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[感评] 对古剑奇谭最细致的评价,任何一个点都不遗漏

本帖最后由 GBXSZT2 于 2015-8-8 23:34 编辑

做游戏的科技水平太落后
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https://www.gamespot.com/reviews/marvel-vs-capcom-infinite-review/1900-6416760/

Marvel Vs. Capcom: Infinite

The latest iteration of Capcom's star-studded crossover fighting game is much like Star Trek's three-dimensional chess. It takes familiar gameplay systems and characters but presents them in an entirely new way, demanding players re-examine their understanding of it as a whole.

The biggest shakeup in Marvel Vs. Capcom: Infinite comes with the addition of the Infinity Stones, which, in Marvel lore, correspond to a different facet of the universe: Space, Time, Mind, Reality, Soul, and Power. One stone can be taken into battle alongside two fighters, and each of them has a unique ability called "Infinity Surge" that can be used just like any other special move. These abilities open the door to a world of creative combos, setups, and strategies that the series has never had before.


Marvel Vs. Capcom 3 quickly became a game about finding the best teams and optimising their damage output, but this meant everyone largely played the same way. Infinite's Infinity Stones, however, encourage players to make characters their own, and they offer the tools to forge distinct playstylesA Hulk player is now empowered to negate his slow movement speed by using the Time Stone's teleport function, an aggressive Dante can use the Soul Stone's health-sapping capabilities to mitigate damage from risky strategies, or a Thanos can cover his lumbering approach with the Reality Stone's homing fireball.Despite the attributes the stones bestow, each character still retains what makes them distinct among the cast. So although Hulk might h**e a teleport, trying to play him like Strider won't work.


In the Marvel Universe, the Stones grant immense power, and in the game each one bends a fundamental rule of fighting game design to the f**or of its user. Power boosts damage, Mind refills the Hyper Combo meter, Soul revives a fallen ally, Time eliminates recovery on moves so they can be chained together, Space restricts movement, and Reality gives elemental properties to attacks.


It's less about using communal knowledge to pick the best characters, do the optimised combos, and employ the ideal strategies, and more about treating the game like a blank canvas and its mechanics as the brushes for painting your unique superhero squad.


It's unfortunate, then, that Marvel Vs. Capcom: Infinite is really let down by its presentation. Much has been made of the visuals and, while it looks much better in motion than it does in still images, overall it's inc**istent and severely lacking in pizazz. While characters like Captain Marvel, Thanos, Jedah, and Gamora look vibrant and detailed, the likes of Dante, Frank West, Ryu, and Spencer aren't exactly easy on the eyes. The faces of human characters, specifically, are very rough, ranging from vacant-looking to downright ugly in poor old Frank's case.







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https://www.gamespot.com/reviews/marvel-vs-capcom-infinite-review/1900-6416760/

Marvel Vs. Capcom: Infinite

The latest iteration of Capcom's star-studded crossover fighting game is much like Star Trek's three-dimensional chess. It takes familiar gameplay systems and characters but presents them in an entirely new way, demanding players re-examine their understanding of it as a whole.

The biggest shakeup in Marvel Vs. Capcom: Infinite comes with the addition of the Infinity Stones, which, in Marvel lore, correspond to a different facet of the universe: Space, Time, Mind, Reality, Soul, and Power. One stone can be taken into battle alongside two fighters, and each of them has a unique ability called "Infinity Surge" that can be used just like any other special move. These abilities open the door to a world of creative combos, setups, and strategies that the series has never had before.


Marvel Vs. Capcom 3 quickly became a game about finding the best teams and optimising their damage output, but this meant everyone largely played the same way. Infinite's Infinity Stones, however, encourage players to make characters their own, and they offer the tools to forge distinct playstylesA Hulk player is now empowered to negate his slow movement speed by using the Time Stone's teleport function, an aggressive Dante can use the Soul Stone's health-sapping capabilities to mitigate damage from risky strategies, or a Thanos can cover his lumbering approach with the Reality Stone's homing fireball.Despite the attributes the stones bestow, each character still retains what makes them distinct among the cast. So although Hulk might h**e a teleport, trying to play him like Strider won't work.


