment or satisfaction from this. A bit of frustration, but mostly boredom. Still, it's obviously a very influential game with incredible graphics for its time and innovative gameplay, so I think it deserves its 2 stars. But would I recommend it to anyone in 2025? Definitely no. It's easy to accuse me of ageism here, but I actually enjoyed Ultima Underworld quite a bit when I tried that, and it's 2 years older and a spiritual predecessor to this.
abandoned
Earth Defense Force 2017 Portable IGDB
2012年9月27日
类型: Shooter 平台: PlayStation Vita 开发者: Sandlot 出版发行: D3Publisher
The completely remastered Earth Defense Force 2017 Portable features seven new levels and the fan favorite Pale Wing, which allows players to soar high over buildings in her jet pack and cause destruction from above.
2025年8月2日 不玩了
2025年8月2日 评论 Very ambitious idea, very poor execution - I like that you're given a big city to run around in and use its level geometry any way you want. But in practice it almost feels like a complete abandonment of level design. You're just thrown into this arena and have a horde of the same enemies coming at you from random directions. The AI is bad, there's no nuance to any of your weapons, almost no physics, just point your gun and shoot. You can't even reload or crouch. And then the levels aren't even fully traversable. There are invisible walls that you can't go through, but the enemies can. It feels like very little effort went into designing this. This reminds me of modern asset swaps.
abandoned
杀戮地带:雇佣兵 豆瓣
6.4 (5 个评分) 其它标题: 杀戮地带 佣兵 / Killzone: Mercenary 2013年9月4日
类型: 第一人称射击 平台: PSV/PS Vita 开发者: Guerrilla Cambridge / Fireproof Studios 出版发行: Sony Computer Entertainment Europe / Sony Computer Entertainment America
《杀戮地带:雇佣兵》是一款掌机平台的主视角射击游戏。玩家将扮演名为Arran Danner的佣兵,Arran Danner是前UCA士兵,在完成解救Vektan Ambassador和他的家庭的任务之后,Danner发现战争的结果完全取决于Ambassador幼子的命运,战争双方都急切想要得到这个男孩,而他想要知道胜利的薪酬是否值得这个回报。
他靠杀人赚钱,只要有报酬,不论是为人类还是Helghast工作都无所谓。《雇佣兵》的故事发生在初代之后。
2025年8月11日 不玩了
2025年8月11日 评论 If it wasn't for its unique position and technological advancement, I would've rated it much lower - If you ignore the fact that it's a technical marvel and the second FPS in history that you could play on a handheld gaming device with no compromises, it's really not a good game by any metric. Every encounter feels the same. There's no skill involved, you can even stop aiming down sights, just spray bullets in the general direction of the enemy and score headshots. You fight bad AI in locked arenas with bad auto-aim, melee attacks that don't work half the time and are a hassle to pull off because you gotta do a touch screen QTE during which you can take damage, controls that make no sense (sprint and crouch are the same button), ridiculously long loading screens with cheap and boring briefing-style cutscenes that you can't skip until the level finished loading, useless close-range weapons, the ammo pick-up being manual with a button press (why?), and just a fucking boring generic story in a boring generic setting with a boring generic aesthetic. I've played budget titles that had more creativity in them. This is just commercial slop.
abandoned
细胞分裂 豆瓣
5.6 (5 个评分) 其它标题: Tom Clancy's Splinter Cell / Splinter Cell 1 2002年11月17日
类型: 动作 平台: PC / Mac / PS3 / PS2 / Xbox 开发者: Ubisoft Montreal Studios 出版发行: Ubisoft Entertainment
《分裂细胞》共有9个关卡(扩展包另有3关),每一个关卡都比较长,富有吸引力。令人失望的是,在游戏刚开始的时候就揭示了后面所有关卡的发生地点——就象是人们在欣赏一部以前从没看过的影碟时,可以利用菜单来选择播放片段——只有第一个训练关卡没有在片头出现。一般花1015个小时的时间就可以玩完整个游戏。因为它的关卡都是按照剧本来编写的,所以重玩价值比较低。另外,游戏的难度设置中还有一项选项:“困难”。如果选择了它,秘密行动将会变得更加艰难,那些在默认设置下完成游戏的玩家可以选择它再玩一遍。令人遗憾的是,《分裂细胞》的PC版本缺少Xbox版本所附的DVD式的“制作花絮”,而且情节内容与Xbox版本一模一样,没有任何新内容。不过,据Ubi Soft称,他们将会制作一个附加的游戏关卡,Xbox版本游戏的玩家可以通过Xbox Live服务下载,PC版本也会推出类似的东西。推出更多关卡供玩家下载,这样的承诺确实让《分裂细胞》变得更具诱惑力了,最重要的是,让玩家们觉得自己掏出去的钱是值得的。
2025年8月12日 不玩了
2025年8月12日 评论 Hard to believe this game was designed as an MGS-killer - Certainly in terms of movement it is much smoother and more flexible. You don't feel restricted like you do in MGS. But it's still far from the best stealth experience, and beyond that there's not much else to it. The story is super dry and boring, although I will give them credit for understanding politics and doing some research on the locations they depict, unlike MGS and pretty much the majority of games that tackle the subject. I think the graphics are the best thing about this game. Even after 23 years, they're still incredible. Because of how much they rely on shadows and lighting, you barely notice outdated models and textures. And the shadows and lighting here are superb. I'll admit, I'm not the biggest stealth guy, but I found the game growing tedious as I progressed. It's a very linear affair. Sure, sometimes you get like 3-4 viable strategies, but normally it's 1-2. The locations are very restrictive. Often there are areas that seem accessible, but your character simply refuses to go there. There's also plenty of doors that are straight up not interactive, which seems weird in a game that otherwise advises you to be obsessive about the details of the environment. I kinda had some fun with the first mission, but on the second mission the problems started to weigh me down. Alarms started getting triggered for seemingly no reason. It's bad enough that the level design can be confusing at times, but when this happens, it can discourage you from going in the one (and it's usually only one) right direction and