
A powerful ancient evil has arisen, and the war to save humanity has begun! As an elite agent in the monster-hunting Prodigium organization, you must use a variety of weapons, upgrades, and mysterious artifacts to defend mankind against the supernatural hordes of Princess Ahmanet.
Modeled estimate, not a reported figure. How we estimate →
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Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 930reviews | 75% | — | $392.1K |
| $19.99 | 793ratings | 87% | — | not modelled | |
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Прикольный метройд. Разработанный по мотивам провального блокбастера с бегающим Томом Крузом, только без Тома Круза в самой игре. Мы в лице безымянного оперативника должны дать отпор восставшей из мира мёртвых мумии по имени Аманет, которую в фильме сыграла восточная красавица София Бутелла. Игра по меркам поджанра довольно короткая, можно пробежать часов за шесть, открыв большую часть секретов. Лабиринтообразные уровни не слишком запутанные и большие, точек сохранения раскидано достаточно, чтобы заново не пробегать огромные куски локаций, если погибли. Есть нюанс, точки сохранения не восстанавливают здоровье и боеприпасы. Биомов много: дадут и по лесам прогуляться, и в лаборатории заглянуть, и по канализации прошвырнуться, ну, и куда без древних заброшенных храмов. Видов противников тоже немало. Самые бесящие, доводящие до белого каления - это летающие твари. Вороны и летучие мыши на локациях будут постоянно вас сталкивать с обрывов. В отличии от всех остальных эти противники постоянно возрождаются даже тогда, когда мы остаёмся на локации и не перемещаемся. В лабораториях есть ещё одни дико раздражающие твари, выскакивающая из колб, без огнемёта лучше туда не соваться. Арсенал небольшой, поначалу будете пользоваться дефолтным автоматом и штурмовой винтовкой, пока не получите гарпун и ракетницу. А ближе к концу можно найти ультимативное оружие, ломающее баланс игры и сильно упрощающее зачистку уровней от противников. Гранаты почти не трогал, нет большой необходимости, взрывал только преграды и задницы боссов. Картой мне лично пользоваться было не комфортно. Она очень схематичная, за основу взята структура из восьмибитной эпохи. Сами биомы раскрашены в разные цвета, но метки ставить нельзя, также нельзя менять масштаб. На деке карта выглядит очень мелкой до рези в глазах, её приходилось увеличивать через функцию Steam + LB. Главная музыкальная тема в меню и на титрах - отвал башки. Остальная музыка тоже хороша и классно работает на атмосферу, жаль, что в самом магазине нельзя купить музыкальный альбом, а он существует и доступен в Apple Music и Spotify. И в зелёном магазине для нас. Можно смело приобщиться. От разработчиков игрового сериала про похождения джинна Шантэй другого ждать и не приходится, ребята давно себя положительно зарекомендовали.
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Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Portugal, Russian, Simplified Chinese, Traditional Chinese
| $19.99 |
| 363ratings |
| 86% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
"The Mummy Demastered" é uma aula de como transformar uma licença de filme em um jogo excepcional, superando em muito o material de origem. O foco aqui é puramente no gênero "Metroidvania" com uma pitada forte de "Run and Gun", ao contrário de outros jogos licenciados que tentam apenas seguir o roteiro do cinema. Apesar de ser baseado no filme de 2017, creio que os apreciadores de clássicos como Metroid e Castlevania (e até do estilo de Contra) irão apreciar a precisão técnica e a pixel art fenomenal da WayForward. Eu disse que este jogo é focado no estilo Metroidvania, mas é claro que há uma estratégia tática envolvida na exploração e no combate. No papel de um agente da Prodigium, você não é um herói invencível; você