abandoned
黑猫速递 Bangumi
其它标题: Easy Delivery Co. 2025年9月18日
类型: SIM 平台: PC
《黑猫速递》是一款纯粹的休闲驾驶游戏,绝对没有秘密。曾经繁华的山村如今被恶劣天气影响,你是新来的快递司机,将通过送货,逐步揭开镇上完全不神秘的普通居民背后的故事,而你的劳动则远远低于法定最低标准。

游戏特色
• 开轻卡送货,艰难“谋生”

• 可以醉心氛围美景,也可以无视交规疾驰(无所谓安全驾驶)

• 购买价格离谱的汽油,了解本地居民

• 操作简易,画面复古

• 驾驶途中收听炫酷音乐

• 一切正常,没有世界观设定,没有背景故事,保证没有
2025年12月5日 不玩了
2025年12月5日 评论 I ain't gonna lie, this takes me back - I grew up exactly in a place like this, except with a flatter landscape. But I'm suspicious of anything that makes me nostalgic for a place I hated. As the sun descends, all the bad memories resurface... Ugh. My brother always loved simulators, including truck-driving ones, so I was exposed to that a lot as a kid and played quite a few myself. I think the feeling this game is trying to evoke - that of a relaxing drive through sparsely-populated environments - is something all truck driving simulators evoked. I remember one evening coming home and seeing my brother play Hard Truck: 18 Wheels of Steel on the newly-installed Windows 98, and it was this dark interior of a truck with the only light coming from the speedometer and a dark road ahead only lit by the headlights, and it's just this hum of the truck in the background. The room was dark too. I still remember that experience, and I think throughout the decades I've come to re-evaluate it many times. What seemed boring as a child seems almost peaceful as an adult. This is what I'm really nostalgic about. Not the environment I lived in as a kid, but the environments that video games transported me to. There's been a lot of these lo-fi nostalgic games lately, and I feel like this is gen-z aching for an era that they didn't get to truly experience. Social media has changed everything. I'm old enough to have lived in both eras, but for them it was just a glimpse, probably experienced more through media than directly. But see, for me, all of this lo-fi shit is not doing much. Because I can go fire-up 18 Wheels of Steel right now and get the experience that this game is referencing, and get it pure in all its beautiful complexity. These meta games have to simplify the gameplay so it becomes a kind of symbolic representation because that's the only way to convey the point. If they just made a proper truck-driving simulator, nobody would get it. It has to resemble a truck-driving simulator while actually being a minimalist portrait of a place and time. And personally to me it just seems pretentious. It almost feels like the game is trying to tell me what it was like. Furthermore, being so overtly self-aware, it almost robs me of the immersion. You can say a lot about old video games, call them corny or cheesy or some other edible product, but they were sincere. Yes, 18 Wheels of Steel did not actively try to elicit an atmosphere of loneliness or calm, but it allowed you to experience those emotions anyway. At the end of the day, the games were what you interpreted them to be. They gave you all the elements for these feelings to naturally arise after you spend some time with the game and bring whatever is in your head into it, and engage with it in full sincerity. They didn't have to make a point, they were pure in a way. Though I'm philosophically opposed to cinema verite, I think its main principle kinda applies to the video game medium more than anything. The Daoist concept of Ziran ("just-so-ness" or "as-it-is-ness") comes to mind. Yeah, but so, like the actual gameplay here kinda sucks. Like, if we look at it as a truck-driving simulator. Obviously I know that that's not what it really is. So yeah I'm not even gonna go there.
abandoned
Wizordum Bangumi
2023年11月29日
类型: FPS 平台: PC
Wizordum is a retro FPS that puts you in the role of a Mage on a quest to track down the source of Chaos. With a wide arsenal of spells and magic items, battle your way through the world of Terrabruma in this unique blend of classic 90s shooters and modern gaming elements. Smash, burn, and loot!
2025年12月7日 不玩了
2025年12月7日 评论 Hexenstein - Hate rating it this low because the visuals and music here are incredible, but the gameplay is an absolute borefest. Honestly, I think the first word in this review tells you everything you need to know about Wizordum. It tries to do a Hexen-style FPS with RPG and brawler elements and a convoluted level-design, but place in the 2.5D perspective of Wolfenstein, meaning you can't crouch or jump or transition between different elevation levels. I don't get why they didn't go full 3D. I understand that it's a lot more work, but that would've made the combat much more engaging. And it really needs that because the weapons here feel rather weak, and the enemy types lack variety and are all fought the same way. What really saves this game from being a complete disaster (like Hexen) is a legible map screen that always shows you where to go. Of course that kinda makes key-hunting pointless, but I'd rather that than getting lost.
abandoned
蚀之境 Eclipsium Steam
其它标题: Eclipsium 2025年9月19日
类型: Adventure / Indie 平台: Windows 开发者: Housefiregames 出版发行: Housefiregames
《蚀之境》是一款第一人称恐怖游戏。你将化身一名绝望的“流浪者”,在追寻“她”的途中,踏入地狱般的墓穴、血肉筑就的殿堂,甚至穿越星空。燃尽自身,牺牲一切,只为抵达终点。
莫停步
蚀之境无庇护,亦无安慰。
任凭苍白微光引路,每一处皆潜藏其逃离之径。
入螺旋 无尽黑暗中,万物消逝,
五感逐渐钝化。
唯有那扭曲蜕变之手仍与你同在,随时准备劈开前路——无论前方挡立何物。
寻她去
她残光微弱,如今仅是记忆深处的一缕低语,
却仍牵引你步步向前。
即便为诱引之谋,于这苦难蚀夜中,
亦是你唯一的希望。
2025年12月7日 不玩了
2025年12月7日 评论 I'm gonna be the dumb guy and just admit I didn't get it - Loved the visuals and sound. With so much pixelation and dithering, environments stop looking like video game assets and remind me more of 90s pre-rendered CGI. And with such limited clarity, the great sound design really shines because it becomes your main tool of perception. That being said, the gameplay is basically just go forward and occasional jump or left-click when the game tells you to. The walking speed is so slow that it actively discouraged me from exploring because it takes forever to just walk to the other end of the room. Still I was curious enough to see where the game is leading me. Not fascinated, not dying to know, just curious. Then I got stuck. It was in the caves, where you use projectors to scare away the shoggoths and clear a path for yourself, and find that sphere. Couldn't interact with the sphere or go anywhere other than back because I was surrounded by the shoggoths. I tried going back, but the door was closed. Seeing how the only mechanic in the game is walking forward and clicking on things, I seem to have exhausted all my options and gave up.
abandoned
split Bangumi
其它标题: s.p.l.i.t 2025年7月24日
类型: 解谜 平台: PC
A short psychological horror game, where you attempt to gain root access into an unethical superstructure.
2025年12月9日 不玩了
One of the most mechanically unenjoyable games I've ever played. It's part Emily is Away and part troubleshooting shit in a Linux terminal.