lead to getting lost. There was this one balcony that a small ledge led to, and when I tried to climb by it, it would trigger an alarm and Lambert would immediately tell me the mission is over. I couldn't tell why, there weren't any obvious signs. I ran around the location, examining every corner to see if I had missed something. Then I look up a walkthrough and the guy seems to be doing the exact same thing I was doing, but for him the alarm doesn't trigger for some reason. Okay, so I looked up the cheats, noclip'ed through that place. Later in the mission there's another place like that. I climb through a window the level design clearly encouraged me to climb through, and as I land on the floor, I hear Lambert going "Sam, are you out of your mind?! The mission is over" or some shit. Not even explaining what the problem is! Anyway, I played the game for 2 hours 41 minutes, out of which most was spent being lost and confused on the second mission. I remember passing it in the past, cause my last memory is some kinda oil rig or something, but this time I guess I'm stuck. Then again, it's not like there's anything else that is convincing me to keep playing. Maybe Deus Ex spoiled me, but I'm just not finding this stealth gameplay that engaging, and there's not any story or anything else that I find appealing. Also, the music is pretty annoying. I got so sick of that alert theme, whatever it's called.
abandoned
与狼同行 豆瓣
8.7 (27 个评分) 其它标题: The Wolf Among Us / Fables 2013年10月11日
类型: 冒险 平台: PC / Mac / iPhone / iPad / Android 开发者: Telltale Games 出版发行: WB Games
From the makers of the 2012 Game of the Year: The Walking Dead, comes a gritty, violent and mature thriller based on the award-winning Fables comic books (DC Comics/Vertigo). As Bigby Wolf - THE big bad wolf - you will discover that a brutal, bloody murder is just a taste of things to come in a game series where your every decision can have enormous consequences.
2025年8月13日 不玩了
2025年8月13日 评论 The problem is: this is a serious story - "Watchmen did seem to open the doors for a lot of people who would... They've grasped the surface of Watchmen, they've grasped that it had got grittier violence, a more adult approach to sexuality; they probably couldn't grasp exactly how to do some of the clever semiotic stuff that we were doing, but they've got the sex and violence, the pretension, the references to popular song lyrics, things like that, which all made it very 80s and very modern. And I've seen a lot of retreads of that kind of comic sensibility since, that to me have seemed depressing, pretentious, and yet I have to own up to a certain paternity there. You know, the child is ugly, but it's probably mine, you know, and that has tended to blunt it a bit. I wouldn't like to say that Watchmen had a good effect upon comics. I think it was a good comic book, but I wouldn't like to say that it had had necessarily a good effect upon comics. It might just have doomed us to 10 years of heavy-handed pretension." "I have no interest in superheroes, they were a thing that was invented in the late 1930s for children, and they are perfectly good as children’s entertainment. But if you try to make them for the adult world then I think it becomes kind of grotesque." These are quotes from Alan Moore obviously. He's talking about superheroes there, but I think the same thing goes double for fairy tale characters. I have not read the original Fables comic that the game is based on, but trying to digest the story of this game was rather challenging as I was struggling to take anything any of the characters say seriously. The problem is: this is a serious story. These characters are metaphorical archetypes specifically designed to express certain themes and ideas in a simple and hyperbolic way so as to be easily comprehensible to children. Them behaving like modern-day people facing issues that arise out of our late-capitalist lifestyle is just ridiculous and pointless. Why use those characters in the first place? I think there is a way of iterating on existing works of literature, which requires a certain degree of respect towards the context of their origin and considerations for how that relates to our modern-day context. This story doesn't really do that. If anything, it seems to be doing almost the opposite: the dissonance seems to be the gimmick, as in: "hey look, the wolf from the Red Riding Hood as a gruff nihilistic noir character is fighting the drunk Woodsman from the same story to protect a hooker, isn't that cool?" No, it's not. It's fucking stupid. Also, the template of the Walking Dead game completely doesn't match this story. It worked there because that game was thematically about making choices under pressure. The gameplay reinforced the theme. Here the QTEs and the timed conversations make no sense. It would've been better off as a Sam & Max style point-&-click adventure, even in terms of the tone. It's a silly premise, it can only work in a light-hearted tongue-n-cheek story.
abandoned
Pariah IGDB
2005年5月3日
类型: Shooter 平台: Windows / Xbox 开发者: Digital Extremes 出版发行: Groove Games
Pariah is a first-person shooter video game, developed by Brainbox Games, HIP Games and Digital Extremes. It was released on May 3, 2005 for Microsoft Windows and Xbox. It uses a modified version of the Unreal engine and the Havok physics engine. Pariah received mixed reviews from critics.