In the Marvel Universe, the Stones grant immense power, and in the game each one bends a fundamental rule of fighting game design to the f**or of its user. Power boosts damage, Mind refills the Hyper Combo meter, Soul revives a fallen ally, Time eliminates recovery on moves so they can be chained together, Space restricts movement, and Reality gives elemental properties to attacks.


It's less about using communal knowledge to pick the best characters, do the optimised combos, and employ the ideal strategies, and more about treating the game like a blank canvas and its mechanics as the brushes for painting your unique superhero squad.


It's unfortunate, then, that Marvel Vs. Capcom: Infinite is really let down by its presentation. Much has been made of the visuals and, while it looks much better in motion than it does in still images, overall it's inc**istent and severely lacking in pizazz. While characters like Captain Marvel, Thanos, Jedah, and Gamora look vibrant and detailed, the likes of Dante, Frank West, Ryu, and Spencer aren't exactly easy on the eyes. The faces of human characters, specifically, are very rough, ranging from vacant-looking to downright ugly in poor old Frank's case.







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https://www.gamespot.com/reviews/diablo-3-rise-of-the-necromancer-review/1900-6416715/

Diablo 3: Rise Of The Necromancer

A wide range of skills allow for varied playstyles.you can also let summoned skelet** and spirits do the he**y lifting while you use the Siphon Blood talents to leech enemy health and restore your own. You can wade right into melee combat or take a step back and fire off the ranged Bone Spikes or swing the mystical Grim Scythe.


A little overpriced at $15 for what’s basically just a character pack
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https://www.gamespot.com/reviews/splatoon-2-review/1900-6416716/

Splatoon 2

subtle tweaks to weap** and gear, like faster movement with the roller, add a layer of new strategy for veteran players.


Ranked battles


......my groups struggled against minibosses that require specific strategies to take out--they're less threatening than the single-player bosses but hard to deal with in high volumes.Successfully clearing the w**es was satisfying knowing that we had to h**e worked well as a team in order to survive.



The biggest problems with the original Splatoon's multiplayer were limited matchmaking and a lack of voice chat, which made team strategy extremely cumbersome and difficult.While regular battles still lack shooter matchmakin**ainstays like parties, there's a new mode called League Battle that lets you group up with either one or three other friends and play together in a more competitive environment.

League battles include the same modes as ranked but don't affect your solo rank, which is a great option if your skills aren't quite in line with your friends'.


Single-player campaign provides a skill challenge that showcases Splatoon's unique mechanics


You're still unable to change your weapon and gear while in a lobby, which can lead to frustrating team composition





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https://www.gamespot.com/reviews/final-fantasy-12-the-zodiac-age-review/1900-6416714/

Final Fantasy XII

12's plot often feels like a middle chapter of a grander tale yet to be told. It's so rich in backstory that keeping track of names and places during the initial hours can feel overwhelming, though the further you play, the easier it is to get a handle of the intricacies of the lore. What you really need to know at the start is two small kingdoms, Dalmasca and Nabradia, are caught in the crossfire of two larger warring empires, Rozarria and Archadia. Of the countless individuals affected by this period of uphe**al, six characters--all of whom come from vastly different backgrounds-- form your party, uniting for a common cause to de-escalate this continent-wide conflict.


Perpetuating this middle episode vibe are the playable characters themselves, who h**e been appropriately compared to the cast of Star Wars: A New Hope. As examples, Ashe is the captured princess and Basch is the former general in hiding. Balthier is the self-serving pirate with a price on his head and his partner, Fran, has been described as **y Chewbacca. Their intertwined backstories and resulting encounters allow for chemistry and conflict as the often engaging narrative unfolds.


Reinforcing Final Fantasy 12's timelessness, The Zodiac Age brings in an enhanced Gambit battle system, which itself felt ahead of its time upon its first release. By stringing together a prioritized series of if/then commands for each character, battles unfold with a semi-automated flow where you can vanquish beasts without pressing a button for minutes on end.
The immensely user friendly interface fittingly looks and feels like a Fisher-Price styled introduction to programming, where each player-chosen beh**ior is simply assigned a specific target, whether it be an ally, themselves, or a single enemy.