If you wanna do a visual novel, just do a visual novel. All these gimmicks just get in the way of this game's amateurish writing. The whole experience is very unintuitive too. I got stuck like 3 times scratching my head over what exactly the game wanted me to do.
abandoned
INCISION Bangumi
类型: FPS 平台: PC
All old-school FPS action. No Bullshit. Lots of blood & gore. Slaughter your way through nightmarish industrial mazes, transformed cityscapes and surreal alien structures to cut down the Growth in this ultraviolent, fast-paced, and merciless retro-styled first person shooter.
2025年12月10日 不玩了
2025年12月10日 评论 it seems like a competent game, though nothing special - After dying a few times at the very beginning of the game while I was still figuring out the mechanics, I haven't died once in the three levels I played, but I'm sure if I were to keep playing, I'd die eventually, and it would really piss me off that there are no saves and that I have to replay the level from the start. This is an artificial increase of "difficulty." It doesn't make the game more fun or even more difficult really, it just makes it more anxiety-inducing. Because you dying may not have anything to do with your skill. Most retro shooters encouraged exploration, and here the level design certainly suggests that too, but why would I risk jumping over that gap or seeing if I can climb on the tiny ledge of that building, knowing that I might have to lose 20 minutes of progress and have to replay the level from the start? This is not the retro-shooter way. The game clearly tries to appeal to nostalgia, but this is not how first-person shooters used to play, and it's certainly not how they used to look. Incision looks more like a PS1 game than any kind of PC shooter. Its environments do remind me of Quake 2, but only thematically. It's the same Cronenbergian flesh + tech body horror, except more bloody and gibby. In terms of the gameplay it's a little more precision-based, and you get alt fire modes for every weapon. The enemy variety is quite decent, and the kinetics of shooting are quite satisfying, which is something that can't be said for the useless kick attack. Also, you can't switch away from the pistol while it's reloading, which makes it an absolute awful weapon to use. This is how I died twice at the very beginning btw, thinking something malfunctioned. Overall, it seems like a competent game, though nothing special. I'd be willing to give it more of a chance, but the lack of saves really kills it for me. I play games for my personal enjoyment, not to "git gud".
abandoned
Camper Van: Make it Home Steam 维基数据 IGDB
2025年6月7日
类型: Indie 平台: Windows / Mac / iOS / Nintendo Switch 开发者: Malapata Studio
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关于游戏
Make space in yourself for both your belongings and your own journey of discovery, all in one cozy van. In Camper Van: Make It Home, you’ll use block organization puzzles and interior design to customize your camper van into a dream home-on-wheels. Play around with each of your decoration items to discover their surprises and possibilities as you discover your own.


⋆˙⟡  Zen Puzzles ⟡˙⋆

Feel the satisfaction of organizing all the items in your luggage. Find the ideal  place where each object fits perfectly or experiment with them at random. Play at your own pace, without pressure; this is meant to be a meditative and creative experience.




⋆˙⟡  Progression and Outside Decoration ⟡˙⋆

Obtain new vans to decorate as you progress in your journey. In addition to the interior, you can design the van’s outside area and make it as comfortable as possible.




⋆˙⟡  Various Destinations ⟡˙⋆

Adapt the van to the different destinations you’ll reach. Travel to the beach, visit a snowy plain, settle in the forest, and stop by cliffs during the different stages of your journey.




⋆˙⟡ Furry Friends  ⟡˙⋆

Interact with a very special fellow traveller to keep you company on a journey of self-discovery.



2025年12月10日 不玩了
If you like unpacking bags, you're gonna LOVE this game.
abandoned
Centum Bangumi
2025年3月11日
类型: AVG 平台: PS5 / Xbox Series X/S / PC
You're a prisoner in a cell. You have to escape. But is that really the goal?