2025年8月19日 不玩了
2025年8月19日 评论 Halo rip-off - Bungie when this game dropped Okay, it's not exactly Halo. There's a bit of Half-Life in there too. But it's mostly just Halo. Same obnoxiously huge reticle, same weak-feeling assault rifle, same awkward vehicle sections, same linear level design with illusions of intricacy and openness, same orchestral militaristic kind of soundtrack. FWIW though, I think it does at least as good of a job as Halo at doing all this. Which isn't good news to me, but I imagine hungry Halo fans might enjoy this. I did enjoy the combat slightly more here (and I mean slightly), mainly cause your reticle actually does shrink when you crouch or aim down sights. It's still huge though, and the enemies feel a bit tanky, mainly because it's near-impossible to land headshots. The physics are also pretty nice, you can destroy parts of the environment and there's a nice ragdoll, also enemy helmets can satisfyingly break with pieces of glass flying everywhere. Oh yeah, also they're not Pixar cartoons, although here it might be a bad thing because it means less variety and more hitscanning. After a while I kinda found a bit of a flow, but it kept breaking up because of the lack of manual saves. Sometimes you'd die from something silly, like being hit by a vehicle, and then you have to go back to the checkpoint and replay the battle you've just won. This is kinda where this game lost me. What a disappointment. I've been wanting to play this game since 2004 when I saw an article about it in a magazine and was amazed by the graphics (those are indeed really nice, Unreal 2 at work here). And after I played and became a fan of Dark Sector and The Darkness 2, my desire to check other works by Digital Extremes grew even stronger. That combined with me already being a fan of Unreal, UT99, UT2004 (and I even remember having fun with Warpath) made this a high priority game to check out. But alas this feels nothing like other Digital Extremes project. This is really more of a soulless commercial cashgrab aiming to capitalize on the popularity of Halo.
abandoned
Sonic Unleashed IGDB
2008年11月20日
类型: Platform / Hack and slash/Beat 'em up 平台: PlayStation 3 / Xbox 360 开发者: Sonic Team 出版发行: Sega
Gameplay in Sonic Unleashed focuses on two modes of platforming play: fast-paced levels that take place during daytime, showcasing Sonic's trademark speed as seen in previous games in the series, and slower, night-time levels, during which Sonic's Werehog form emerges, and gameplay switches to an action-based, brawler style of play, in which Sonic battles Gaia enemies
2025年8月27日 不玩了
2025年8月27日 评论 This game was on my list for the longest time - You couldn't be more leashed From what I'd seen, I figured this and Sonic 06 were the most likely to be the successors to Sonic Adventure. And, when I first launched this game and started playing through the tutorial level, I began to think I was right in my assumptions. Although a little more linear and with a few new annoying features (like QTEs mid-jump), the core gameplay is more or less the same and is just as exciting and fun. Then I hit the first hub area, a beautiful coastal Greek village with NPCs that say weird shit, just like in Sonic Adventure. I thought, "wow, could this be my new favorite Sonic game?" By the end of the second (if you count the tutorial) level, I was about ready to sing it praises. But then the first "Werehog" level began, and boy oh boy, my opinion on a game never flip-flopped harder than that. Jesus Christ, are Sonic developers insecure or something? Do they hate older Sonic games? Why do they keep using new formulas instead of polishing up what worked in Sonic Adventure (I wanted to abbreviate it as SA, but then I realized that SA closer describes what the Werehog levels did to this game). The Werehog levels are just a TERRIBLE God of War clone. I mean, God of War is not my favorite hack-n-slash to begin with (I find it rather sluggish and overbearing), but it's a fine formula to iterate upon. There are things that God of War does better than any other game, but it also invented mechanics that have become a blight upon all of gamedev. Sonic Unleashed shamelessly copies the latter and utterly fails at imitating the former. The combat is slow, unresponsive and too basic to be engaging in any way. Just button-mash until you get your rage meter filled and then button-mash faster. There are QTE finishers, but who the fuck needs those? Thankfully, you don't have to use them, and all that remains of them are annoying pop-ups with a loud notification-like sound. And the game just LOVES throwing crowds of annoying little (often flying) enemies at you. The kind that everybody hates. When you're not contemplating suicide fighting, you do GoW-style platforming with all the annoying button-mashing prompts that it throws at you. I was genuinely surprised at just how many GoW mechanics they steal. Even 10% would've been too much for a Sonic game, but it's actually closer to 100%. Except in God of War the tactility of routine actions is used to reinforce the player's participation in a cinematic epic. It makes sense: if you do QTEs when fighting giant monsters, why wouldn't you be doing the same thing when, say, opening doors? The reverse is also true. In both cases the QTE represents player interaction in an otherwise non-interactive sequence. This is a kind of psychological trick that empowers you and reinforces your agency, i.e. grabbing a giant monster's head with your chainblades and slamming it into a wall is as easy as opening a door. So, my question is, what the fuck does any of this have to do with Sonic? Sonic is not a game that leans into cinematic epic battles. It has no use for QTEs in any context. All they do here is slow you down and pester you while you're just trying to make it through the level. Ultimately, I gave up on the first boss. Playing through that level was genuinely fucking agonizing. I hated every minute of it. If I was rating the two playstyles that this game features separately, I'd rate the Sonic levels as 8 or 9 out of 10. The Werehog levels would be a 1. Absolutely horrendous. And this is such a fucking bummer, as it's the second time (after Sonic Adventure 2) that the devs are chaining a genuinely great Sonic game to a dead weight and dropping it into the ocean. If the devs of the Recompiled port could somehow separate the deformed twin from the healthy one, I would give it another chance, but as it is I'm not willing to torture myself through the abominable Werehog levels.
