Il faut être absolument moderne.
One must be absolutely modern.

✦ Now

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✦ To

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Devider
  • Cover for Splatoon Raiders

    Splatoon Raiders

    (2026-08)豪华版英雄模式,整体沿袭正作鲑鱼跑模式,加入了一点Side order小机制(比如反向爬塔?或许是传统肉鸡游戏受众实在与Splatoon玩家重合不高,Side order在玩家群体里反响并不激烈(指算不上一份成功的DLC,但美术还是顶级))配合多种配件玩法,不知道为什么就是比Side order好玩...敌人打击感也比塑料球鱼舒服。唯一的问题是联机模式,试着排了几局感觉都有点意味不明,要么被大佬带飞一分钟解决,要么三个人全图乱跑毫无合作,不太明白好玩的点。服装设计一般,比起机械师更像练习生,,,

  • Cover for ZA

    ZA

    (2026-02)本以为没有灵魂回合制会无聊爆,结果意外好玩,确实想想如果真的有宝可梦对战肯定是这种不讲武德的即时动作游戏。如果有更多房子能互动就好了,居民楼就算了怎么学校这种地方都是贴图...还有某些任务设计我都懒得说,难度纯为了凑时长堆的。另外npc难度设计有点迷惑,比如锈蚀组里有些手下在对战特区比两个老大等级还高,如果这个可以解释成老大没时间打比赛的话(卡娜莉同理?),为什么有些NBCS会员比由紫等级还高(B级),NBCS不是对战俱乐部吗,就很...另外为什么宁愿设计一堆拖时间的side quests和二周目都不愿意好好做剧情,子供向也不是这么搞的好吗,二周目打15场每次需要5万券点的报酬战真的让人感觉像驴拉磨,搓券半小时正赛一分钟,我请问呢?哪怕做点npc相关的其他剧情也行啊,感觉npc像人偶一样被拉来拉去...为什么熟悉的npc从来不会出现在对战特区?(对战特区总是那几个勤奋的大众脸npc我感觉主角和他们比和超z队都熟)他们怎么攒的券点?给马斯卡托提了两箱哞哞鲜奶是吗..?在特区看到熟悉的角色+特殊小剧情真的超有趣好吧。

  • Cover for 真·三國無雙 起源

    真·三國無雙 起源

    (2026-05)原本並不看好,因爲個人不喜歡原創主角塞進歷史游戲,但玩過后完全改觀,可以説是近幾年最佳三國無雙。新做的角色設計捨棄了原有的喜劇感(許褚...)劇情上顯得更加嚴肅,其中最成功的莫過於對張角的改編,游玩過程中幾度聯想到Jesus Christ?我對農民起義態度是矛盾的,游玩前幾代過程中似乎只有劉備會象徵性說幾句“他們也是受苦之人啊”,然後接著殺殺殺,而本代添加了更多黃巾軍劇情,配合NS2的機能,表現力十足。(NS1上的三國無雙7甚至顯得有點像low-poly時代...)曾經我以爲到赤壁便結束是一大敗筆(還沒玩夠)現在想想起源這樣的表現力,如果玩到後期劇情,故人一一逝去的悲涼感勢必比7代更加衝擊,也許停在此處也不錯吧

  • Cover for Penpal

    Penpal

    By: Dathan Auerbach

    I have a deep affection for horror stories devoid of supernatural elements, the true form of horror lies in the subtle, microscopic-level details, and Penpal does a great job capturing this in its opening chapters. For the most part, the narrative progresses without any overt, "real" conflict until the final chapter, which, in my opinion, stands as the book's major flaw.


    When discussing horror that excludes ghosts, clowns, aliens, or Cthulhu mythos, what I look for is a sense of uncanny intrusion. Consider this distinction: finding a stranger's footprints in the snow in front of your doorstep is mildly unsettling, but finding bare footprints in the snow within your private backyard is bone-chilling. Did you get the difference? In the first few chapters, the narrator as a kid remains unaware of the danger surrounding, it is only upon looking back as an adult that he recognizes those disturbing details
    hinting that he was being stalked by a local pervert who had captured his balloon containing a self-addressed letter. However, I was deeply dissatisfied with how the stalker was depicted almost like a romantically obsessed lover who went so far as to murder the narrator's best friend and crush out of jealousy. In reality, these types of criminals are selfish a$$h0l3s, they hope to increase their victims rather than devoting to one. (That's the reason of Father-stalker Theory)

    Also, I might be missing some details, but... There is absolutely no way the villain is the narrator's father, despite him being raised by a single mother from the very beginning. Had it been the father, the mother would have recognized his body in the final chapter. Furthermore, the probability of the narrator's father happening to catch that specific balloon is near zero. A narrative reliant on too many cheap coincidences becomes lame, conversely, a creepy stranger picking up the letter by chance is a perfectly reasonable and realistic dose of horror.
  • Cover for トモダチ コレクション わくわく生活

    トモダチ コレクション わくわく生活

    (2026-05)本來還是很期待的,因爲很喜歡3ds上的前作。新作確實改進了之前感覺很難頂的地方,最明顯的就是1捏人自定義度超高,基本想捏什麽都不是問題,2只要玩家想,總有玩下去的辦法,前作大概十幾分鐘就清掉一波任務,然後就無事可做了(想來竟然是完美的番茄鐘?!)缺點也很明顯——内容不足,我只玩了一個月(還不是每天打卡那種)所有商店、新聞、事件開始重複,完全失去動力,大概製作組想要玩家多多活用自定義吧,但在NS2上畫畫也滿困難的,買了專門的電容筆還是滿困難的。。。

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