Unreliable Narrator: Centum challenges traditional gaming conventions by weaving an intricate narrative where reality is as fluid as the mind of its narrator.

Mind-bending Gameplay: Navigate a series of daunting scenarios, each shrouded in uncertainty and enigma. Every click and decision is remembered, forcing you to grapple with the unreliable nature of the narrator's hints and guidance.

Shape the Story: There is no singular protagonist in Centum; instead, players shape the behavior of an artificial intelligence through their choices, guiding it towards different outcomes and experiences.

Dynamic Dialogue System: Engage in conversations that influence the characters' ego states and alter the course of the narrative.

Multiple Endings: With hidden variables persisting between game runs, each playthrough offers new twists, ensuring that no two experiences are alike.

Question Reality: Centum speaks of themes that challenge players to question not only the game's reality but also their own perceptions and beliefs.
2025年12月11日 不玩了
2025年12月11日 评论 What initially seemed like a fascinating interactive story, devolved into a frustrating guessing game - "All I have left is the rational thought. It's up to you to decide whether it's somewhere beyond the wall or simply drawn upon these bricks." I'm not a big fan of the point-&-click adventure genre. In most games there's a set of mechanics that tell you what you can and cannot do, but in these games there's only one mechanic: interact. Which means you can do everything and nothing. Which forces you to view the game as if it gave you infinite possibilities. So then I hit the ludo-narrative dissonance when almost everything I try to do is impossible. In practice there's always only one or a few things you can do, but you can never truly figure out which because from your perspective you can potentially do anything. Centum immediately drew me in though. A man stuck in a room and talking to shadows reminded me of Sadegh Hedayat's The Blind Owl, which is a book I began reading while writing my own novella about a man losing his grip on reality. I never finished either of those, just as I was unable to finish this. You start off having no clue about anything, and the game will repeatedly ask you questions about your past or your identity, and you are allowed to say you don't know. At this point I think what's interesting is that it's essentially asking you to either be your real self or try to engage with the game on its own terms by guessing what role you're supposed to be playing. "There might be pixel people burning alive in these pixel buildings, unable to escape the pixel fire." You're asked to figure things out on your own; whom to trust and whom not. Initially I felt like my every decision was valid and moved the story forward. It made me think that the game was about how we engage with games. But by the end of my first "playthrough" I was met with a kind of unsatisfying ending that didn't clear anything up. Then the game told me that it wasn't over and that I should play through a "hacked" version of the campaign, and I did, and again the result was confusing and inconclusive. At which point the "hacked" campaign didn't work anymore, and I was forced to try the standard one again. This is the point where the game basically fell apart for me. The illusion shattered. I was intentionally making decisions that deviated from my previous "playthroughs," which basically made me feel that same ludo-narrative dissonance I talked about earlier. Now I was trying to win "the game." Whenever I participated in the same dialogues I mostly got the same answers, which made the whole thing feel much more linear than I had originally thought as well. And still, my third "playthrough" "failed" as well. What initially seemed like a fascinating interactive story, devolved into a frustrating guessing game.
abandoned
Cyclopean Bangumi
类型: RPG 平台: PC
Cyclopean is an old school CRPG based on the Great Abyss of H.P. Lovecraft's Dreamlands.
2025年12月13日 不玩了
2025年12月13日 评论 Lovecraft's work never translates well into the video game medium - Lovecraft's work never translates well into the video game medium, but I thought this might be different because it's based on the Dream Cycle. But perhaps more than any other Lovecraft-based game, Cyclopean is too mechanical and gamey, which means it completely fails to capture the magic of the source material. It's not even a semi-literary work, like some horror games out there, namely Clive Barker's Undying. Most of the writing here is purely functional. Which, as a result, completely defeats the point of the game being based on Lovecraft's works. It could've just as well been any generic fantasy. My decision to give Cyclopean a try was mostly motivated by my desire to immerse myself into the world of Dreamlands, which doesn't get enough recognition even among the self-proclaimed fans of Lovecraft. From the mechanical perspective it doesn't interest me much; rather I was willing to cut its intentionally archaic mechanics some slack in favor of an immersive world. I'm not a big fan of rolling a dice to get a randomized character or that the combat is basically you clicking the "attack" button and reading a log of how it went down. I know these are residues of its DnD origins, but I don't think they necessarily translate into video games well. After all, the fun of DnD is the freedom it provides you, which is well-replicated in some games, for example Baldur's Gate, but here you don't have it. It all kinda devolves into a basic grind.
abandoned
Peripeteia Bangumi
2025年2月21日
类型: Immersive sim, FPS, RPG, Stealth 平台: PC
Peripeteia is an upcoming first-and-third-person role-playing stealth game taking place in alt-history cyberpunk Poland. Inspired by immersive sims from Ion Storm and Looking Glass Studios, Peripeteia expands on the formula with new ideas and an original setting.
2025年12月15日 不玩了
2025年12月15日 评论 Wow, this game is just awful - I get that it's an indie project with a huge scope, but man the production values here are worse than most budget titles I picked up for a couple of bucks from bargain bins back in the early 2000s. People rag on Serious Sam 4 for having enormous open locations, but at least there the locations actually look real and are laid out in organic ways. This game's level design is one of the worst I've ever seen. Rooms and objects seem to be thrown in together randomly without any regard to the player's movements or an attempt to guide the player. On top of that, the graphics are just ass-ugly. If you're gonna have low-res textures, don't blur them and then throw bump-mapping on top. Everything looks like a crumpled sandwich. And then there's the modern lighting effects that just clash violently with the "retro" low-poly graphics. Just awful toxic colors as well that strain your eyes. I think the game is trying to be a Deus Ex, except with none of the depth of political and social commentary, but anime girls thrown into there instead. It's all a bunch of quirkiness and fetishization of overused concepts. In this case you spawn into some kinda future Soviet Union because why make cyberpunk relevant, right? Not like the genre's entire point is to highlight the problems that are arising presently in the late-capitalist society and are sure to get exacerbated in the future. Then again, idk, that was my first impression. I didn't get far in the game or even to the first combat scenario because I kept getting stuck in endless stairways because the game has no fucking idea of how to lay out a level or even create functional ladder-climbing mechanics. It's just a shitshow.
abandoned
索尼克与世嘉全明星赛车 变形 Bangumi
其它标题: Sonic & All-Stars Racing Transformed 2012年11月20日
类型: RAC 平台: WII U / Windows / PSV / XBOX360 / PS3
游戏将带来全新的动态环境与赛道,并让赛车加入变形功能,例如在《Super Monkey Ball》的麻烦神庙场景中玩家可以将赛车变形为船只,在河道与激流中快速向前,甚至也可以变形为飞机、在空中竞速;玩家可以好好运用SEGA角色的竞速能力,在抵达终点线前克服环境障碍、智取对手。《Sonic & All-Stars Racing Transformed 》同时带来全新、公平的武器系统,玩家可以在水上、空中、地面上好好善用武器,让每一趟竞速过程都变得独特刺激;游戏同时支持多人连线模式。
2025年12月18日 不玩了
Play as your favorite Sega characters, such as Sonic and Danica Patrick.