é um soldado de elite. O jogador precisa decidir constantemente qual arma usar para cada tipo de ameaça e como navegar pelo mapa interconectado. O diferencial aqui é que, ao contrário de outros jogos do gênero, quando você morre, seu personagem se torna um zumbi que mantém todo o seu equipamento. Para recuperar seus itens, você precisa enfrentar sua "versão anterior" com um novo recruta. Então não são apenas decisões de curto prazo sobre pular ou atirar, mas uma gestão de risco sobre onde e como você morre, o que quem jogar vai sentir que adiciona uma camada de tensão única. A batalha é bastante intensa e, na minha opinião, um dos pontos mais fortes: o sistema de tiro é preciso e as batalhas contra os chefes são monumentais. É mostrado o progresso das suas habilidades conforme você encontra novos upgrades, como granadas de oxigênio ou habilidades de escalada; quando você enfrenta as hordas de monstros da Princesa Ahmanet, a fluidez do combate se destaca. Houve situações em que precisei recuar estrategicamente para buscar mais munição ou vida, o que em um jogo com um nível de desafio honesto como este, é essencial para a sobrevivência a longo prazo. Ainda sobre a progressão, aqui há um conceito muito importante, que é o moral do jogador frente à derrota. Como o sistema de morte é punitivo (você perde seus upgrades até derrotar seu "eu" zumbificado), cada vida conta. Por exemplo: se você morre em um lugar de difícil acesso, a missão de recuperação se torna um puzzle tático por si só. O moral aumenta ao conseguir recuperar suas armas favoritas após um encontro desastroso. Se você não for cauteloso e agir com imprudência, acabará criando um exército de agentes mortos-vivos que impedem o seu próprio avanço — e isso faz parte da mecânica genial do jogo, que te força a ser mais tático e menos afobado. Para finalizar, outra coisa que eu gostei: a trilha sonora em chiptune/synthwave. Na exploração das tumbas e florestas, não fique apenas focado no mapa; ouça a música, que cria uma atmosfera de filme de ação dos anos 80 fenomenal. Você não precisará apenas de reflexos rápidos, mas antes é preciso observar os padrões dos inimigos e escolher o caminho com inteligência. Enfim, recomendo.
The death mechanic for this game is really lame. It's neat the first time I guess in concept as your have to fight the fallen body of the former soldier who you were playing prior to dying, but you come back as a much weakened version of your former self and have to make it back to your body and even then it doesn't completely refill your ammo so you'll have to go back and farm to get back to max for the boss encounter you just died on. Then you also get to rewatch all those wonderful cutscenes. All in all super tedious for no real gain to the player. I also have to say for a game that predominantly involves a significant amount of platforming that every enemy attack involves too much knock-back. I had to backtrack several times to get back to where I was because a poorly timed enemy spawn knocked me off the final platform of a relatively long sequence of jump platforms. Not really terrible but again really adds to the tedium of the game. All in all one of the more mediocre metroidvania's I've played recently, which is really too bad because the aesthetic and story were pretty interesting.