abandoned
Sonic P-06 IGDB
2019年4月19日
类型: Platform / Adventure 平台: Windows 开发者: ChaosX 出版发行: ChaosX
Sonic P-06 is a platform game developed by Argentinian programmer "ChaosX" for Windows. It is an unofficial remake of the 2006 video game Sonic the Hedgehog, originally developed by Sonic Team and published by Sega for the Xbox 360 and PlayStation 3. The remake features many improvements over the original source material, such as improved controls, faster load times, enhanced visuals, various bug fixes, restored dialog, and brand new mid-level cutscenes. P-06 has a huge cult following and an active speedrunning community. As of August 2023, nine demos have been released, containing all main acts from Sonic's, Shadow's, and Silver's campaigns. The boss fights, hub worlds, town missions, and final story from the original game are not yet playable in P-06.

Doctor Eggman kidnaps Princess Elise of Soleanna in the hopes of harnessing the Flames of Disaster, a destructive power sealed within her. Aided by his friends Tails and Knuckles, Sonic works to protect Elise from Eggman. Meanwhile, Shadow and his fellow agent Rouge accidentally release an evil spirit, Mephiles. The spirit transports them to a post-apocalyptic future ravaged by a demonic monster, Iblis. When Mephiles meets survivors Silver and Blaze, he fools them into thinking Sonic is the cause of this destruction and sends them to the present to kill him.

Throughout the story, Sonic and friends travel between the past, present, and future in their efforts to stop Mephiles and Iblis and protect Elise from Doctor Eggman. Though at first Silver stalks Sonic and impedes his attempts to save Elise, Shadow reveals to him that Sonic is not the cause of his world's suffering but rather Mephiles, who is trying to change the past for his own evil purposes. They learn that Mephiles seeks to bond with Iblis, who was sealed within Elise as a child, as they are the two halves of Soleanna's omnipotent god, Solaris. Mephiles eventually succeeds after killing Sonic to make Elise cry over his death, releasing her seal on Iblis and merging with him to become Solaris, who then attempts to consume time itself. The heroes use the power of the Chaos Emeralds to revive Sonic, and he, Shadow, and Silver transform into their super forms to defeat Solaris. Sonic and Elise are brought to the past and extinguish Solaris's flame, removing the god from existence and preventing the previous events from ever occurring. Despite this, Sonic and Elise show faint signs of recalling their encounter afterwards.
2025年8月31日 不玩了
2025年8月31日 评论 I've never played Sonic 06, so I'm judging this on its own merit - Though I did watch a lot of videos that break down almost all the changes in this version, and it is truly astounding. Beyond just the fact that it's a legitimate fan-made port of a console-exclusive game, it also fixes most of the bugs and improves almost everything about it. Still, is that enough to save Sonic 06? The core gameplay is definitely a massive improvement. Tons of mechanics were brought up to the level of Sonic Adventure or better, and a lot of them are configurable. But there are things around the mechanics that I feel can't really be fixed and are still dragging the overall experience down. When I first started playing it, I was enjoying the hell out of it because it felt so close to the original Sonic Adventure. I even thought at one point that this is the sequel we never got. And, to be clear, when this game is good, it's incredible. But then soon enough I started to run into issues. Like sometimes the auto-aim would just not work as expected, or the camera would switch to a different (and static) angle mid platforming, or a command would not register, etc. Then the level design. There are so many moments when it pulls a Dark Souls on you and literally punishes you for doing what it encouraged you to do. Like it would guide you to a speed booster and place an enemy right in front of it. And it does that often enough that it causes plenty of deaths. Speaking of deaths, you get 5 lives for each level, and they carry over into other levels, and reset upon a game over. As a result you will often decide to commit suicide because you'd be in situations where, for example, you have 2 lives and you know you can't beat the level with just two lives. I get that this is probably not how it works in the official version because this port doesn't have hub areas and boss fights yet, but nevertheless this was something that I found frustrating. Another thing that I think is really poorly made in this game is the snowboarding and vehicle sections. Absolutely horrendous physics and controls, I kept bumping into everything. The first snowboarding level as Sonic is so broken too, I kept losing momentum and getting stuck in pits. And the trampoline jumps often didn't work despite me pressing the key in time. I kinda gave up on beating the game after dying about 20 times on the Radical Train level as Sonic. That level is filled with examples of most of the things I mentioned before, but also has these invisible timers and conveyor belts that send you going so fast, it's hard to reorient yourself with the shitty camera. And then the moments when you need your auto-aim the most, it just doesn't work and sends you flying into the abyss. Most of the other characters feel broken, although they're still fun to play. It's just some of the mechanics feel OP, in particular Shadow and Blaze. Platforming as Silver I found very difficult to do because he can fly, but it's hard to tell where you're gonna land because of the bad camera. But then sometimes instead of flying, when pressing double-jump, he will do a dash forward and fall into the abyss. I don't know why, maybe he's suicidal. Finally, I wanna talk about the aesthetics. Because I think Sonic Adventure is one of the nicest looking and sounding games ever. I don't feel that way about Sonic 06. I think it's okay in this regard, but there wasn't a single location or song that had an impression on me. At first, I thought maybe it's just my nostalgia for Sonic Adventure, but then I thought about that Sonic Unleashed I played just before this, and that game made a very strong impression on me when it comes to visuals and music. I think the problem with Sonic 06 is that it's trying too hard to look realistic. The beach level looks like something out of Crysis, and the snow level reminds me of Metal Gear Solid, then there's a hellish level in an apocalyptic city, and then one in a volcano. There's a couple of throwbacks to the levels of Sonic Adventure 1 and 2, but they look much less pretty here, again I think because they go for a more realistic and serious look, which just doesn't fit into the fun, child-oriented aesthetic of the franchise. So, I have to say, my final impression was that of a disappointment. At its best moments, this game can definitely feel like Sonic Adventure or even better, but sadly the game is still riddled with issues and just bad design. I think, if I have to die more than 20 times to beat a level, either I suck really bad, or there's something wrong with the game. Possibly a little bit of both. And the presentation sadly is kinda lacking in this one. I think most Sonic games are more colorful and pleasant to look at.
