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Tower of Sovereign Traveling 2 недели назад


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Tower of Sovereign Traveling

Verdict: 1/10 (PTSD Torture Camp Material) Okay, this is literally the definition of misery. I can't give any defenses for this thing, it is an outright abomination and complete torture to play. I blame half my falls in this thing on just how burned out I was trying to endure this. Let's start with the music. It isn't Mario. Instead it is some of the most awful music I have heard. Seriously, the music in this thing is torture to endure. Never use nelward again. Never use Splatoon again. I feel the music alone was giving me a case of PTSD, every floor amounted to me hoping the music would be better and instead tortured. The gameplay isn't better. There is a lot of focus here on netted stuff. We got netted beatblocks sections, netted pushbox stuff, a netted floor 9 and 10, and so forth. It isn't totally netted and you can definitely fall to floor 1, but usually you will be focusing on doing pushbox stuff or something similar. The gameplay that isn't netted is pretty jank and terrible. We have a series of platforms that you must jump up when you hit a button. It is timed, yet there is no timer telling you it is timed, instead it is all based on the timing of a neon strip you are likely to assume is just decoration due to all the excessive decoration in the tower. There is a transition at the top to a slow moving spinning platform. This means you must rush up a platform and then hope the slow moving platform on the next floor is in a position where you can get onto it because you have no clue when the time will run out. Just really horrible design. We got terrible decoration choices here. A good example of this is the green floor, where we get can-collide false platforms and are instead expected to go on a neon elevator. I should note the floor involves a lot of mandatory elevator stuff after a sign literally says to "watch out for individual neon parts". I can't even comprehend what the sign is trying to warn me about. Why do we have areas below one of the windows in the section you can't jump on that is clearly open to look like it is an area you can drop to? Why is the floor 10 winpad area on a pillar with neon that looks clearly like an elevator? Why do we have several points in the course of an hour where I randomly clip through something and am saved by a net? On a little less offensive note, blue floor has a bunch of crates that are can-collide false. You need to climb up one of the crates to reach the beat blocks. It isn't hard to figure out and is relatively obvious, but the inconsistency in such a small area is just a case of really poor design. Don't use the same decorations and have different rules for them. There is an optional hunt for the SD cards. It isn't worth it at all, you just get some weird random pictures. Really sad reward, you don't even get a meme room or anything, just barebones pictures. I don't think I can think of a tower that has such an anticlimatic key hunt as this one has; almost any other tower has at least some sort of room as a reward or something. There is even an additional SD card area near the end of floor 10. I have no idea where this one is located. I couldn't find anything showing that a card even exists. If there is no card for this end area, that makes it all the worse, especially as I tortured myself for an additional 20 minutes looking for the card. The video would have been 1/3 shorter if not for that card hunt resulting in me falling back to the beginning of the floor and resulting in me hunting throughout the floor. Pink floor has shovers after a conveyor section. Just really weird to have a transition without a breather, especially since it can be hard to tell they are shovers until they move. That is one of the problems with client objects in JTOH towers, you don't know they can move until they do half the time, meaning stuff that stays stationary for a moment can be highly misleading. Most of the gameplay I haven't mentioned involves a lot of clunky and annoying stuff. Like floor 10 has a lot of platforms with awkward wraps involved. It is a viable style of gameplay and offers its own challenge, but definitely isn't something I would consider fun. And since it is netted in every case, I can't even give much credit to it being a challenge. In addition to what I mentioned, we got stuff like the pusher at the start of the pink floor and the pushbox on floor 1 after the return that are just horribly awkward to use. There is no challenge to them, it just is pure tedium and fighting with getting them to do what they need to do. Why do we even get the redder platforms on floor 9? Nothing makes sense. Everything here is just clunky in the sense that it takes time to do and is tedious to work with, yet is also netted and forgiven so there is no sense of challenge. Meanwhile we are assaulted with the worst music choices known to man. This is a abomination and I had to cut my rant in half. This tower was bad enough to warrant that much.

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