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Heretic: Shadow of the Serpent Riders 维基数据 IGDB
1996年3月31日
类型: Shooter / Role-playing (RPG) 平台: Windows / DOS 开发者: Raven Software 出版发行: id Software
In a twisted medieval dimension, undead creatures and bestial horrors have done the unthinkable--callously slaughtering your entire race. Your friends. Your family. Eliminated. But the nightmare has just begun. Wielding ungodly weapons such as the Firemace and Hellstaff and casting spells from the Tomes of Power, you must seek your vengeance. Or die trying.
2025年4月19日 玩过
2025年4月19日 评论 Fuck the expansion levels - Absolute sadistic dogshit. Some of the worst levels in an FPS I've ever played. I'd rather play through Call of Duty: Modern Warfare 2 than this. In addition to the confusing level design they keep throwing insane amounts of enemies or like lock you in a room with two malotaurs or 4 iron liches, this is such bullshit. I think I'm gonna be seeing these liches in my nightmares, they're easily the worst enemy in the game, but at least the main game used them sparingly or in big open locations. This expansion knows no moderation. Anyway, I cheated my way through it, just to see what all the levels are like. There's no way I would ever torture myself to beat them fairly.
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魔兽争霸3:混乱之治 豆瓣 Eggplant.place
9.6 (47 个评分) 其它标题: Warcraft 3: Reign of Chaos / Warcraft III: Reign of Chaos 2002年7月3日
类型: 即时战略 平台: PC / Mac 开发者: Blizzard Entertainment 出版发行: Capcom / Sierra
《魔兽争霸III》获证实为一款极其出色的电脑游戏,发行起计两周内便售出550万套,而其中450万套更是预订销售。玩家可以选择在《魔兽争霸III》中操控四个种族,其中两个在前作《魔兽争霸II》已曾经出现,分别是人类 (Human) 和兽族 (Orc),另外两个则是《魔兽争霸III》新增的种族暗暗夜精灵 (Night Elf) 和不死族 (Undead)。娜迦族 (Naga) 在制作时曾经设想作为第五个可操控的种族,但在游戏测试时删去,而官方解释就是加上娜迦族之后很难保证游戏的平衡性,而今它则出现在单人任务模式和中立生物当中。
《魔兽争霸III》与暴雪公司之前发布的《星际争霸》一样,可谓一款成功的即时战略游戏。游戏包含了大多数即时战略游戏所具备的要素:资源采集、基地建立和战斗指挥。游戏的操作方式亦类似星际争霸,秉承了星际争霸易于操作的优点,并简化了星际争霸中一些繁琐的操作,例如玩家可设定电脑以“自动施放”部份常用魔法,从而省去人手操作的过程。
此外,亦可从四个种族之设定见到《星际争霸》的影子,譬如暗暗夜精灵则像《星际争霸》Terran 般可以移动自己的基地,而不死族与 Protoss 皆能制作一种专门用于侦察的隐形单位,且于造建筑物时农民于可离开建筑物(犹如“召唤”建筑一样而非“建构”建筑)。
2025年4月25日 玩过
2025年4月25日 评论 review - What makes Warcraft 3 a classic is not necessarily its near-perfect map design, addictive RPG elements, beautiful graphics and music, or its well-paced, well-written and well-directed campaign. But rather that on top of all that it served as a platform for endless creativity in the form of custom maps, some of which changed the gameplay to the point of being a different genre, and one (we all know which one) ended up inventing a whole new genre that at least for a few years grabbed all the attention of the video game industry.