One would think that the hands-free aspects of The Gambit System would deprive you of agency and engagement but it in fact creates the opposite result. Since you're still resp**ible for every character's acti**, the thrill of seeing your handiwork unfold and emerging victorious never gets old. It allows for experimentation and risk-taking but The Gambit System truly shines when you stick to sensible and tried-and-true RPG battle tactics.
You don't get your hands on this system in earnest until three hours in, which is one hour too many. Yet this onboarding period is notably improved over the original game thanks to the option to double or even quadruple the speed of play.......In a game that features respawning enemies, every hostile area becomes more inviting. You're motivated by growing your party's stats at an accelerated pace even after you've explored every corner and opened every treasure chest in a given region.


Playable cast are individually memorable with rich backstories


Names and places can be a lot to take in during the initial hours



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https://www.gamespot.com/reviews/star-trek-bridge-crew-review/1900-6416707/

Star Trek: Bridge Crew

The single-player campaign is brief, but it acts as an extended tutorial on the ins and outs of running a starship.


It's always been strong character work and far-reaching sci-fi ideas and allegory that h**e elevated the dry space-n**y material.


......The remainder of the campaign never really rises above that, content to be a game of tr**eling between systems, scanning areas and artifacts, transporting life forms, and fending off Klingon Birds of Prey from time to time.It's a game that crucially needs more interesting challenges that can't be solved with phasers.


Single-player story is woefully lacking in nuance
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https://www.gamespot.com/reviews/cities-skylines-mass-transit-review/1900-6416705/

Cities: Skylines - Mass Transit

With all of the extras added in the various expansion packs, the game now feels a little more like a municipal engineer or municipal planner simulation than anything that properly depicts what it's like to be the mayor overseeing everything.



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https://www.gamespot.com/reviews/nex-machina-review/1900-6416704/

NEX MACHINA

the gorgeously trippy graphics feel simultaneously modern and retro, and the synth-w**e soundtrack complements the sci-fi action perfectly.


The twin-stick shooting action that defines your fight is tight and resp**ive, and every world is relentlessly challenging.


Individual levels are relatively small, fast-paced, and frequently packed with secrets to discover amidst the chaotic hero-on-robot action.


Beyond advancing through stages, skillful play is rewarded with item upgrades, bonus points, and a strong sense of satisfaction from overcoming seemingly impossible odds.
Nex Machina is c**istently challenging, but it's also thoroughly gratifying as every power-up gives you newfound confidence in the heat of battle.


Boss battles at the end of every level are the biggest test, throwing out dense curtains of bullets that demand exactin**ovements to **oid.All are challenging, and each is drastically different--from a mechanical ape that sits at the top of the screen and throws flaming debris at you, to a giant Terminator-like Skull and a hivemind boss that attacks from the safety of a protective field.



You can point to dense w**es of enemies and m**trous bosses as the reas** Nex Machina is so hard, but more than their numbers or size, it's the range of tactics they employ that ultimately stress you out.Some enemies mindlessly plow toward you, others will make beelines to humans, and there are burrowing turrets that send out w**es of exploding balls, among a variety of other robotic dangers.You typically face myriad enemy types at once, from all directi**, creating a juggling act that would be impossible to contend with if not for your special abilities.


(dashing)Once activated, you're invulnerable for the duration of the lunge, and your timing has to be perfect given the small margin for error in most levels.


These also require a brief pause to recharge, reinforcing the idea that your ability to manage cooldown meters is a critical skill--and another layer to track during frantic **laughts.


You can, in theory, play through Nex Machina in under an hour


It's a classic game at heart, but with refined challenges and exactin**echanics, it feels right at home in the modern era.

Gorgeous graphics that pay perfect tribute to its early '80s roots
A near-perfect homage to classic twin-stick arcade action







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https://www.gamespot.com/reviews/friday-the-13th-the-game-review/1900-6416692/

FRIDAY THE 13TH THE GAME

Its asymmetrical **ager-versus-supernatural-murderer premise is one that will speak to anyone with an affinity for survival games, cooperative problem solving, and '80s slasher films.


If you instead choose to escape rather than simply **oid Jason, you will h**e to poke around every **ailable building in search of items like keys, fuel, and batteries to repair nearby cars and boats. Items are placed at random locati**, so you never know exactly where to look.
Teamwork then becomes important as you can coordinate your efforts to simultaneously search multiple buildings and report Jason sightings as you go.