abandoned
索尼克:进化 豆瓣
其它标题: Sonic Advance 2001年12月20日
类型: 横版过关 / 冒险 平台: Android / GBA
Sonic Advance (ソニックアドバンス? Sonikku Adobansu) is a 2001 platform game in the Sonic the Hedgehog series, developed by Dimps and Sonic Team and published in Japan by Sega for the Game Boy Advance. It was later published by THQ in North America and by Infogrames in PAL regions. It was released in Japan on December 20, 2001, in North America on February 3, 2002 and in PAL regions on March 8, 2002. There were also releases on three Twin Pack cartridges bundled with Sonic Pinball Party,[1] Sonic Battle[2] and ChuChu Rocket![3] respectively in 2005. It was one of the first Sonic games to be released on a Nintendo platform.

Sonic Advance was ported to the Nokia N-Gage on October 7, 2003 under the title SonicN. A version for Android devices was released in Japan on November 25, 2011.[4] The game was later released on the Wii U's Virtual Console in Japan in February 2015.
2025年8月31日 不玩了
The original Sonic trilogy is something that I perhaps had an interest in briefly in my childhood. I never liked the mixed signals it sent. Telling you to run fast and then forcing you to slow down repeatedly for platforming, action or underwater platforming and underwater action, which was even worse.

This is pretty much a copy of Sonic 2, except with better visuals. Ever since Sonic Adventure showed that action and platforming can be a part of your fast-gameplay instead of something that interrupts it, I've had no interest in going back that old and tired formula.
abandoned
刺猬索尼克 豆瓣 Eggplant.place
7.0 (5 个评分) 其它标题: ソニック・ザ・ヘッジホッグ / Sonic the Hedgehog Genesis 1991年6月23日
类型: 横版过关 平台: PC / iPhone / iPad / PS3 / Xbox 360 开发者: Sonic Team 出版发行: Sega
Sonic the Hedgehog (ソニック・ザ・ヘッジホッグ Sonikku za Hejjihoggu?) is a platform video game developed by Sonic Team and published by Sega for the Sega Mega Drive/Genesis. First released in North America, Europe, and Australia on June 23, 1991, the game is the first installment in the Sonic the Hedgehog series, chronicling the adventures of the titular character in his quest to defeat the series' antagonist Dr. Robotnik. The game's story focuses on Sonic's efforts to stop Dr. Robotnik's plans for world domination, release the animals Dr. Robotnik has trapped, and collect six magical emeralds known as the Chaos Emeralds.
2025年9月1日 不玩了
2025年9月1日 评论 I think the dissonance that haunts this series like a nightmarish apparition is most pronounced in its first entry - The first zone plays more or less like Sonic 2 with the constant teases of speed and consequent disappointments as the game breaks the very flow it starts to establish. But once you beat that first zone, any semblance of a flow completely dies, and you're left with a slow and methodical platformer that still nevertheless carries the mechanical baggage designed for a fast gameplay. Sonic still gains speed and glides when you try to stop him. He's clearly uncomfortable being forced into these timing-based platforming sections, but you have to just bear with it. The whole game ends up feeling like a slog.
abandoned
Star Wars Arcade IGDB
1993年6月7日
类型: Shooter / Simulator 平台: Sega 32X / Arcade 开发者: Sega AM3 出版发行: Tec Toy
Launch your X-wing fighter for the final Death Star assault! The Force is with you as you pursue Darth Vader through an exploding galaxy! You are the last hope for the Rebel Alliance!