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雷神之锤4 Bangumi
其它标题: Quake IV / Quake 4 2005年10月18日
类型: FPS 平台: PC / Linux / Mac OS X / Xbox 360
  《QUAKE 4》将会是系列中第一款让你扮演真正有名字的主角的游戏。他是一名太空舰队队员,名叫Matthew Kane,是突击队中的精锐,有着神秘的过去。Kane被派遣到Rhino 小队中,这个小组和多个小组一起被派进攻strogg 的故乡——Stroggos行星。实际上,《QUAKE 4》是《QUAKE 2》的后续之作。在《QUAKE 2》中,主人公是一个无名的太空船员,他的任务是击退恶心的strogg,这些strogg为捕捉到的生物装上机械部分来改进他们的身体,然后为他们植入神经控制将他们转变为没有头脑的奴隶。游戏的巅峰战斗发生在Stroggos行星上,主人公来到这个行星,杀掉了stogg的首领“makron”,可惜这个致命的打击并没有结束这场斗争。现在地球派遣了像Rhino 小队这样的太空舰队进攻strogg行星,以永久地解除整个宇宙受到的威胁。
2025年4月27日 玩过
2025年4月27日 评论 One of the greatest first-person shooters of all time - Now, if you're playing Quake 4 on a console, you will never in a trillion years experience the game. You'll think you have experienced it, but you'll be cheated. It's such a sadness that you think you've played Quake 4 on your ffffucking console. Get real! I'm sorry, but people rating this low having only played the console version are just being ridiculous. Quake 4 is without exaggeration, one of the greatest first-person shooters of all time. In terms of gameplay perhaps only second to F.E.A.R. It's probably the last of that era between the Doom-clone FPS and the CoD-clone FPS. This was the period when FPS games were generally not designed for consoles, and were able to utilize the superior hardware of computers to their full potential. And they really went all out with this one. Projectile-based weapons, a mix of long-range and melee opponents, each with their own unique tactics and vulnerabilities, ragdoll physics, some of the best level-design ever, and insanely smart AI that will play mind games with you. This is some of the pinnacle of PC gaming, and you cannot possibly play this on a console and understand what makes it a masterpiece. The levels are laid out in such a way to always provide you a mix of cover and enough place to maneuver it in several different ways. You have to think on your feet, sometimes rush opponents, sometimes retreat, constantly move, jump, duck, flank them, and land as many headshots as possible. You're given 10 weapons, each of which functions differently and affects different enemies differently. As a result, when they throw several enemies in a room with you, you have to not only think of how to approach them and who to take out first, but also which weapons to take them out with. There is just an incredible strategic depth to everything you do in this game and a very high skill ceiling, and it's all very fast-paced and adrenaline-infused. You're constantly on the verge of death, and being able to narrowly survive encounters is exhilarating and rewarding in a way that makes you feel like an action hero. The aesthetics instill a constant feeling of suspense, with occasional moments of awe and fascination, as they depict strange and beautiful alien structures and constantly force you to push yourself into increasingly dangerous and uncomfortable scenarios. The art design in this game mostly echoes Aliens and Starship Troopers, but with a tinge of impressionism. The result is something weird and memorable. This screenshot I took towards the end of the game, in my opinion, perfectly encapsulates Quake 4's visuals in a nutshell . A futuristic soldier lying torn in half next to what seems like Disney magic. It's also genius how they played with the setting. You're fighting against the Strogg, creatures that view flesh as weak, so they "enhance" it with technology. Quake 4, being a sequel to Quake 2 where the concept was first introduced, and built on Doom 3's engine, weaves a meta-commentary on the relationship between biological creatures and technology. The interactive screens from Doom 3 take on a new meaning here. You're a human being interacting with technology (the computer) that allows you to interact with technology (in-game computer). Then there's the famous spoiler moment, which I won't talk about here, but it kinda moves the gameplay from a more realistic type gameplay to a more old school type, where you move faster and take on more enemies. In other words you (d)evolve from a normal human to a Quake 2 protagonist, an archetypal grunt that used to be the central character of every FPS at the time. A more efficient killing machine, but is something of humanity lost in the process there? Do video games allow us to transcend our limited biological nature, or do they deprive us of something essentially human? Seeing how young the medium is, I think it's still a valid concern, akin to how AI is viewed today, but it's one that isn't talked much about. Of course this flew over everyone's heads because most gamers want mindless entertainment. Judging by the majority of the reviews (which spoil the only major plot twist in the game btw, so I don't recommend reading them before playing the game), most people expected a Call of Duty. One guy literally called it a "2005 Xbox 360 launch title FPS", which is just utter nonsense. If you're gonna buy a sports car and try to drive it on off-road surfaces, it's not the car that's the problem, it's you.