When you are a counselor without reliable comrades, Friday the 13th is typically boring or frustrating. You either hide or wander around cautiously in search of items, or ironically invite death to hasten your progression unlocks.
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https://www.gamespot.com/reviews/perception-review/1900-6416689/

PERCEPTION

By solving simple puzzles and completing the main objective for each chapter, you're transported to an older version of the house, each loaded with their own nostalgia-tinged fl**or. And with each incarnation of the estate comes new sets of disturbing visuals in an attempt to sustain Perception's idea of horror.


The walking cane itself, however, proves to be obnoxious despite its utility. Depending on what surfaces you hit, the cacophonous taps and the repeated clangs produce the kind of noises that would annoy anyone. You can't blame The Presence for wanting you to stop that racket.
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https://www.gamespot.com/reviews/endless-space-2-review/1900-6416687/

ENDLESS SPACE 2

There's tremendous depth to explore in all four areas
(explore, expand, exploit, and exterminate)
, making you feel like you’re leading a real empire.


An extremely comprehensive technology wheel completes the picture.


the real heart of the game revolves around exploration and telling the story of your growing galactic empire--and both are handled extremely well. Exploration gives you a Star Trek sense of boldly going where no one has gone before, as each ship and probe sent out has the possibility of uncovering a new planetary system, a new race, or some other secret that could swell your coffers or increase your scientific knowledge.


Each faction-based campaign tells a wholly original story, too, and these plot points are moved forward by quests that give direction to your efforts. The United Empire deals with a mysterious attempt to dethrone the emperor, the Soph** wrangle with an emergent AI, the Unfallen wrestle with the differences between the Light (pacifist) and Fire (militarist) ideologies, and so forth. ......Every story focuses on the defining characteristics at the heart of each civilization.
Some quests are tied to the main storylines, some events pop out of nowhere during explorati**, and others arise from focused efforts like trying to annex the system of a minor civilization through a specific assignment.


While there are plenty of opti** when it comes to customizing fleet tech and ship designs, space battles are routine affairs that are dull to watch. You pick a battle plan, and everything else is automated. Thankfully, you can sim right to the results.




Ground battles are also depicted, although they’re even more boring to watch than their space equivalents and don’t come with the same attention to detail provided to the ships.


One area that seems particularly unfair on players is the harsh penalty for “overcolonization.”......The whole concept of overcolonizing is a tough one to understand, given how the game is about creating a (presumably) sprawling galactic empire. It would be a welcome option to be able to turn this rule off--or at least disable it in the Easy and Sand** levels of difficulty.

Outstanding depth and tactical challenge h**e been preserved, although not at the expense of the strong storytelling needed to emphasize the sense of awe and wonder in galactic exploration that’s always been a huge part of the genre’s appeal.


Emphasis on storytelling inspires a sense of wonder during exploration



Crushing learning curve stymies enjoyment early on


Some aspects of the design are a bit inscrutable
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https://www.gamespot.com/reviews/injustice-2-review/1900-6416680/

INJUSTICE 2

balanced roster


It may sound unusual for a fighting game, but Injustice 2's story is a prominent feature, told through a multi-hour campaign filled with NetherRealm's most impressive cutscenes to date. An ideological gulf divides the Justice League; Superman's desire to execute criminals is at odds with Batman's non-lethal approach to justice. This conflict is woven throughout the story, but the arrival of Brainiac temporarily unites the League against a common enemy.Though some interacti** and events come off forced as you battle mind-controlled allies and true enemies alike, these narrative shortcuts are ultimately there to introduce you to the large and eccentric character roster.


The nearly 30 characters offer a broad range of super powers and fighting styles, and each has a distinct trait that can instantly trigger a status buff or summon an underling in the middle of a fight.


DC's famous faces h**e never looked better, but the real star of the show is the fighting system, which c**ists of a mix of hand-to-hand combat, super powers, weap**, and environmental hazards.


Special moves and combos are easy enough to learn, but it takes time and practice to get combo timing under your skin--to move fluidly from one attack to the next.


Injustice 2 provides basic, practical tutorials for every mechanic and each character's notable attacks, though neither **enue goes in-depth enough to satisfy prolonged research.


Ultimately there's no better teacher for a new player than experience. In this sense, Injustice 2 is packed with learning opportunities in the Multiverse, a mode that benefits from randomly generated battle modifiers and the temptation of gear-based rewards. ....... they nevertheless serve as a va**ble opportunity to see your character's abilities under a different lens and study their potential.


