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Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

author:Game channel for building blocks
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Favorability-triggered attempts

Because of the Octopath Traveler series, I think there are many students who have a high opinion of ACQUIRE Corp not only me, but also many students. Although it may not reach the level of "no matter what work is produced, buy and buy unconditionally" (?) Well, it takes a long time to develop a high level of brand loyalty before this kind of unconditional trust can be formed, but it's normal for them to pay attention to new works and be willing to try them.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

Since joining the wealthy Kadokawa Group as a wholly-owned subsidiary, they have also made a certain degree of adjustment in accordance with the overall strategy, and the most obvious manifestation of their abundant funds is to accelerate the speed of launching works, and they are more inclined to do various explorations to cultivate new IPs. At the beginning of March, they released the action roguelike game Ancient Weapon Holly, and at the end of March, they collaborated with IzanagiGames on Rain Soul - AMEDAMA - which I really liked, and I was very impressed with the strong traditional Japanese flavor.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

In May, it was the turn of "Fog Hidden War", and the combination of battle flags and cards had a certain degree of topic at the beginning of the announcement, and everyone was actually quite curious about how it was realized. One of the good things about ACQUIRE Corp is that their works will basically release demos in advance, so there is no problem of stepping on thunder (?). If you don't think it's suitable, just pass it and it's over. Then, in June, they arranged for Scars of Mars, a near-futuristic title where players took on the role of the commander of a Humanoid unit and rescued survivors from a research facility on Mars, all while battling all sorts of monsters along the way.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

Judging from the video released so far,The work is a bit like an improved and upgraded version of the traditional DRPG.,The exploration part is still the same flavor.,And the combat part is real-time operation on the 3X3 field.,It seems to have improved the slow-paced formula experience of you and me to a certain extent.,It's become tense and exciting.,Maybe it can attract a wave of new classmates.。

Slow and slower are stacked on top of each other

I'd like to describe the pace of the game as a "combination of slow and slower" - don't get me wrong, it's an objective description of what happens when SRPG and card play are combined, and it's not emotional.

Let's put aside the "whether this design is good or bad" first, because it's really hard to evaluate, and I thought it would be particularly procrastinating at first, in fact, the time behind the hand is really long, but I feel quite emotional when I play it, and it doesn't rule out that it's because I have a special preference for both types. However, what can be agreed is that such a combination is really novel, and it can completely stimulate the desire of players to try. From this point of view, the value of innovation is reflected.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

Specifically,We need to be like the usual SRPG,First select the characters and then set the position,And then divide the enemy and my turn to move、Attack and other operations,There is fog on the map,So we don't know how many enemies there are,It's very easy to suffer when you encounter a long-range enemy.,And if you want to get a treasure chest.,Or reach a facility that can adjust the card deck.,It's also going to take a lot of rounds to detour - you can adjust the visible range in the settings.,It's recommended or how comfortable how to come., Of course, if you are a student who has the courage to challenge yourself and likes to discover the unknown for yourself, then I didn't say it.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

And when fighting, you will enter another screen.,Whether it's our active attack or the enemy's provocation, it's the same.,It's nothing more than the difference between the first hand and the second hand.,Anyway, it's all located on both sides of the screen and slashing each other passionately.。 Card play comes into play at this time, in a few rounds - normal battles are usually 3 rounds, boss battles are 5 rounds, and long-range attack melee is 1 round, you need to flexibly judge the situation on the field, play attack, defense, add blood, buff and other different operations of the card. The enemy's attack power value or something will prompt this, which is quite intimate, so we can arrange the strategy in a targeted manner to minimize the battle damage.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

It's really strategic

The target user group of "Fog Hidden War" is the kind of very heavy strategy game lovers.,Although the first appearance may not be too good.,But if you can have a deep experience of the upper airwaves, it's pretty good.,The strategy of each link is quite right.,Well, I personally belong to this situation - first of all, the route selection of the SRPG part is a very important thing.,Because the levels in this work are basically based on the elimination of the boss as a victory condition.,But the BOSS position is often not quite sure where it is at first sight., So sometimes, once you choose the wrong direction to go, it means that you are in a bitter battle, and you are ambushed by some unreasonable archers, which often means attrition, which is really uncomfortable.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

My personal approach is to change my thinking and break down each level into many short and fast card games, which can be solved in an average of 30 seconds to 1 minute, and the feeling is different all of a sudden. Well, it's still quite boring for me to play cards, and I don't have any problems playing for 5 or 6 hours in a row. It is worth mentioning that the combat of this game also introduces the mutual restraint between the classes, which is the so-called "weakness attack" will not only cause higher damage, but also accumulate the blue progress bar above the enemy character's head, and when the progress bar is full, it will enter a state of inaction.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