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Chili Con Carnage 维基数据 IGDB
其它标题: Chili con Carnage 2007年2月16日
类型: Shooter 平台: PlayStation Portable 开发者: Deadline Games 出版发行: Eidos Interactive
Chili Con Carnage is a semi-sequel to the Latin-style action game Total Overdose. The game has new missions and a structure fine-tuned for handheld play. The single player mode El Macho is a collection of different mini challenges which do not tell any story but give access to different characters with different gameplay. The game also future two dynamic multiplayer modes: Hangman for up to 4 players on 1 console and Fiesta for Wi-Fi gameplay. There is a massive amount of exotic weapons and the gameplay is over the top, with bullet-time and gravity-defying moves.

Take on the role of Ramiro Cruz in the main story mode, a young man who has just witnessed his dad's murder in classic Mexican fashion (combine harvester through office wall), and now he is on a gun-fueled quest for vengeance through Mexico.
2025年4月28日 玩过
2025年4月28日 评论 I think I enjoy this more than Total Overdose, but only marginally - On one hand, the lack of the dead open-world significantly improves this game's pacing, and the lack of proper aiming only works in its favor on a handheld with one analogue stick. On the other hand, the lack of strafing and Y-axis camera control means less player agency and increased limitations.
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毁灭战士3 维基数据 Bangumi IGDB
其它标题: Doom 3 / Doom 3: BFG Edition 2004年8月3日
类型: Shooter 平台: Linux / Windows / Xbox / Mac 开发者: id Software 出版发行: Activision
《毁灭战士3》(英语:Doom 3)是一款杂惊悚与科幻于一身的第一人称射击游戏,游戏由id Software开发,PC版于2004年8月3日由Activision发行。游戏故事除了英文名称外,并未有完全跟随《Doom》的发展,并采用了全新的id Tech 4引擎。游戏目前已发布了Windows、Linux、Mac和Xbox版,虽然Xbox版画面精细程度略于PC版,但其卖点在于支持两位玩家协同作战。故事主要发生在2145年的火星联合宇宙航空公司(UAC)研究中心。
2025年5月11日 玩过
2025年5月11日 评论 After about 20 years, I finally completed Doom 3. A game I could once only dream of playing. - Doom 3 had everything to become one of the greatest game of all time: several years of development, the most advanced graphical technology, huge budget, legendary game designers at helm of the production. So what went wrong? I've always said this, and I'll say it again: circa the first hour of the game is near-perfect. A masterclass in how to establish an atmosphere, build suspense, create a sense of place and presence, and fully immerse the player into it. From the start Doom 3 positions itself as a horror game first. Which isn't as much of a leap as some people would have you believe. I mean, Doom 1 was as much of a horror game for its time as Doom 3 was for its. For example, I find Doom scarier than Resident Evil. And if you take Quake as part of the same lineage, then Doom 3 totally makes sense. In fact, it almost completely follows the Doom formula, with only three real differences: Now there are logs to pick up and read or listen to. The scale is somewhat smaller, probably to make the groundbreaking graphic fidelity playable on weak computers. Everything is really dark and you're given a flashlight, which you can't use while wielding a weapon. These three changes work really well to accommodate the new direction. Reading or listening to testimonies of frightened employees heightens the fear of the unknown. Smaller scale means fewer enemies in claustrophobic environments, which means each enemy is more intimidating. And the flashlight thing is a genius decision that makes the player choose between the ability to see and the ability to defend themselves, creating a persistent sense of vulnerability. For probably the first third of the game, it plays by these rules. Incredible sound design sprinkles echoing noises, and a plethora of scripted scenes make enemies crawl out of the most unexpected locations. The overarching message the game conveys with its design is: YOU ARE NEVER SAFE . Occasional discovery of survivors make you truly treasure this fleeting "human" contact, as you know you're not gonna have another one for a long time afterwards. Mars is an inhospitable place. Every now and then they let you see the surface through windows or even get a quick walk outside, and it's a dead lifeless place with a seemingly constant storm. You really get the sense of isolation and loneliness. I think Doom 3 is probably the closest thing you'll have in video games to the movie Alien (with Quake 4 being the closest to Aliens). That is for about the first third of the game. That's when everything kinda starts crumbling. The game doesn't know how to progress as a horror game, so it tries to progress as an action game. The problem with that is: it's not really a vehicle for an action game. An okay