2017年承载着环球影业“黑暗宇宙”梦想的《新木乃伊》上映了,作为仿照复仇者联盟系列的怪物宇宙手法作品,环球影业为这部电影投入了海量的资源,专门聘请了汤姆克鲁斯作为主演,在环球高管的眼中,躺着赚钱的日子马上就要到来了,而这款游戏则是这宣发系列的一个小小插曲,可以想象假如《新木乃伊》取得了不俗的票房的话,我们接下来可能会迎来《新隐形人》、《科学怪人的新娘》等同名衍生作品,谢天谢地,《新木乃伊》彻底失败了,没有给制作组继续恶心玩家的机会。 正如下面的一个评论说的那样,本作与其说是一款银河恶魔城不如说是一款跑酷游戏,之所以要这么定义,是因为本作是一款机遇三十年前开发风格制作的奇葩,不同于新时代的很多复古游戏,本作是名副其实的“古游戏”,就其制作理念来说简直就是游戏行业被挖出来的“木乃伊”。 你能想象一款2017年的游戏,竟然有无限刷怪机制,自从游戏行业脱离了八位机之后,类似的设计基本只出现游戏bug里,你一直在刷怪,这就让玩家几乎没有攻击小怪的欲望——反正打死了还会复活,更雪上加霜的事,这游戏还有典中典的受击后退机制,就是那种在fc时代《恶魔城》、《忍者龙剑传》等作品中让人诟病的恶心机制,可以想象这两种机制的组合会让玩家的游戏过程充满何等的痛苦。 仿佛制作组也觉得这么复古不太合适,一定要让玩家感受到这是一款2017年的作品,而不是1987年的作品,那么在2017年什么样的风格最火呢? 魂系! 本作就将这一点借鉴过来了,本作有个极为逆天的设定,玩家死后你的尸体会变成一个有着你所有装备的丧失特工,当然一般来说这种设定也不是特别离谱,但问题是丧尸特工拿着你的装备,你复活之后是没有这些装备的,想要拿回装备必须干翻丧尸特工,然后你就会发现一个极为恶心的点。 我死了,我为什么死呢?因为这个地方难度过大,我复活了为了能继续推图,我必须再去那里一趟,然后用白板装备挑战那些我拿着各类武器都没有战胜的敌人外加一个装备齐全的丧尸特工。 我请问了,我装备齐全都拿不下不来,我靠着白板装备怎么打? 这就导致游戏一个操作不慎就很容易死档,可能是嫌这样还不够恶心一样,这游戏的装备是不管你带什么,只要你死了你不去跑尸就没有了,而游戏后期的怪物不靠各种强力武器根本清除不了,一根筋变成两头堵了。 所以这游戏的正确玩法其实是不要死——一切为了活着,活着就是一切。 假如你真的要死了,那也很简单,在快死之前马上退出游戏,在进入游戏就能加载进上一个保存点,当一款游戏逼着玩家用这种近乎作弊的机制的时候,游戏本身实际上的失误就暴露无遗了。 但我后来也理解了开发组,我甚至战胜了自己共情了开发组,为什么呢? 因为这款游戏流程太短了,假如不用这种恶心人的机制,一个银河恶魔城的老手甚至能在三个小时内通关,你能想象这游戏的整张地图还没有某些经典作品的一个区域大?游戏的boss战更是乏善可陈,基本就是你能想象到这类游戏的模板化boss,最终boss更是简单到我抠脚指头,哪怕有个近乎滑稽可笑的二阶段也是如此,我怀疑这方面可能是受到电影的影响,毕竟游戏是为了补充电影设定的,要是安玛奈特公主一伸手就毁天灭地了,电影那边不好交代,但不管怎么为制作组找补,愚蠢平庸的boss设计和急功近利的地图设计都是事实。 当一款游戏所有恶心人的机制都是为了让玩家慢一点通关时,游戏本身就成为了一种电子刑具,可以说除了制作组之外没有人觉得这样很棒,游戏制作组可能还觉得自己很天才,他们成功考古出古早游戏延长游戏时长的法宝,并且施施然的加入了现代的设计,让这么一坨玩意又臭又硬又老又新。 说到这里,我还是不得不感慨一句,感谢《新木乃伊》电影的失败,这个系列终于不用再祸害游戏市场了,就让黑暗里的怪物回归黑暗吧。 死人就该好好躺在棺材里。
If your favorite part of the original NES Castlevania were the mid-air collisions with the Medusa heads, then this is the ultimate experience for you. In all seriousness, this could have been a great little Metroidvania with cool pixel art, but the devs put way too much emphasis on platforming where the biggest challenge is your own frustration management. You keep getting knocked all the way to the floor (as there's no mid-air recovery) by repetitive trash mobs as you try to ascent [i]yet another[/i] vertically scaling room. It doesn't help that the jumping itself doesn't feel as responsive as it should although later upgrades to your character slightly improve this. Overall it's just good art wasted on a mostly mediocre Metroidvania that's frequently dragged down way below par by testing your patience more than your skill.
Отличная игра! Очень похожа на Super Metroid (SNES). Приятная графика, хорошая музыка, интересно исследовать мир, крутые боссы и при этом несложная. Однозначно рекомендую к покупке!
Definitely reminds me of all the old metroidvanias that I played growing up.
Great metroidvania game, that does not have too much back tracking
Great MV. At 1st it seem mid but after 2nd biome,bosses,hidden items. The charm of it came together. I came into it for the achievements since ppl struggled w last 3.
It's hard to recommend this title as it does things a typical metroidvania doesn't. Wayforward usually makes great games but they seem to cash in on The Mummy franchise but made little to no story to it. As you play a non-nameless solider in the game. Control, sound, and music are all spot on. The retro vibes are there. You can even fling grenades upwards! Two things really hurt this game: No healing stations at save points. You have to grind your health to full. The game took me roughly 6 hours to complete (it honestly felt longer), but with grinding for health - that ate alone 45 minutes of game time. The death mechantic could be a deal breaker for some, as when you die, similar to hollow knight, you gotta go kill your husk to get certain things that. But in this? You have to get EVERYTHING back and your clone has goodies too. Some platforms and enemies that have the zoomies can frustrate some players as well. Overall though, the game isn't that hard and bosses were not super tough as your character overall getting killed is unlikely, even if you're bad at platformers or this genre. Even the escape sequence made no sense - and field of visions is bad and no timer when trying to escape. Still medicore game and doesn't feel like The Mummy in any shape or form. Get it on sale if you can but there are better metroidvanias out there. 4 / 10
Players by region
Where this game's players are, estimated from review languages.
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