Loosely follows the events of the films
2025年9月1日 不玩了
2025年9月1日 评论 There's not really enough mechanical complexity to evaluate its gameplay - It's the most basic flight sim imaginable. But I suppose its true value comes from simulating a Star Wars experience. With great pseudo-3D graphics for its era, the ability to actually fly an X-Wing in the attack on the Death Star is something I imagine was quite spectacular in 1993 ('83 if we're talking the original arcade). This thing even has the title and the opening crawl, which is kinda funny. Imagine sitting there as a kid in 1993 reading that pixelated text on your TV when you probably have VHS tape of Episode IV on your shelf. But yeah, this didn't age well. I wouldn't even look at it as a video game per se. More like one of those one-off interactive piloting scenes in Call of Duty. You'd get a better Star Wars experience even out of the space battles in Battlefront 2.
abandoned
量子破碎 豆瓣
7.8 (30 个评分) 其它标题: 量子裂痕 / Quantum Break 2016年4月5日
类型: 射击 / 冒险 平台: PC / Xbox One / XSX 开发者: Asobo Studio / Remedy Entertainment Ltd. 出版发行: Microsoft Studios
《量子破碎》是RemedyEntertainment、MicrosoftStudios开发的一款第三人称动作射击游戏。微软在2015年科隆游戏展前发布会确认本作将会于2016年4月5日正式在Xbox One/Windows 10 PC上推出。故事设置在Riverport大学城,玩家将控制杰克和保罗。这两人原本是普通人,但在一次导致时间裂缝的意外中,他们获得了操纵时间的超能力,也因此导致了世界末日的到来。在游戏过程中,时间体系会随时崩溃(游戏里称为跳针),导致环境中的时间暂停、断续、倒流和冻结。除了虚拟的故事情节,游戏还采用了定制的实景真人叙事模式,根据玩家的不同选择将产生不同的后果。毫无疑问的,这是最像电影的游戏。
2025年10月18日 不玩了
2025年10月18日 评论 mechanically this just feels like an inferior Max Payne - Something occurred to me recently: other than Sam Lake (mainly as a writer), none of the creative leads of Max Payne were in any leading creative positions on Remedy's following projects. Idk why I never bothered to look that up before. I just assumed "it's Remedy, it's the guys that made Max Payne." Well, not really. And on this project specifically, not even Lake was involved in its creation. Though listed as a Creative Director, he didn't do any writing or actual gameplay design, so I assume he was just guiding the general direction of the project. It's weird though that with so few connections to Max Payne, this game heavily tries to evoke that Max Payne gameplay. Except it's simultaneously dissonant, probably in attempts to avoid direct comparisons. For example, you can hide behind cover, but it's done automatically by the protagonist just crouching instead of you pressing a button like it was in Max Payne 3. Bullets are now hit-scan, which removes an entire dimension of gameplay depth. And for some reason you can only shoot when aiming down sights, which seems almost entirely contrary to the first two Max Payne games, and kinda redundant in comparison to MP3, which allowed you to aim down sights, but didn't make it a necessity. It really seems like a desperate attempt to come off as different for difference sake. Plus you have these time powers and most of them are just needlessly inconvenient versions of Max Payne's time powers. Like, sure, you can stop time, but only in small selected areas. You can't dive in slow-mo, but you can dash and activate the slow-mo afterwars, which produces almost the same effect. Then you also have something like a force grenade, which could've easily just been a regular grenade, and a force shield, which further adds to that dissonance I spoke of earlier. Like, why encourage the player to dash around with one time power and simultaneously force them to stand in one place with another? Instead of giving us a shield to prevent us from getting hurt, just give us painkillers so we could restore health when we feel like it. At least that wouldn't restrict our movement. Bottom line is: mechanically this just feels like an inferior Max Payne. Which begs the question: who is this made for? But really very quickly the concerns over the gameplay issues disappear as you realize that the game seems more interested in its mediocre story and scripted spectacles. So much so that it inserts entire episodes of its tie-in TV show into the game. When one of them came up, I first thought it was a cutscene. I watched it for like 30 seconds, then it froze and a message popped up saying that it couldn't stream because the connection was bad. "Stream?" I wondered. I moved my mouse and saw the playback controls like on YouTube, which revealed that this was a full episode of the show. It came on with absolutely no warning or explanation and apparently expected me to just sit there for an hour and watch it in the middle of the game. Did the devs play MGS4 and thought "wow, I like how the cutscenes are so long that your controller goes to sleep. We should do something like that, but let's take it to another level"? I played the game for 2.5 hours, and I feel like most of that time was me watching unskippable cutscenes, scripted scenes, or being forced into walking sections while boring characters narrate exposition to me. On the few occasions when the game required me to partake in platforming, it was incredibly frustrating as there is simply no consistency in how far the player can reach in order to grab onto a ledge or climb onto a box, if at all. Some things he can climb on, others he just can't despite them being the same height. Some ledges are way above him and he can reach towards them and grab on them, others are in reachable distance, but he just won't do it. Sometimes you tell him to climb onto a box, but he will refuse until you try it from a slightly different angle 😤. If the game didn't tell you exactly where to go at all times, it would've been impossible to figure that out by yourself. Honestly, if it just focused on combat, it could've been a decent shooter. But somebody was super passionate about his story idea and made the gameplay an afterthought. This would've probably worked if the story was great, but it just isn't. After 2 hours of playing it, I could barely even tell who these people are and what they're trying to do.