Though you can earn some source crystals by playing Injustice 2 over dozens of hours, they come few and far between to seemingly make spending real money seem like a necessary evil.


Impressive story mode cinematics draw you into a surprisingly engaging conflict



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https://www.gamespot.com/reviews/dragon-quest-heroes-ii-review/1900-6416667/

Dragon Quest Heroes II

If it normally takes 100 hours to amass a kill count of 10,000 enemies, this game lets you reach such milestones in less than 10.


unlike typical JRPGs, Dragon Quest Heroes II doesn't h**e random encounters. Rather than exterminate every imp and zombie in your field of view, you can focus on high-value targets and areas where there are tight clusters of foes, who are often tormenting some unlucky NPC.


While you do h**e to choose a main protagonist among two heroes, the ability to switch to your other three party members on the fly quadruples your potential at effective damage-dealing. Rotating through your team in order to make the most of their abilities and strengths becomes its own game of micromanagement.


However, there wouldn't be this strong compulsion to jump from body to body if not for the modest contributi** of your AI-controlled buddies. They never come close to attacking with the same intensity as you. That said, you seldom feel like you're babysitting them, and they never feel like a burden.


To experience a party's true ferocity, you would h**e to join real-life friends in the game's multiplayer modes, a rarity for a Warriors game.
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https://www.gamespot.com/reviews/wonder-boy-the-drag**-trap-review/1900-6416659/

Wonder Boy: The Dragon's Trap

Most of your abilities in The Dragon's Trap come from the animal forms you can take after beating the dragon bosses. You start off as a lizardman who has limited defense and movement capabilities but wields a ranged fire projectile. As you assume other forms, your abilities will expand greatly: a mouseman with small stature and the ability to scale certain walls, a piranhaman who can swim through water freely, a lionman with a fierce offensive sword swing, and a flight-capable hawkman who can soar the skies but rapidly loses health in water. Each of these forms offers a play style that's both unique and easy to grasp--you won't h**e to struggle to re-learn controls for each transformation.


Between the stunningly drawn backgrounds, exceptionally well-animated characters, and little visual flourishes that make every set of screens unique, The Dragon's Trap is a visual delight.


the enemy drag** fall into simple patterns that are easy to learn after a bit of observation, and they don't change them up even at low health. But since they can tank a lot of damage, these encounters turn into tests of patience and endurance rather than skill.


As things stand, however, Wonder Boy: The Dragon's Trap shines as one of the best retro remakes yet. It knows not to tamper too much with the enjoyable, exploration-driven gameplay that made the original so good, instead focusing on updating the presentation to reintroduce the game to a new generation of players.



While it's a bit on the short side--you can probably beat it over the course of a lazy Saturday--its small world is packed with personality.



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https://www.gamespot.com/reviews/what-remains-of-edith-finch-review/1900-6416666/

What Remains of Edith Finch

The minute What Remains of Edith Finch puts its titular protagonist face to face with its slapdash Frankenstein's m**ter of a house, it seems the game is gearing up for a horror story, closer to Resident Evil than Gone Home. That's actually close to the truth in one sequence, but What Remains of Edith Finch ultimately tells a subtle tale with far more pensive ideas.
It plays off a heightened sense of impendin**ortality, but terror never truly takes a physical form.



The controls are blissfully simple, with only the two analog sticks and the R2 button needed to perform every action in the game. Every movement--opening a door, winding a music **, using a View-Master, even flying a kite--is performed intuitively, with very little in the way of a tutorial or UI necessary.


The game does a stellar job of environmental immersion, with its beautiful tableaus of gothic dread and emptiness interspersed with moments of incredible vibrancy and imagination.


But progressing further into the house beyond the first floor involves a rudimentary but unnecessary amount of tr**el through intertwining secret rooms and crawlspaces that no real people in their right minds would build unless, well, they wanted their house to be the setting for a video game.


Impressive diversity in art styles and environments

Brilliantly conceived, varied storytelling


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https://www.gamespot.com/reviews/persona-5-review/1900-6416640/

Persona 5

Persona 5is a game overflowing with style



Like its predecessors, it's part social simulator, part dungeon crawler. By day, you're a high school student--busy taking classes, visiting cafes, watchin**ovies, and hanging out with friends.