I played as Beady Joe, and never wanted to play as anyone else. They have a Panzer Dragoon level, why not let me play as the Panzer Dragoon guy? Idk, maybe you can unlock him later, I didn't get that far.

They shouldn't have copied Mario Kart with its childish Fisher Price physics. It kills any joy that can be had from driving. Doesn't feel like a racing game pretty much.

The tracks are really nice though, and I like how they transition between driving, sailing and flying.
abandoned
Caput Mortum Bangumi
2025年8月27日
类型: 恐怖 平台: PC
重返16世纪的法国,深入看似废弃的炼金术士塔楼神秘深处。下方更深之处的恐怖引诱你……你够胆面对那未知恐惧吗?
2025年12月19日 不玩了
2025年12月19日 评论 But then it throws enemies at you, and ... - What always made the occult and the esoteric fascinating to me is that it's not representative of inherent evil. Many occultists identify themselves as good, and their practice as an attempt to understand the divine and the ways of the world through their religious prism. Probably my favorite kind of horror is the one where the lines between the divine and the horrific are blurred. Where awe and horror coexist, and experiences that are bliss to some, are nightmare to others. As this game started off, I had a strong feeling that that's what we're gonna deal with here. First artifacts you encounter are obscure writings and symbolic imagery. For a moment I thought this game was really gonna delve into the esoteric and present ambiguous threats that are up to the player's interpretation. But then it throws enemies at you, and ... sigh It just devolves into a generic "spooky monster" horror game with bad combat. The enemies look like that corny oversized baby-looking thing from SCP. And at the same time you have to solve puzzles like "find this thing and bring it to that room." All the fascination fizzles out. Actually this game made me realize something. Other than the Silent Hill series, I don't think there's any horror game that I genuinely like (for its horror aspects). The genre clearly has not matured in this medium almost at all. If anything, it almost seems like it has regressed, as most games seem to blindly (and poorly) copy Silent Hill and Resident Evil.
abandoned
despelote Steam 维基数据 IGDB
其它标题: 街头足球 / Despelote 2025年5月1日
类型: Sport / Adventure 平台: Windows / PlayStation 4 / Nintendo Switch / PlayStation 5 / Xbox Series X|S 开发者: Julián Cordero 出版发行: Panic

《街头足球》是一款关于焦点放在人身上的足球游戏。通过8岁少年朱利安用眼睛和耳朵沉浸式地体验基多的街道和公园。在城镇里的四周运球、传球以及射球,看看当你把球踢向别人的时候会发生什么吧。在厄瓜多尔从未如此接近世界杯的参赛资格时,感受城镇的气氛变化。
特点:: 苦乐参半却时而如梦想般的半自传式的青春故事。
慢慢地探索这座稠密城镇,这里有些各式各样的活动、互动以及恶作剧可供探索。
基于物理基础的足球,使用第一人称视角游玩时会有很好地踢球体验。
各种人物登场的活力世界,其中有着大量有趣而真诚的对话。
厄瓜多尔当地拍摄的照片以及收录的音频,完美地制造出强烈的当地风情。

2025年12月20日 不玩了
16 minutes in, nothing happens. What is this, The Turin Horse: The Game?