abandoned
刺猬索尼克4 第一章 Bangumi
其它标题: ソニック・ザ・ヘッジホッグ4 エピソードI / Sonic the Hedgehog 4: Episode I 2010年10月11日
类型: ACT 平台: Wii / PS3 / Xbox 360 / iOS / Android
一款物理闯关游戏,玩家要沿路收集金色光环,每收集到100个光环就能增加索尼克的生命;不过玩家只要一碰到敌人或陷阱就会失去身上所有的光环,身上没有任何光环的状态下再度受伤就会立即死亡,损失一条命。控制索尼克克服重重障碍后抵达终点,即可过关,当然在过程中你会遇到各种敌人与陷阱阻挡索尼克的去路,可以用跳跃撞击或旋转冲刺的方式打倒敌人。
2025年10月20日 不玩了
2025年10月20日 评论 I didn't hate this - I think the homing attack is a good addition to the classic 2D gameplay. And I think, if this came out in like 2003 and wasn't called Sonic 4, but something like "Sonic: Revisited" or something along those lines, it would've been received much better. It's basically a decent little project that tries to inject the classic Sonic formula with some features and vibes of the more modern Sonic games. My problem with it of course is that I'm not that big of a fan of the old Sonic games in the first place, and on top of that I think this game looks cheap and ugly. This really gives the vibes of a random shareware game from 2003. And in that way it does have some nostalgic charm to me, but the colors are just too bland. Also I can't make it far in this game. I got stuck at the same place as the last time I played it, in 2021, which is at this huge chasm where you gotta jump onto flipping cards. I remember dying there a lot and then quitting in frustration. This time I decided not to torture myself and quit after 3 deaths.
abandoned
Sonic Unleashed IGDB
2008年11月18日
类型: Platform / Hack and slash/Beat 'em up 平台: Wii / PlayStation 2 开发者: Dimps 出版发行: Sega
Sonic the Hedgehog struggles to undo the damage done to the world and himself after Dr. Eggman unleashes an ancient evil which causes him to transform into a vicious Werehog by night.

The version of Sonic Unleashed developed by Dimps for the Wii and PlayStation 2 differs somewhat in design and and mechanics from the one made by Sonic Team for other platforms, including a different engine and fewer high-speed daytime levels.
2025年10月20日 不玩了
2025年10月20日 评论 Somebody said this version has fewer and shorter Werehog levels, so I decided to give it a try - But it sure compensates for it by absolutely assaulting the player with a barrage of loading screens, saving screens, unskippable cutscenes, visual novel segments and some of the most obnoxious and incessant tutorial popups. I think something like 60% of my total time with this game was just me staring at the screen and neurotically pressing buttons to make the annoying thing go away. I've developed a pathological hatred towards the flying rat that keeps pausing the gameplay to tell me obvious things: "Hey, Sonic, maybe you should interact with that glowing door?" OMG, you fucking flying rat, really? A glowing door is an interactable object? I wouldn't have figured that out in a million years, even though there are only two doors in this room! It's fucking absurd how stupid the game thinks you are, to the point of pausing the game to tell you how to do an action that it then displays a button prompt for. One of the things I liked about the original was the hub areas, and they were completely cut from here and replaced with annoying visual novel segments. It's kinda bizarre, if you think about it, how Sonic Adventure and this came out at the beginning and end of the same console generation respectively, yet Adventure is so much more of a game. Unleashed on PS2 is smaller in scope, more linear, and on top of that looks uglier, with blurry textures and fewer effects, while Adventure was able to have hub dynamically progressing hub areas and several characters with their own unique campaigns (albeit they're all crap, but hey at least they nailed the Sonic campaign and allowed you not to even touch the rest of them). And despite that the ROM for Unleashed is like 4 times heavier. Sure, it does seem like there are fewer Werehog levels here, but just getting to the first one was a torture. The one good thing I can say about the original Unleashed is at least the Sonic levels and hub areas were great. I can't even really say that about this. This may be a more milquetoast option, but I'd rather play something with higher highs and lower lows.
abandoned
刺猬索尼克4 第二章 Bangumi
其它标题: 索尼克音速小子4:第二章 / Sonic the Hedgehog 4: Episode II 2012年5月15日
类型: ACT 平台: PC
 《音速小子索尼克4:第二章》则是将前作优点特质再做提升,物理运算及动画展演都会让喜欢的玩家更是耳目一新,当然音速小子索尼克的好朋友泰尔斯(Tails)也会继续转动它那双可爱的小尾巴登场的!
