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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



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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.




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.




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




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




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.



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.




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




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.



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



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






A huge world, an amazing cast...gorgeous landscapes.

The detail to attention in this game is unreal. Leather pinches and squeezes audibly, dust and dirt build up on your visor and suit when you stay planet side on a desert planet for an extended period of time, and dynamic dialogue that reacts to your acti** in the middle of gameplay?! Get. Out. Of. HERE!

Character models ARE a bit....ugly

The size of the hub worlds are wonderful compared to previous games.
Your spaceship is an awesome area that lets you soak in the atmosphere of being in space. The Nexus, humanity's space station in Andromeda, is an expansive area that serves as this games Citadel, and it is also very cool to explore and larger than any of the old games Citadels.

I love the combat now and the way the maps are designed with more verticality involved.

Each planet is unique!

the combat just felt so awkward and unfair to the point where I instantly uninstalled the game and asked for a refund after my sixth death.

Combat has turned into "pray your squadmates will use their ability at the right time" instead of "pick a squad that shores up the weakness of your character and manage their cooldowns correctly." I'm actually impressed at how well Bioware managed to destroy that.

How did the game make it past Q&A?

entire game feels like it's in alpha testing stage, this game is not fit for release and a very obvious cash grab.

Bugs galore, ugly ugly disgusting looking characters, pushing some weird SJW agenda, terrible voice acting and snorefest story.

So empty and so boring. Scan, shoot, go, scan, shoot, go, stupid puzzle, repeat the cycle.

It is as if dialogues and storytelling were done by a 12 years old girl.

And the main "bad guy" who is evil for no reason at all, like some sort of 1 dimensional antagonist from a comic book.



gampeplay wise it is a mix between a pokemon like, turn based, social simulating role playing game - it's really hard to discribe

This is the JRPG of the generation. It has a dark, compelling story with social commentary and moral ambiguity; a likable, well-written cast of complex characters; a deep, flashy, fast-paced battle system that proves turn-based can still be fun in 2017; actual role-playing elements via the social sim aspects, which are he**ily rewarding and interplay with other gameplay mechanics; a vibrant overworld; a strong, colorful, and he**ily stylized art direction; and an amazing acid jazz soundtrack to boot. What more could you ask for?

It's extremely difficult to follow up something like Persona 3 and 4, and retain the massive amount of creativity required to keep each game feeling fresh.
For a Persona sequel to work, Atlus h**e placed the burden upon themselves to innovate with each game.

The game makes you really feel like you are within the game itself, living out your daily life inside this fantasy world from doin**enial tasks such as catching the train, eating, and cleaning your room.

Every aspect of the game- from the presentation to the dunge** to the characters- is perfectly c**idered and polished to an impressive degree.



本帖最后由 gbxszt3 于 2017-4-5 14:22 编辑

Incredible artstyle, polish and fun. The world is immense and the attention to every single detail is amazing.

Good art direction, Hyrule looks amazing.
Difficulty is not balanced, sometimes you feel is a Dark Souls game and sometimes is very easy.

What's more amazing is how the game rewards exploration. On your way to "The Mountain" you may see a valley, a flag pole, a shack, an adventure. Nintendo has proven with Zelda that the old saying, “It's not the destination, it's the journey” is true.

This game is the reason why you play games, not the blockbuster trash you get elsewhere.

The game is chocked full of content and to explore this massive canvas is truly one of the greatest moments in gaming.

This game is like watching a Ghibli movie. Every place is pretty detail and tells a story if you pay attention.
don't get attach to objects because that is not what makes your journey.
So I find this interesting if we think about what to we carry after a journy what stay with us, what really matters?

Nintendo showing the game industry how its done since 1983 and no signs of slowing up, hopefully many more like this to come!

BathSaltZombiiBoss fights are highly satisfying and mix different game mechanics well.

Every locati** has thousand of details, it really seems to be neverending.

it doesn't even need the raw horsepower that we now h**e in the more performance-oriented PCs or c**oles.

The game mechanics work perfectly to create a real-world feeling and, similar to real life - if you think that something should work....it most probably will work like that (like anything out of wood can catch fire, only more durable weap** can be used for mining, you can use metal objects to electrify your foes or you can be struck by lightning if you sit near a tree etc. etc.) .

My only gripes with BotW would be that the weap** break too fast but on the other hand i understand why they did this and i also never ran out of weap** so they balanced it well here.

Weap** break way to easy, it only makes the issues with the UI more noticeable because you h**e to keep opening it to assign your next weapon or shield.