Stop wasting my gd time.
abandoned
死或生5 加强版 Bangumi
其它标题: DOA5+ / 死或生5+ 2013年3月19日
类型: 格斗 平台: PS Vita
PlayStation®3的超人氣對戰格鬥遊戲「DEAD OR ALIVE 5」,新增了無論是休閒型玩家或核心型格鬥玩家都能享受樂趣的功能,於PlayStation®Vita隆重登場。
無論何時何地,都能享受那角色的寫實皮膚質感以及激戰時的汗水表現等真實魅力。
在可體驗觸摸方式戰鬥的「觸控戰鬥模式」中,讓主機移為垂直方向時,更能享受全畫面顯示的角色魅力。
另外,還可以藉由Cross-Play與PS3™的玩家一較高下,或以Cross-Save、Cross-Goods享受在PS3™取得的喜愛服裝。
快來享受更加進化的「格鬥娛樂」遊戲吧。
2025年12月28日 不玩了
2025年12月28日 评论 As someone who only played 1 and 2, this feels like a downgrade to me - The first two games had this almost unexplainable fluidity and cohesion to the combat that just isn't here. The way punches and kicks would transition into grapples and counter attacks just felt so organic, and you didn't need to be a pro at the game to feel like a master of martial arts. But here that magic is gone. DOA5 feels much closer to Tekken or something. Though of course, unlike Tekken, there's not much to do here in single-player once you beat the story, which I didn't. In the first two games the story was very minimalist with practically skeletal cutscenes, and that was fine. The cutscenes added a flair to the game, but didn't overstay their welcome. Everybody understood that it was all about the fights. Here cutscenes really drag on, and it's not like the quality of writing has improved or anything. From what I played every single cutscene was totally skippable. Most of them were literally about nothing. Also I feel like this game is more overtly perverted than the first two. Like sure, you had skimpy outfits and booba physics, but that was it. The old games almost feel kinda like innocent mischief. Here you can turn off the booba physics, but I feel like everything here kinda rubs sexiness in your face. There's literally a found-footage-style cutscene that's just one of the characters entering her locker room, getting really close to the camera with her sweaty body, then leaving to take a shower and then coming back to the camera and saying like "oh, I forgot to turn it off" lmao. That's the entire cutscene! What is the point??! And then there's little things like, when your character is defeated, she's just kinda lying on the ground and moaning, which I found suggestively erotic. But hey maybe that's just me with my dirty old dog mind. I'm also not a big fan of the visual shift from the colorful Y2K aesthetic to a more realistic look. But honestly, technologically the graphics are kinda amazing for Vita. Like, there are pre-rendered cutscenes from like the PS3 version I guess, and then when it transitions to the gameplay, you almost don't see any difference. It's crazy. Compare this to, say, Mortal Kombat or Injustice, which both look worse and perform worse on Vita. All in all, I think DOA5 is a solid game, but I don't see much reason to play it over the first two. I mean, I guess if you're a fan of the series, it's nice to have a DOA on-the-go, but I don't really care. I'd love to have a Tekken game on Vita. But we can always just play Dark Resurrection or the PSP version of Tekken 6, I guess.
abandoned
Crime Life: Gang Wars 维基数据 IGDB
2005年11月11日
类型: Shooter 平台: Windows / PlayStation 2 / Xbox 开发者: Hothouse Creations 出版发行: Konami
Crime Life: Gang Wars is a free roaming crime-based beat em up. Mixing action and strategy elements within a gritty, detailed storyline to explore modern-day urban gang culture, the player is cast as a small-time homie who must work their way through the ranks to become a gang leader. Urban culture and the Hip Hop lifestyle is the focus of Crime Life: Gang Wars.
2025年4月23日 不玩了
I feel like this could've been a solid game if they changed a few aspects. Jumping members of other gangs and fighting for territory will never not be fun. It plays on inherent tribalism, you always wanna "rep your set" and do side-activities related to it because you identify with the gang and want to see it grow and develop. Furthermore, the combat system is quite decent, and the scripted finishers are brutal (though suffer from a lack of visual damage system).

But there are a few flaws that, in my opinion, completely ruin this game.

First of all, the camera is god-awful. You always want to see what's ahead of you, but it's pointing to the ground. I get that there are games with such camera where it works fine, but this gameplay seems completely unadapted for it. I don't see any reason why a normal 3rd-person perspective couldn't have been implemented. Furthermore, it gets stuck on objects and snaps back in the opposite direction, often fucking up whatever you're busy doing at the moment (most likely fighting).

The second problem is that it's open-world, but you can't sprint or drive cars which are everywhere for some reason. The cars are driven by actual NPCs that can enter and exit cars, but you can't. Like, if I can't drive, at least don't fucking tease me with them.

And what is up with it being open-world when there's hardly anything of interest in said open-world.

Again though, I have to stress, that it would've been perfectly fine as a B-title if it just fixed its camera. All my other complaints are less important.