action game at most, not a good one. Small corridors mean that there's less place for maneuver and less potential strategic depth. I feel like almost every location has something like 2-3 possible strategies, and you have to figure them out, like a puzzle. If you fail to do that quickly, you get attacked. And, when you get attacked, it hurts really bad in this game. Particularly because it makes your screen shake like you're having a seizure, and that completely throws your aim off. If you get ganged up, it's near-impossible to hit anybody, even the person demon standing right in front of you. The thing with the flashlight, from being a genius mechanic turns into a major nuisance, especially when dealing with hitscan enemies, which the game throws a lot at you in the last third of the game. These hitscanners only really work in the early game, when you face one or two of them at a time, and preferably in an area with lots of cover. The AI is really good though, similar to Quake 4. These guys can traverse several rooms or even elevation levels to find you. One time a pinky forced me to hide under floor tiles, and once it saw that it can't get to me, it ran away to ambush me later. There is a really cool kind of a "dance" you can do with most melee and projectile-shooting enemies, where you try to get close for a shotgun hit and run away when they're attacking. With some enemies you can shoot down their projectiles, which also adds gameplay depth. But the hitscanners, lost souls, and spiders are really annoying. As you progress through the game and encounter more and more enemies, the sense of horror completely fizzles out, but annoyingly the game doesn't stop repeating the same tricks. Reading/listening to the logs becomes a massive chore. All that "People in sector G reported seeing shadows" becomes kinda stupid when you're running around with a rocket launcher and a BFG, mowing down several enemies at once. And this really becomes a major problem towards the end, when they throw gangs of monsters in tiny rooms with you. By the middle of the game, I felt that it had outstayed its welcome. By the end I was exhausted. Which is a shame because there is a lot of cool stuff towards the end, but all the excessive action kinda ruins the atmosphere. I think Doom 3's main problem is that they wanted to do something different, but couldn't commit to it for the fear of alienating the core fanbase. Because Doom 3's main strengths are not in its combat. Don't get me wrong, the combat is fine. It's like a Doom lite. But once the atmosphere dies and all you have left is the combat, you start feeling like you could've been playing something better. Doom 3 is like an elaborate joke with a great set-up and a disappointing punchline. Still, for what it's worth, it's a solid game. I think the BFG Edition is probably the superior experience. It gives you an attachable flashlight, brighter environments, and more ammo. Sure, that takes away from Doom 3's horror aspects, but I think it's probably better to drop the pretense from the get-go and just have fun with what it is: an action game. Not a great action game, but a solid one. One worth playing through once or twice.
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毁灭战士3:邪恶复苏 豆瓣
其它标题: 毁灭战士3邪恶复生 / Doom 3: Resurrection of Evil 2005年4月3日
类型: 射击 / 动作 平台: PC / Xbox 开发者: Zenimax Media Inc / Threewave Software Inc. 出版发行: Activision / Zenimax Media Inc
作为资料片的本作对原作做了不少修正,游戏没有花费太多时间介绍故事背景,仅用简单的过场来做说明。简要剧情如下:人类再次登上了《毁灭战士3》结尾被抛弃的火星,而联合宇宙航空公司也再次提出在火星上进行军事行动,为了防止悲剧再次发生这次派出了更多的海军陆战队。故事的主角是一名默默无闻的海军陆战队员,由于人类在火星的地下侦察到了神秘信号,而他被派到那里寻找远古文明遗迹。当他进入密闭多年的遗迹后,并捡起了某件古物,导致地狱大门再次打开。他的伙伴们瞬间全灭,只留下他一人与数不清的地狱恶魔。于是他成了从入侵的恶魔手中拯救世界的孤胆英雄。
2025年5月13日 玩过
2025年5月13日 评论 review - You know how sometimes an acclaimed filmmaker makes a movie that doesn't quite succeed, but you can tell he was going for something special, and then a direct-to-video sequel comes out by some lesser-known B-movie filmmaker, that isn't bad, maybe even better in some aspects, but is much more standard and lacks what made the original so special? This is the case here. On one hand they made the game much more action-oriented, which kinda works in its favor. This expansion was mostly designed by the people behind Return to Castle Wolfenstein, SiN, and mods and expansion packs for Quake II, Unreal, and Half-Life, so you can tell these guys knew what they were doing. The level design is definitely an improvement here, although there's only so much you can do when the tech forces you to keep things minimal lest you burn down players' computers. There is much more of a flow to these levels, compared to the original, where it was kinda slow-paced. This is