Hyrule is massive with lots of area to explore; however, there simply isn’t much in it. It seems very empty. And in the end it ends up making the story events too spread out which quick starts making it boring.
Shrines: Oh please no… No more, the first 3 shrines were okay, I totally expected real dunge** to show up after that figuring it was just the tutorial, but alas that isn’t the case. There are just more shrines, all of which share the same interior design of the other shrines.

In the end I didn’t really feel like this was a Zelda game, it felt more like they slapped Skyrim and Assassins Creed together and went for a very minimal story and worse climbin**echanics. The things the game did well are all done better by other games, and the things it did wrong it did horribly wrong.

It feels like i'm playing some crappy version of minecraft. It's all mindless busywork with pointless collectibles.

It just feels really boring, Like they tried to do Zelda 1 without understanding that the game worked because every screen was interesting and filled with stuff to do.

One of the most boring games I ever played.
The open world is everything the same, boring and without anything especial.

The FPS drops are massive. And I mean massive.

The world is super empty and there is literally nothing to do. The story is also a bi**ehhh, and the characters are recycled old Zelda characters.


The shrines are mini puzzles and become incredibly boring early with journeying between them even more so.

Its also annoying that the inventory is micro management he**y, item break often so your c**tantly swapping.

The climbin**echanic isn't fun. Its tedious and repetitive. The towers you h**e to climb are essentially less interesting versi** of the towers from far cry 4.

Zelda really ought to move faster, especially on his snowboard. It's too slow and boring.

bad graphics and textures frankly low resolution (I understand that this is nintendo, but now is a year 2017, not 2005)

It is insanity to me that people can play this game and give it a perfect 10/10 score when the most important element a video game should h**e is missing: FUN
Simply put, this game is not fun. It is beautiful, it is breathtaking, it is large. Beyond large. So large it is breathtaking. But it is not fun.

The world is massive and you want to be able to scale every mountain, which you are forced to do at an unbelievably slow pace. The world also is not fun to explore

A lot of the "content" they used to fill out the open world is low quality. Ie: pick up a rock to find a seed guy, DA NA NA NA! There are 900 seed guys. So sick of seed guys.

As that being said, there are really few enemies you fight against, most of them are just recolors, the AI of the enemies is non existent, sometimes they could kill themselves when fighting on a hills...



The Great Wall

The Great Wall,” a clunky, effects-riddled blockbuster in which a humorless Damon joins forces with major Chinese director Zhang Yimou for a project that suits neither of their talents. There’s little need for good performances or filmmaking when every scene has been calculated to serve the bottom line.
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2017-2-20 13:13

A bad movie by any culture’s standards, “The Great Wall” mostly goes to show that if the future of the business lies with Hollywood -China alliances, it doesn’t bode well for either side.

Did I mention there are m**ters? Huge, green, CGI lizard-aliens that lope across the landscape bearing fangs and claws? They’re called the Taoties, they look ridiculous, and the backstory doesn’t help their case: They crashed into Earth via a meteor ages ago, and an ancient emperor accidentally let them loose while mining for goods.
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2017-2-20 13:13

Unlike his ambitious “House of Flying Daggers,” which elegantly blended the Wuxia genre with a love story, “The Great Wall” just sags into CGI.

At times, “The Great Wall” doesn’t even feel like a movie so much as a series of he**ily processed effects and rushed conversati** … which set the stage for more effects.
2017-2-20 13:13

We’re familiar with films that are unapologetic commodities, but at least the last “Transformers” movie found more opportunities for self-awareness. It might be possible to appreciate the premise of “The Great Wall” — giant creatures coming out of the earth to remind us of greed’s destructive power — as a handy allegory for the rise of Trump,
but ultimately “The Great Wall” is too stupid to justify any close reading.

However, its stupidity doesn’t belong to cultural ignorance, which enshrouded its reputation in the months leading up to its release.
2017-2-20 13:13

“The Great Wall” is an equal-opportunity offender, the product of a questionable commercial alliance that could benefit from facing down a green alien greed lesson of its own.

2017-2-20 13:13



Ride to Hell Retribution

The actors cannot cobble together anything like tangible human emotion.

Outside of killing folks, there isn't much to do. There are a few hubs, and there's an open world that supports some degree of exploration, but Ride to Hell completely misses the point of h**ing an explorable landscape. For such an interesting setting, the game is populated with virtually nothing of interest. There's a shop where you can buy more weap**, and there are a few characters to talk to, but more guns means more awful combat, and more dialogue means more tragic storytelling and unbearable voice acting.