What's strange also is that the game starts with "any similarities to real people are coincidental", but it features actual D12 members in it (???). Except for Eminem, who is the only D12 member anybody would actually care about. And D12 (without Eminem) wrote the theme song for this game, and it's actually good. It's that early 2000s D12, when they were still sick. But the rest of the soundtrack is really weird. There's some UK hip-hop, which I actually like, as I'm a big grime-head, but I don't get why put it in a clearly American gangsta rap inspired setting. And then there's like German rap (in German), and some pop music as well (???). I just don't get why. There's plenty of good broke rappers in America whose music could've been licensed, which is something a lot of similarly-themed games do.
abandoned
毁灭巫师:超然异教 豆瓣
其它标题: Hexen: Beyond Heretic 1995年9月30日
类型: 第一人称射击 平台: PC
黑暗邪恶奇幻系毁灭战士,关卡设计优秀。
2025年4月23日 不玩了
2025年4月19日 评论 "Your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should." - I'm sorry, Raven Software. I love some of your later games, but this is just bad. I appreciate the attempt though. Hexen is a game that was made and released too early, before the necessary technologies for it existed, which kinda makes it impressive from a certain point of view, but that also makes it a pain to play. Unlike Heretic, which it's a sorta sequel to, this is not a first-person shooter, but rather something like a first-person brawler with some shooter mechanics and some minimal RPG mechanics. Of course this means the level design has to be super convoluted because it wouldn't be a wannabe RPG if you just slaughtered your way through it. No, you gotta do a lot of backtracking, keyhunting, and switchhunting. I think the level design here might be worse than in Heretic's expansion, but it strangely feels more fitting here. Ultimately though, I'm giving this game some points for being a strange beast. First-person melee combat a whole decade before Condemned, and it feels like it. It's really janky and lacks nuance, which is expected with Doom engine's rudimentary physics. For what it is, it does work surprisingly well, and is actually playable. However, taking damage is near-inevitable. And it's like the devs knew it, so they threw in a shit-ton of healing potions. Dodging enemy attacks is practically impossible, your best bet is blocking, but I still don't get how the blocking works. Sometimes I'm blocking and still take damage for some reason. You do get SOME ranged weapons (how many depends on the class you pick), but the game keeps shoving you into tiny corridors where you have no room for maneuver, so using ranged weapons is a death sentence. At least with melee you can block. So the gameplay is essentially: running around in mazes and occasionally getting ambushed by enemies in tiny corridors, barely surviving if at all. The game is incredibly hard, but the difficulty doesn't come from fair challenge. Maybe it gets better later on, but I'm not gonna bother to find out. The two hours I played were just non-stop misery.
abandoned
猎天使魔女 豆瓣
8.8 (39 个评分) 其它标题: 魔兵惊天录 / ベヨネッタ 2009年10月29日
类型: 冒险 / 动作 平台: PC / PS4 / Xbox One / Wii U / PS3 开发者: PlatinumGames / Bee Tribe 出版发行: Sega / Nintendo
本作是由《鬼泣》系列之父神谷英树制作的全新次世代动作游戏。自Capcom旗下的Clover工作室解散,并由其核心成员组建了新的开发公司自后,神谷英树就已经开始本作的筹备工作。
  本作故事讲述20年前从昏暗湖底的沉棺中苏醒的女性Bayonetta。无法回忆起自己身世的女人的身体上刻下了解开遗忘过去线索的记忆。那就是可以操纵狰狞魔兽葬送天使的恐怖的“魔女之力”。经历数百年的时间,于现代苏醒的魔女Bayonetta边狩猎来袭的天使们,边着手收集那些残留下来的仅有的记忆的线索……
2025年4月23日 不玩了
2025年4月11日 评论 not quite DMC - I think Bayonetta perfectly exemplifies what Devil May Cry 2 fans have known for decades now and what the rest of the gaming community pretends not to understand: Devil May Cry is more than its combat system. Because in terms of gameplay Bayonetta in some ways exceeds Devil May Cry. If it wasn't for the incessant platforming sections, mini-games, and QTEs, it would've been an objectively superior experience. But in its grandiosity it loses some of the visceral groundedness of DMC. Half the time there's so much stuff happening on the screen that it's hard to pinpoint where the protagonist is or where she's being attacked from. And her seemingly uninhibited mobility makes the combat feel less weighty and punchy. Most of my problems, however, lie not with the gameplay. Bayonetta is a sort of cocaine-infused try-hard Sailor Moon DMC. On top of its decidedly more anime aesthetic and narrative, everything is just so over the top and silly, it's hard to care for anything. Devil May Cry was set in a serious and dark world. The first game in particular still wore its survival-horror roots on its sleeves. The coolness and humor of Dante largely stemmed from the contrast of his careless attitude in the face of what seemed like real threat. Furthermore the tonal consistency within the first three games made their respective worlds feel atmospheric and mysterious, prompting the player (me) to explore every bit of them. Devil May Cry 4 was much lighter, but it still carried the curiosity, being built on top of the mythos of the previous games. Bayonetta doesn't have that. It still shoves a bunch of lore in your face, but in this case I don't care. Because there is a large tonal dissonance in a lot of levels, and every cutscene depicts its world as a fun and silly place where every character is an anime stereotype, and not a particularly well-written one. It is true that DMC1's writing wasn't that great either, however it didn't really have much of a story (despite what some clueless DMC2 haters would make you believe). But that also meant that it didn't shove poorly-written cutscenes in your face all the time. DMC2 largely continued in the same vein. DMC3, on the other hand, had a story so good that it retrospectively made you care about the first two games. DMC4's story was rather lackluster, but the level of dialogue writing stayed on about the same level as its predecessor. Bayonetta is simply not as witty as either Dante or Nero, and the rest of the cast doesn't really have any interesting qualities to them like Vergil or Mary had in 3 or to some degree Credo had in 4. My old save had about 3 hours playtime, and this time I lasted about the same amount. After roughly 3 hours I caught myself thinking "I don't really care what happens next." This was about the time the game started introducing escort missions, so idk if it'll get worse from here, but even though the gameplay up to this point was pretty solid, nothing else really grabbed me about it. Despite the fact that, yeah, the graphics and music are great, and even some of the art design is stunning. A lot of these assets could've been retooled into a great Devil May Cry game, but Bayonetta is just not quite DMC, whether for better or worse. I think, people that hate DMC2 probably love this.