helped by new weapons. A double-barreled shotgun was added, which had been sorely missed in the first game. I like that they simply doubled the power without altering the spread much, which means it's still essentially a point-blank weapon, but now it's capable of taking down the toughest enemies in the game. This is compensated by the fact that it's slower. But being able to take out most enemies in a single shot creates this nice rhythm to the game, familiar from the first two Doom entries of the franchise. Another weapon that was added is a gravity gun because Half-Life 2 had come out. It doesn't really have place in this game. Doom 3's physics engine is not as good as HL2's, so you can't really grab a lot of objects, and it's not very fun seeing them interact with the environment. You can grab enemy projectiles, which is probably why the new enemies are all projectile-based, but it kinda turns into a game of tennis. This is what makes the first and last bosses here kinda awful, because they force you to use the gravity gun. Another thing you can do is grab lost souls, but sadly they disappear after you throw them. What a missed opportunity to not let the player throw lost souls at other enemies. Anyway, bottom line is: it's a gimmick weapon. I advise you to forget it exists (except for when you're forced to use it). The last weapon, or rather an "artifact", added here is this heart thing that stores up to three berserk bonuses and lets you use them whenever you want. And the berserk mode in this game has slow-mo, which I don't think it had in the original Doom 3. This is awesome and lets you cheese some of the more challenging areas of the game, especially as the level design gets more linear towards the end of the game. You can like run through corridors before enemies get to spawn in them. Speaking of enemies, there's, I wanna say, three (?) new types. The one you're gonna notice the most is basically a new kind of imp. Looks different, works exactly the same. In fact you can kinda say that about all of them, which is why I'm not even certain if one of them is a new enemy. Where this expansion kinda fails though is the atmosphere or rather lack thereof. That sense of desolation that the original game had throughout, but especially in the first third, is nearly completely non-existent here. The game begins kinda slow, and, without that powerful atmosphere of the original, it feels like a slog for about the first hour. And it's only like 3 hours long. I beat it in less than 3.5 hours. The story is also kinda lacking, which makes the whole thing feel more like a mission pack instead of a coherent journey. In conclusion, Doom 3: RoE is a mostly fun, but completely non-essential addition to the franchise.
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Sunset Riders IGDB
1992年12月1日
类型: Shooter / Platform 平台: Sega Mega Drive/Genesis 开发者: Konami 出版发行: Konami
The Genesis port of the Arcade Classic
2025年5月19日 玩过
2025年5月19日 评论 Despite having grown up with a Sega Genesis (MD to be precise), I'm not a huge fan of that era of video games. - Most times when I go to revisit a 16-bit game from my childhood or play a new one, I don't enjoy them as an adult. In a lot of cases it's the insane difficulty or the unfair challenges, but often just the nature of them being mechanical to the point of breaking immersion. Sunset Riders is one of the few games of that era that I feel has an appealing aesthetic, well-structured progression, and a high skill ceiling, while also being accessible to casual players. I've beaten this game several times, and each time it's a blast from start to finish. You shoot everyone in sight while dodging bullets by sliding, jumping, switching between two elevation levels, or entering saloons for some hot hooker action (the sex is not shown but heavily implied). The gameplay is dead simple, yet every minute of it is meticulously designed to make you feel like the protagonist of a John Woo movie or Neo from The Matrix. And it never grows stale either because levels are rather short, and each has its own quirks while also standing out aesthetically and featuring regular scripted scenes. I've never played the Arcade version, which everyone says is superior, but I did play a bit of the SNES version once, which is supposedly closer to the original. I still have to play through it to make up my mind completely, but based on what I've seen so far I will say that I prefer the Genesis version. Firstly because of the colors: the skies are "Sega-blue", and the landscapes have a more natural palette. Secondly because IIRC the two extra characters in the SNES version play the same as the two they kept in this version.