That people are being asked to spend time and money on this garbage shows a profound lack of respect for c**umers.

2017-2-6 18:20




Resident Evil 7

In place of blockbuster pandering, the game delivers intimate horror with a tightly focused scope and all the trappings you'd expect from a survival game。No superfluous skill trees or meaningless fetch quests, just the stomach-churning tension of guiding a relatively helpless character out of a waking nightmare.

You do gradually gather weap** as you progress, but you could never mistake this for an action game. Every time you start to feel powerful enough to kick some ass, the game finds a way to pull the rug out from under you.
2017-1-26 12:41

But RE7 clearly takes cues from modern horror games as well, most notably by opting for a first-person perspective.

the tense, oppressive atmosphere that persists from start to finish.
The results aren't always explicitly terrifying, but I was pretty damn stressed out for the duration.
2017-1-26 12:41

The experience starts to drag a bit by the end, though, as you end up performing similar tasks throughout the entire game.

But make no mistake: there are memorable moments, and when they hit, they hit hard.
2017-1-26 12:41

Thankfully, the narrative never devolves into trite "damsel in distress" cliches. In fact, the story's never really about Mia; it's about escaping a nightmare.

The same can said of the setting: every moldy floorboard, every oozing entrail, every flickering light feels unbearably real.
The textures, details, and sounds are, without exception, utterly gross in the best way, and impressively, RE7 relies far more on this atmosphere than cheap jump scares.
2017-1-26 12:41

RE7 also smartly uses each family member to different effect. The father Jack provides in-your-face terror and drives much of the game's early combat. The mother Marguerite demands a stealthier approach, which provides some of the tensest moments and arguably the game's best boss fight. And the son Lucas sets elaborate, Saw-like traps that'll keep you off balance and make you wary of things you once took for granted. These different approaches add welcome variety in a way that feels completely natural in the context of the world, enhancing your immersion while mixing up the gameplay.

the puzzles fit well within the world and don't impede the campaign's momentum.

RE7 keeps it simple, prioritizing tone over action.

you'll need to manage your limited inventory and carefully scour areas for essential items

By returning to horror, Resident Evil has once again become something special.
2017-1-26 12:41




The Walking Dead: The Telltale Series - A New Frontier Ep. 1: Ties That Bind Part One

2016-12-23 16:57

Episode one establishes a heady moral stew loaded with hard choices and heartbreak, and is one of the best additi** to the series since it began in 2012.
2016-12-23 16:57

A New Frontier diverges from its two preceding seas** rather dramatically at times, rolling the clock back to the initial zombie outbreak.
2016-12-23 16:57

Where the first two seas** of the walking dead were mostly about forming familial ties with strangers you meet along the way, here we’re dropped into the middle of a traditional family with preexisting issues......There's illicit yet unspoken romance, hatred between family members, and ghosts of past transgressi** lurking beneath the surface.
2016-12-23 16:57




Stardew Valley

On the surface, Stardew Valley is a game about farming, but there are more adventures awaiting curious players beyond cultivating a rich and bountiful garden. From mining and fishing to making friends and falling in love, Stardew Valley's Pelican Town is stuffed with rewarding opportunities.
2016-12-23 16:45

When your farm is healthy and your equipment set, Stardew Valley opens up and your routine expands: after you water your plants, feed your animals and tidy up in the morning, you get to head out in search of adventure and friendship.There’s a mine north of Pelican Town with a seemingly endless bounty of buried treasure, but also danger. Combat is simple--a plain swipe of a sword will brush back most common m**ters--but the dangers you face grow as you delve deeper into the mine, pushing your basic tactics to the limit.
2016-12-23 16:45

(fishing)but it gives you a chance to soak in your surroundings and experience the joys of catching a wide array of fish unique to specific seas** and locati**.

Stardew Valley c**tantly encourages you to explore, be it mining, foraging for fruit in the woods, or collecting seashells, and your curiosity is amply rewarded.Every hidden area you find, every train track you follow, leads to new sights and discoveries that add detail and color to the world around you.
2016-12-23 16:45

Outside of the community center, the rest of Pelican Town's inhabitants also need your help. In working together to achieve small goals, you grow to understand your neighbors' personalities and identify what makes them tick. Some are pursuing their hopes and dreams, while others fight day to day to overcome personal obstacles; others are quirky creatures of habit that round out the community's overall identity.
2016-12-23 16:45

Farming is simple yet satisfying
NPCs offer touching dialogue and compelling backstories
2016-12-23 16:45