abandoned
Rise and Fall: Civilizations at War 维基数据 IGDB
2006年6月12日
类型: Shooter / Real Time Strategy (RTS) 平台: Windows 开发者: Midway Studios San Diego 出版发行: Midway Home Entertainment
Rise & Fall: Civilizations at War is a real-time strategy game where players can directly control individual units.
2025年4月25日 不玩了
2025年4月25日 评论 This game would’ve been so good if everything worked the way it was intended - The idea is: play through authentic ancient battles of Greece and Egypt, with the ability to take direct control of historical personalities in third-person action sequences. In practice, the third-person mode is janky as hell and has the minimum amount of mechanics and physics required to even qualify as action gameplay. It’s not fun to play at all, the only cool thing about it being the ability to look at the battlefield from a more immersive angle. Unlike the Total War games, you can gather resources and build your base, Empire Earth style (the game made by the same developers). It’s just a shame that the map design often does not accommodate the amount of options you’re given. For example, on one map there was a kind of river or a canal, so I decided to build a dock in hopes that it will allow me another approach to the enemy camp. The shore was steep, so the dock ended up being built under water, but that’s okay, it still works. So I made a ship and sent it North, and immediately it got stuck at the first turn…. So I had to delete that ship and that dock and build a new dock upstream, with a new ship, meaning I spent double the amount of resources (and the supply is limited). Finally I sail North until I encounter enemy walls with a tiny peninsula with a couple of gold chests. So, I figure I’ll grab one of my ladder carriers and sneak my troops over the wall here, where there’s no security. So I sail back and try to dock, but the ship is incapable of doing it pretty much anywhere except that place down South where I got stuck originally. In other words, there’s no way for me to put my ladder carrier on it, which means the whole initiative was doomed from the start. Okay, maybe you’re not meant to build a ship on this map, but then why let me? Why not remove the canal or remove the dock from the list of building? And there’s something like this in pretty much every map. That is when they’re not throwing you into exclusively third-person maps, which are stupid and boring, but at least everything works there. I only played the Greek campaign, and there’s literally a mission where you, as Alexander the Great, are fighting in a gladiator arena. … As far as I can tell, there isn’t even a proper skirmish mode. You can select stand-alone scenarios, but you can’t configure anything about them. To give the credit where it’s due, the game did have some unique gameplay mechanics that I wish more games utilized. For example, smart-formations, which allow you to bundle individual soldiers into grouped units. In most older real-time strategies every soldier was a unit, which was a mess, whereas in newer ones one unit is usually a squad. Here you get the best of both worlds, and you can adjust how many soldiers you want in one unit. But where the game really shines is in the naval battles. Every ship is an actual platform that you can traverse. You can ram other ships and tear them apart, or grapple them with hooks and board your units onto them. There is one mission where you get to experience all of that in third-person as well, and it looks really cool (though, again, the gameplay sucks). In general I found controls here rather unintuitive, the units rather unresponsive and erratic with an unpedictable and irrational AI, and the battles look and feel very stiff and unengaging.
abandoned
孤岛惊魂 Steam 豆瓣
7.7 (7 个评分) 其它标题: 极地战嚎 / 極地戰嚎 2004年3月23日
类型: 车辆战斗 / 动作 平台: PC / PS3 / Xbox 360 开发者: Crytek GmbH 出版发行: Sold Out Sales & Marketing Ltd. / Ubisoft Entertainment
《孤岛惊魂》(Far Cry)是一个2004年3月23日发布的第一人称射击游戏,由德国Crytek工作室开发,育碧软件发行,在微软Windows平台上运行。《孤岛惊魂》发布后4个月内售出730000份拷贝,目前在全球已累计售出超过100万份拷贝。本游戏已被改编成电影。在游戏中杰克·卡弗(Jack Carver)是一名前特种部队成员,退役后在南太平洋群岛经营出租快艇的生意。一次他护送一名女记者到一个位于密克罗尼西亚的神秘岛屿,不料途中他们的船被雇佣兵炸毁,女记者失踪,他必须找到她并带她离开这座小岛。
2025年4月26日 不玩了
2025年4月26日 评论 One of the big 3 first-person shooters of 2004, alongside Doom 3 and Half-Life 2 that blew everybody's minds back then - Indeed for 2004 it is a technological miracle, and one that preceded Doom 3 by several months. It obviously doesn't look as good as Doom 3 (though certain shots do come close), but it compensates for that by rendering huge, well-lit open spaces, while Doom 3 took place in claustrophobic corridors half-covered by thick shadows (not that it's a bad thing). One thing that doesn't get enough praise is the sound design. Combined with these incredible graphics and highly detailed environments, it truly makes you feel like you're on a tropical island. There are plenty of quiet moments when you're able to hear birds and insects, I think I even heard monkeys at some point, but then you're also able to see some wildlife every now and again, a great variety of plants, like banana trees, and what seems to be dragonflies. The gameplay is also great ... at first. You die quick, so you have to try and alert as few enemies to your presence as