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毁灭公爵3D 豆瓣 IGDB
8.3 (6 个评分) 其它标题: Duke Nukem 3D 1996年12月31日
类型: 第一人称射击 平台: PC / Mac / iPhone / iPad / Android 开发者: Tec Toy Indústria de Brinquedos S.A. / Lobotomy Software, Inc. 出版发行: GT Interactive Software Corp. / Devolver Digital
毁灭公爵3D是一款由3D Realms公司开发的电脑游戏,并由Apogee Software公司在1996年1月发行。
毁灭公爵3D的游戏画面游戏主人公曾经在3D Realms的系列游戏中出现过,此系列包括《毁灭公爵》(Duke Nukem)、《毁灭公爵2》(Duke Nukem 2)。但是《毁灭公爵3D》却不同于他们的前辈,这是一款FPS类的游戏,就象是著名的此类作品《毁灭战士》(Doom)和《雷神之锤》(Quake)一样。
这是一款非常成功的游戏,值得一提的是他们在作品中引入了很多幽默的元素,而其他的这类作品都缺乏幽默感。
2025年12月30日 玩过
2025年12月30日 评论 I've been playing Duke3D sporadically throughout the years, but the more I played it, the more my opinion of it decreased. - It definitely leaves a very strong first impression primarily due to its level design and environmental design. Levels have rather large areas with lots of verticality, and they're filled with details, making them look and feel like real places. As I mentioned in my Star Wars: Dark Forces review, it's not the first FPS to do it, but it certainly outdid Dark Forces in this regard. The level of interaction with objects in the environment was completely unprecedented for the time, and, like Dark Forces, it plays more like an action-adventure than a Doom clone. Which is a gift and a curse in this case. Because, while yes, it does get you more involved with the environment, there's still a lot of shooting that you have to do, and here the game absolutely loses to Doom and even Dark Forces in almost every regard. Most of the enemies are either hitscanners, or tiny annoying enemies that are hard to hit, or annoying flying enemies that are hard to hit. If you hated Lost Souls in Doom, you're in for a ride with this one. Doom was smart enough to limit the amount of tiny/flying enemies, and keep hitscanning mostly to the weakest enemies. The whole skill-based gameplay of Doom comes from dodging enemy attacks while shooting them. That's practically gone here, and a medium-strength hitscanner can kill you in seconds. You don't really have any means of dealing with them other than dipping in and out of cover, except of course the mechanics we'd see in cover-based shooters wouldn't arise for another 6 years or so. Similarly, there's no efficient weapon to deal with heavy flying enemies. The light ones you can take out with a machine-gun, but every heavy weapon you have is projectile-based, which means hitting the most mobile targets is an exercise in frustration. Guns like the shrinker and the freezethrower are just gimmicks that fuck with the flow of the game. I mean, why would you want to use a gun that makes you stop and stomp/kick an enemy you already shot? But by the middle of the game even the level-design begins to suffer. The game in general has some rather cryptic levels, but at that point you start seeing some that are absolute fucking bullshit. Like the kind where you have to press an object to find a hidden door to finish the level. And then I spent like 20 minutes running around the Overlord level, tearing my hair out to figure out wtf I was supposed to do, until I looked up a walkthrough and realized that the game just fucking bugged and the boss didn't appear where he was supposed to. And of course, what kind of a Duke Nukem review would this be if I didn't address the stripteasing elephant in the room? That is the controversy that has arisen in the recent years regarding the game's treatment of women. There's so much debate out there, with one side calling Duke a misogynist, and the other side treating him like a saint. The phrase "product of its time" has been thrown at the game an infinite amount of times, which I think would actually be appropriate if it was commenting on the gameplay, not its socio-cultural positioning. But, as it often happens, the truth is somewhere in the middle. Is Duke an example of chivalry? Well, no. Is the game's depiction of women problematic? Yes, it is. But is it downright misogynistic? I don't think so. I think Duke3D is largely tongue-n-cheek and feels more like a parody of 80s action movie tropes. That being said, regardless of intentions, the sexualization of women that are victims of horrific alien breeding/spawning practices feels very weird and uncomfortable. And the fact that you can't save them and are doomed to witness their gruesome deaths again and again just feels really out of place in a game with such a light and comedic (barring a few exceptions) tone. And I'm not saying this from the "if I was a woman" kind of abstract perspective. It's uncomfortable to me as a man. But I would say overall the game doesn't really cross the line into objectively offensive.
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