Obviously, this design has a big impact on the playing strategy, and the simplest is that we can do a reckless all-out attack in one turn - usually we have 3 action points, and most cards cost 1 action point, which means we can only act three times a turn, and of course there are cards that increase action points and cards that cost more action points. And ordinary enemies often can't act after three weak point attacks.,BOSS is usually five.,So the strength of a single enemy is not very high.,As long as you use the right person to attack.,Especially when we righteously beat the BOSS.,It's quite refreshing to say a fight.。

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

A shared library at compromise

The biggest design failure of this game is in the shared library.,Although I can understand that it's a very troublesome thing to design a set of cards for each unit.,It's not easy to arrange whether it's a new card or a redundant card in the future.,Not to mention that the amount of money needed for such a whole is outrageous.,Strategy games are not a popular type.,It's impossible to support this design from an economic point of view.。 But then again, a set of decks for everyone is by no means a good solution, which leads to serious homogeneity between units, and the distinction can only be reflected in the long and short range without talking about restraint, which is really unremarkable.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

And even the arrangement of long and short range is a bit of a failure, the advantage of long-range for melee combat is too great, and it's okay to say that it's even completely unbalanced - it's really cool to shoot the enemy with a long range, but the corresponding frustration of being shot by AI is really bursting, and there is no countermeasure at all Okay, you can only hard-top and then move to the enemy's side to enter the battle, and the key enemy long-range is not as brittle as ours (?). If you can't die in a round of playing cards, you will be shot again by its distance, which is really going crazy. And the miscellaneous configuration of some levels is also very unreasonable, forcing players to adopt a decapitation strategy, in which case the existence of the fog is even worse.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

This also leads to the importance of the configuration environment in front of each level has been raised a lot, and the first time I see the level, the player has to make trial and error, and the slightest mistake will not be able to pass the level at one time, and this process naturally produces a lot of negative feedback. For those students who don't have a firm will, the experience is invisibly inclined to the "persuasion" level, and even if I'm a person who has been mentally prepared before, sometimes I can't play anymore, so it's necessary to choose to stop and sort out my mood in this case. Well, I want to challenge myself the next day, and this is probably the legendary "pain and happiness".

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

The pros and cons are obviously very picky

There are some deficiencies in the detail design of this work,It has also led to the experience being affected-the guidance is not perfect, although it looks like nothing, but after encountering it, it's still quite terrible.,For example, forgive me for rolling the keyboard with a dull face and didn't find the option to reopen it.,A lot of hopeless battles were fought hard for a while at the beginning.,Later, I lost patience when I had more times.,Direct ALT+F4 out of sight and out of mind.。 And it's not particularly cumbersome to turn off the game and open it again, but many times there is really no desire to open it again. This could have been avoided entirely, and it was not impossible to even stimulate the player's desire to challenge, but now it can only be said that it is a pity.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

Another example is the experience point system, which has to be reconsidered, which is currently equivalent to greatly weakening the SRPG's cultivation gameplay for characters, and it is not possible to cultivate a certain character in a fixed manner, only talents and equipment can barely play a role is really abstract. This means that each battle doesn't mean much, and in the end, it's only the deck that grows, and the feedback from the deck is actually very insignificant, especially when the deck gets thicker and thicker, and even becomes negative. When you're ready to attack, you'll have defensive cards and health cards in your hand, and the card holders will want to die. The drawbacks of sharing the library will be fully magnified at this time, well, my personal suggestion is to add and delete cards reasonably, attack cards and defense cards and recovery cards to control the appearance of 2:1:1, and it is also important to take some check cards appropriately.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

Overall,There are still a lot of debatable or optimized places in this game.,But the bold attempt to combine SRPG and cards is still worth affirming.,It's really unique in terms of experience.,The key depends on whether you can accept this setting.,And don't come up with too high expectations.。 The road to cultivating new IPs is always full of thorns, and I hope that ACQUIRE Corp will not stop at this, and with Kadokawa's financial support, there is still a lot of room for trial and error. As long as you continue to accumulate experience and continue to grow, you will one day be able to create works that will amaze everyone.

Can the eye-catching female leader with strangled thighs inspire the player's desire to challenge?

Overall rating: 7/10

Recommended for: Card lovers