possible and always find strategically advantageous locations for combat. Enemy camps are usually spotted from afar, giving you freedom to try out different approaches. At some point you find a sniper rifle, which allows you a more long-range tactic. And finally you have vehicles to help you traverse the island faster or sometimes ram into enemy fortifications. The peak moment of the game, in my opinion, is the hang glider ride, which comes after an arduous climb to the top of the mountain and feels truly rewarding, letting you observe the beautiful island from the air (it probably only looks good if you crank up the draw distance in the config files like I did). The next couple of missions are alright, but then it really comes crashing down. I don't think I've seen another game turn from a great one to a terrible one so quickly. It all happens when they introduce the monsters. Those little bastards are tanky as hell, kill you in one or two hits, run fast and very quiet, meaning they can sneak up on you. Oh, also they can lunge at you, so you can't outrun them. One time I accidentally shot one with a rocket point-blank, and I took less damage from the explosion than I would've taken from their attacks. But strangely I also found the human encounters too difficult from that point onwards as well. Idk what changed, but I just kept dying. The game just immediately became super punishing and cheap. I'd say before the monsters it's like an 8, but after the monsters it's more like a 1. It becomes completely unplayable. I have no idea how the fuck some people beat it, because obviously some people did. Crysis would later take all the best things of this game and enhance them. In retrospect it really feels like Far Cry is a proof-of-concept/tech-demo for Crysis, making it almost feel obsolete and redundant. Even at its best moments, it still reminds you of how much better Crysis is.
abandoned
辛普森一家:横冲直撞 Bangumi
其它标题: 辛普森大逃亡 / The Simpsons: Hit and Run 2003年9月16日
类型: AAVG 平台: PS2 / Xbox / NGC / PC
The Simpsons: Hit & Run is an action-adventure video game based on the American animated sitcom The Simpsons, developed by Radical Entertainment and published by Vivendi Universal Games. It was released in 2003 for the GameCube, PlayStation 2, Xbox and Microsoft Windows. The story and dialogue were crafted by writers from The Simpsons, with all character voices supplied by the cast.
2025年4月26日 不玩了
2025年4月26日 评论 The Simpsons: Hit & Run teaches you the difference between "fun" and "funny." - H&R is a very funny game, especially if you're a fan of the show. Growing up I kinda always thought of this game as the definitive Simpsons game. What could be better than an open-world GTA clone that allows you to roam around Springfield, see iconic locations and characters from the show, and wreak havoc? Upon replaying it this time and actually trying to beat it, I started to slowly realize that it's actually not really a GTA clone. Because GTA is a game that tries to balance out different gameplay mechanics, being a sort of hybrid between an action game and a driving game with some RPG elements thrown in. But H&R, as I'm realizing now, is mainly a driving game, with some occasional platforming thrown in. Every mission is either a timed collectathon, a car chase, a timed car-chase, or a timed drive to a specified location. Seriously, if you love timers, this game is for you. I fucking hate timers, so after a while this game began to feel really exhausting. The graphics are also kinda disappointing, especially when compared to the OTHER Simpsons game, which is cel-shaded. Here everything looks kinda dead and bland. The quests feel very disjointed and fail to tie into a cohesive story, again making it look worse in comparison with the OTHER Simpsons game. In fact, this is kinda making me wanna re-evaluate The Simpsons game. Maybe it's actually not as bad as I thought. I should try out the PS3/Xbox360 version some day, as it also has an open-world and could potentially better physics. H&R's world is very rich and detailed, and it's delightful to come across references to the show, but it's not even a singular connected world, and you can't access all of it at once. And beyond the trademark Simpsons humor and references, the actual game here is kinda meh at best, and a frustrating mess at worst.
abandoned
瑞奇与叮当 豆瓣
其它标题: Ratchet & Clank / R&C 2002年11月5日
类型: 动作冒险 / 射击 平台: PS3 / PS2 / PSV/PS Vita 开发者: Cerny Games, Inc. / Insomniac Games 出版发行: Sony Computer Entertainment Europe / Sony Computer Entertainment America
Ratchet & Clank is a platform/adventure game in a similar vein to the 3D versions of the Rayman, Sonic, Mario, or other games. It involves the two protagonists Ratchet, a furry alien creature, and Clank, a nerdy little robot, going on a quest to find Captain Qwark and ultimately to help save the galaxy. Ratchet & Clank includes many of the best features of previous similar games, but makes itself unique in a number of ways. Firstly each of the game's levels are huge sweeping vistas with extremely detailed buildings which are visible at all times (i.e. there is no distance fog). This means that a building on the horizon is not just a "backdrop"; in all likelihood Ratchet will be exploring it in a few moments time. Secondly, the game includes a number of sub-games, such as a space fight sequence and a number of turret shoot-outs which are akin to Missile Command in the first person. The game has over twenty levels (planets) and includes as many real-time cut-scenes which tell the story. Also of note is that the story is non-linear, requiring the player to return to previous levels to complete objectives and to choose between multiple paths forward. There is also a respectable array of weapons, gadgets, and accessories to find or buy as the game progresses, which offer some unique gameplay features.
2025年4月29日 不玩了
Went into it expecting a platformer, but it's surprisingly more of an action game, except the combat is rudimentary and somewhat clunky.
abandoned