2025年10月20日 不玩了
2025年10月20日 评论 I was playing through the first two zones like "this is the best 2D Sonic game ever!" - Most of them encourage you to go fast only to break your flow with some bullshit enemy placements, spikes, pits, etc. This was the first one where I felt like the game doesn't try to slow you down. In the first two zones the only times I was dying was when I would panic and go against the flow. Still, it's not like they made the game play itself. You still gotta time your jumps and attacks, it's just that now you actually have a chance of doing everything right. There are still small mistakes any normal person can be expected to make on the first playthrough, but for those you now have a move (Tails-assisted brief flight) that can save you, so it's not that as frustrating as in the older games where you could die over some minor bullshit. It won't bail you out of all situations though, but overall I felt like the difficulty here was a perfect balance. That is until the Metal Sonic boss. At first it seems normal, until suddenly he stars destroying the platform, and it comes so unexpectedly that it's almost impossible to predict and jump over. After dying three times there, I became so paranoid I just kept jumping into the Tails flight again and again, and finally was able to beat the boss. But then the third zone is absolutely brutal. There are these rooms that are filling up with sand where you have to jump in and out of the Tails flight to circumnavigate the mazey obstacles before you get consumed by the sand, and this shit is fucking nightmare. You make one mistake and you're gone. And the clunkiness of the mechanic really starts to show here because the animation to get into and out of the flight is pretty long, which wasn't a problem before because you rarely dealt with such short time limits. And Tails' collisions are pretty bouncy too. So I would often fly up, hit the ceiling and get knocked back down, thus immediately failing the section. I ran out of lives on act 3, which meant I had to start over, and then ran out of lives again. That's when I gave up in frustration. Honestly, were it not for the difficulty spike, I might've loved this one. The graphics and music are so beautiful, and there is a strong nostalgic feel to everything. Zone 2 has some of the prettiest Christmas-themed levels I've ever seen. Sadly, I don't think I'm ever gonna be beating this game. I don't have the competitive spirit. I don't like replaying the same level dozens of times until I beat it. That's not what I play video games for.
abandoned
索尼克英雄 豆瓣
其它标题: Sonic Heroes 2004年1月6日
类型: 横版过关 / 动作 平台: PC / PS2 / Xbox / NGC/GameCube 开发者: Sonic Team 出版发行: Sega
《索尼克英雄》(Sonic Heroes,ソニックヒーローズ)是Sonic Team开发的一款对战游戏,于2003年12月30日发行。游戏要求玩家控制由三个角色组成的小组,每个角色分别在速度、飞行和力量方面有独特的能力,分别列为Speed、Fly、Power三种类型。玩家每次可控制小组中的一个角色,该角色被称之为领队人物(leader),角色成为领队人物后可以充分发挥自身优势能力,而此时其余两名角色则由系统控制自动配合领队人物行动。玩家可以随时更换领队人物,适时适当地更换领队人物来破解各机关和难题。
2025年10月25日 不玩了
2025年10月25日 评论 I thought I would be completing this game and writing a full review, but I ended up bailing on zone 3 - As a kid I guess I never got far in this game, but I always loved the little time I spent with it. Technically this is like a bite-sized Sonic Adventure, except instead of playing as separate individual characters, you play as teams of three. It's a great idea and gives the levels a lot of replayability. The first two zones were great. Barring a couple of broken mechanics (like pole-grabbing and rail-switching), everything worked well. And whenever something didn't, the game was forgivable enough by giving an alternate path. But on zone 3, the casino, there's a segment where you have to play a slot machine and, I guess, score 200 rings? The game never really tells you what you have to do, it just says that you get a payout of 200 if you get a good combination in the slot machine. First of all, you gotta fucking play pinball just to get to the machine. And if you fail, the game basically forces you to repeat two platforming sections just to get to the pinball field. Not to mention, it's easy to fall off and die! And that fucking piece of shit slot machine is rigged! I kept getting close to 200 rings and then getting the Eggman faces on the slot machine, which means you lose like 100 rings or something. So I just kept getting money and losing money, never reaching my goal. And I kept falling off and redoing the platforming sections and occasionally dying. I used save-states because I didn't feel like running out of lives and replaying the whole level. So I decided to save-scum my way through the slot machine. So I jump in and like 3 out of 4 times I kept getting the Eggman face on the first row. Finally I got the Sonic Heroes logo, so I saved, and the situation was repeating on the second row. So basically you get something like a 25% chance of getting a Sonic Heroes logo and 65% of getting Eggman. After getting my second logo, I saved and started doing the third row, and all I was getting was the Eggman faces. I did that shit like 30 times, and every single time I was getting Eggman. My timing didn't matter. So yeah, that's when I decided to give up. I don't like being jerked around. If I was rating just the first two zones, it would be either an 8 or a 9 out of 10. So I guess it's still a great game if you pretend it's about 50 minutes long. But that fucking casino filtered me.
abandoned
索尼克与秘密指环 Bangumi
其它标题: 音速小子與祕密的戒指 / ソニックと秘密のリング 2007年2月20日
平台: Wii
2025年10月26日 不玩了
2025年10月26日 评论 Played the Reignition Project - It's crazy how many of these fan-made ports of Sonic games there are. Sonic must have one of the most dedicated fanbases. But as with Sonic Unleashed Recompiled and Project 06, this is not a critique of the port, but rather the game itself. I've used the terms "bite-sized" and "linear" to describe Sonic Heroes, but boy do I feel silly now. I'm kinda baffled at this game's existence. It's only a tiny bit more complex than those mobile runner games. Multi-layered level design has always been a hallmark of the series. This game just ditches that completely. Instead most of this game is just one linear path with obstacles. And every zone consists of repeats of the same short level that you can beat in like a minute or two, except with altered goals, like avoiding orbs or outrunning a ghost opponent. It's basically just padding. Sonic and the Secret Rings is not exactly a terrible game in a vacuum. But as a Sonic game this might just be the lowest the series has ever sunk.
abandoned