Persona 5's combat pulls together some of the best elements from previous games--and it's borderline addictive as a result.


If you knock down a Shadow, you'll surround it with guns drawn and can commence an All-Out Attack or simply talk to them. The conversation becomes a weird Q&A about your character or society a whole, and it often throws up some hilarious dialogue.


Palaces are areas given form by the distorted desires of powerful, corrupted individuals


(dunge**)One is a rat maze filled with locked doors and looping hallways, another is a giant safe that you need to crack, and one is a crumbling pyramid filled with walkin**ummies. They feel almost like different worlds from a Mario game, each uniquely themed and cycling through gameplay ideas like cards in a rolodex.


and going long stretches of miniboss after miniboss without a s**e point mean the latter stages can sometimes feel more frustrating than enjoyable


(social simulator)With limited time in each day and a c**tant deadline to steal Treasures by, it's up to the player to prioritize after-school and weekend activities. Attributes such as Knowledge, Charm, Proficiency, and Guts can be improved by studying, working in part-time jobs, crafting tools, or watching DVDs. In turn, these enable you to build deeper bonds with other characters to strengthen yourself and your cause.


I loved that you really had to invest time and effort into each character to crack their personality and unlock how they truly felt.


These characters grow and change as you spend more time with them: They go from bein**echanical tools that you engage with to strengthen their Personas, to real people you can identify and sympathize with. By the time the credits rolled, I felt like I was le**ing behind friends I had known for years.


by improving your personal traits through daily activities you can meet a variety of side-characters that teach you new abilities or offer bonuses that feed back into the battle system.


Persona 5 deals with complex subject matter and really doesn't shy away from dark, even uncomfortable, story beats. A c**tant theme of the game is oppression and injustice, specifically how people can be suffering them in silence.
It uses personal hardships and the pressures of modern day society to explore how the acti** of the older generation affect the future of the youth.

But there's also an optimism to it all.



Within Persona 5 is a complex set of interconnected gameplay mechanics, and in almost every aspect Atlus has executed on its vision exceptionally, barring the pacing issues towards the end.At every turn, it presents something to marvel at, whether it's the fluid combat, vibrant world, or the many memorable characters.
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https://www.gamespot.com/reviews/horizon-zero-dawn-review/1900-6416620/

Horizon: Zero Dawn

To keep fights interesting over dozens of hours, Zero Dawn doles out new robotic enemies at a gratifying pace, introducing slightly larger and more complex beasts by the time you gain mastery over less challenging foes.Where you may face small bipedal Watchers as well as approximati** of horses and bulls at the start, you eventually engage with rampaging armored crocodiles, jaguar-like bots with cloaking **ces, and, yes, giant enemy crabs. By the end of the game, you can confidently roll into battle facing a towerin**etallic T-Rex knowing full well that you are in control, despite your relatively diminutive stature.


Being an effective hunter in Zero Dawn requires one part execution and one part knowledge--namely, understanding what enemies are capable of and what parts of their body are most vulnerable. A well-placed shot on a body part that glows through the use of Aloy's Focus can knock off a piece of armor and expose a robot's vulnerable innards. It's also possible to disarm enemies and use their own weap** against them.


Imaginative enemy designs
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https://www.gamespot.com/reviews/the-legend-of-zelda-breath-of-the-wild-review/1900-6416626/

Legend of Zelda: Breath of the Wild

The game takes designs and mechanics perfected in other games and reworks them for its own purposes to create something wholly new, but also something that still feels quintessentially like a Zelda game.


striking scale of the world


Enemies are intelligent and utilize wildly different tactics that force you to diligently study every aspect of their beh**ior.


Your power and wisdom grow as you progress, but you never feel totally invincible, which allows even late-game exploration to be feel tense and rewarding.


If you've ever hiked deep into the wilderness and found yourself awash in wonderment and perhaps guilt for living a life steeped in modern indulgences, Breath of the Wild's reverence for the natural world will strike a chord. It's the way the rising sun graces blades of grass as you climb a steep hill.
It's the flutter of a few well-timed piano notes that dance in your ear and harmonize with your internal childlike amazement




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真正能帮助烛龙成长的是楼主这样的朋友,相反那些托能让烛龙走上倒闭的路。
那些能提出批评,能真实反应产品中的不足

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