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Lipucd の最近のレビュー

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総プレイ時間:756.4時間 (レビュー投稿時点:115.3時間)
Released in 2020, Megaman X DiVE is everything you'd expect from the words 'Megaman' attached with "Mobile game". Tons of systems that obtusely connect with one another for your "Battle Power", an endless need to keep rolling so you can 'pity' the few good units you want, and then rolling yet more for 'patches' needed to even make them worthwhile in the first place. Stages and challenges that are less directly about platforming and vastly more about "Kill everything on the screen ASAP". It's not to say there's not -some- merit of fun here, and the game does do a lot of 'Aha' callbacks towards the series it's referencing as well, but overall the experience is at the end of the day still a 'mobile game'.

The biggest issue really comes down towards the unit/weapon 'rank up' system, and the 'patches' that are fuel for such. Without rolling or limited timed events these come at a snails pace and so much of a unit is locked behind unlocking their passives that till they're at least 4 stars they're a very hallow shell of what they -could- be. The sheer amount of patches though needed to even get 1 unit up towards this level is massive, and you really only get more by rolling and getting dupes of units you already own. And then the 'pity' system in turn, given the game never does it's 'S' rank units higher then -2%- even for events, you're more or less forced to roll -250- times on any limited time banner to just get a -single- unit that you'd want, while everything else is just patches, and the worse bit is that even with 250 'duds', you chances are only have enough patches to upgrade a single unit -halfway- needed to max them out, not even including later added systems like DNA that -also- use these patches to unlock yet more passive skills *at random*.

But if you can bare with the clear mobile money pulling systems, this is about the 'newest lease on life' for the Megaman series, and a lot of characters have gotten 3D models they otherwise would never have. Stages as well at least can be 'fun', in a 'not really thinking about it' kinda way. Overall though even if I've got a lot of hours into this, I can't vote -others- putting so much into it at this rate. So much progress almost evolves around rolls that you end up weeks just hands under butt doing dailies and waiting for enough EM to ensure you can pity.
投稿日 2022年2月25日.
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総プレイ時間:123.1時間 (レビュー投稿時点:22.6時間)
If you're reading this, you're chances are on my friends list, and already know that I'm a -HUGE- freaking fan of this series of SRPG's involving a large mixture of Mech based anime across the years. 30th is no different, beyond the fact that it's the west, and in turn GLOBAL, first real game (Legally w/o import) obtainable in nearly -15- years since the GBA "Original Generation" games back in 2006. As such it's already kinda big news, but this also marks the 30th anniversary of the series as a whole, and while I can't say it does a lot directly for that notion, it's still a landmark title for the series regardless.

Now for the game itself, I'd say as far as the SRW's go in general, this for sure isn't -the best-, or really a -Great- title overall, but I can also say it's also rather unique, and does alter and change many things in general for the better. From the start the entire structure of advancing was given a total rework, that instead of 'routes' where you'd be set down a select path of stages, with choices for branching paths (that always reconnect after so long), this game just goes "Pick a starting point, and after 2 stages do the rest of the game in -whatever- order you want". Always kinda upset that your fav series doesn't show up till you've already geared up what will become your leads? Now you can just choose to bum rush their starting stage and go from there. This also shows a lot of courage as up till now the storylines have taken great lengths to ensure character interactions would happen, and while these are still many and plenty, they're also a lot more free form given there might be cases some units aren't around at all yet. Another factor being upgrades in general are now multi-leveled, and as such a lot easier to keep -everyone- somewhat useful overall, even if bench warming eventually becomes a thing via sheer cast size and limit on deployments. The next is at last a difficulty selection, as in previous games the difficulty would dynamically scale with you...and this more or less leading towards "All the units = your highest level unit". With now many fights pre-set, and difficulty being able to changed by the player as needed, it overall makes for a vastly more enjoyable experience to either make it harder for a challenge, or tone it down if it ever becomes too much of a roadblock. The last is chances are the introduction of 'grinding stages', with those labeled [Frontal] more or less able to be replayed for EXP/Kills in getting Aces easier along with levels in case you feel like you're lagging behind.

As for the other factors....As I said, I can't call this a 'Great' title of the series, and sadly that comes towards the animations. These aren't by any measure -TERRIBLE-, but the VXT series of game have overall been rather -lackluster- compared towards previous titles like the Z or Alpha Series that came before. It's hard to point fingers as to where to blame, but what I can say is that there was at least measures and steps here clearly trying to 'improve' things. One BIG thing is at last the wonderful return of Dynamic KO's, where if the attack lands a killing blow it has alternative animation from it's normal form. Not -EVERY- attack gets this, and indeed for quite a few of them if you're not already verse with the attacks already, you might miss it on it's first few viewings, but I can say having them in really does give an extra spice the series was missing for a bit. Along with that is the music, where w/o the DLC a lot of the 'cover' takes honestly just....don't quite -work- this time around. It would be best to either spring the extra $30 for such, oooor just add your own custom songs and spend the time replacing units music with those instead. I feel the last take here is the HUD and menus, that overall can be a touch too flashy for their own good, and not always giving the player the info they -need- either. You can only check what pilot skills do in the pilot menu, not in the skill menu. You also don't get a global overview of all of your Base bonuses, instead needing to check each one directly as you unlock them. There's also a few quirks with the pre-battle menu, including that animations on/off is no longer a button like attack and support, but instead a tiny prompt at the bottom left...These do more to make the first few hours more tedious then anything, but that tedious I know can grind some peoples gears, and some of these changes towards menus does feel just -off-.

Overall though, while I think this could be -better-, I don't find it a bad entry by any measure, honestly better then the showing X and T had a few years back. The unit list does leave some things to be desired, but I honestly grew to love stuff like SSSS.Gridman and the treatment for J-Decker has been pretty stellar to boot. I would say for those who are looking at this unsure of the anime here, and might be -utterly- confused by all of the terms the first 2 missions start tossing at you, I'd say 'stick with it', as half the fun with SRW is getting introduced to all of these great IP's you've never heard of or had a chance to look into and getting some fun interactions with them, along with normally a small rundown of their series plots played out within these combined stories. I'd also just say as a SRPG in general, if you dig things like Fire Emblem, Final Fantasy Tactics, or Front Mission, there's a lot to dig here for sure.
投稿日 2021年10月29日. 最終更新日 2021年11月25日
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7 人がこのレビューが参考になったと投票しました
総プレイ時間:8.3時間
早期アクセスレビュー
So I wanted to give this game a fair shake, see what was up with it given it ended up in my list, and I saw a few people talking about "Big bouncing boob customization Action game". Yet I can tell you outright, there's nothing here to really 'customize', beyond a painfully dull 'gameplay loop', vastly worse combat, and seeing outfits asking for $10 and more from you to slap onto your barbie avatar. The fact that the (as of writing) patch list has to include things like "Bank and Inventory space for non-paying users" should say it all on what this games REAL goal here is.

Long and short, it's a skinner box to offer you the option to play dress up with a 3D body, with combat boiling down towards "Attack it at range with Spells/Guns as melee is both weak and also far too risky". The biggest issue is just being able to even spot when you get -hit-. There's a FAINT flash, and at times your doll will make a sound, but otherwise there's no animation, no number when -you- get hit, nor is the 'animations' of foes melee attacks half the time even -readable- from them just -moving-. A few foes are at least better animated in this regard, the foes who are utterly large with vastly more HP then you can dish out quickly, along with damage who can even 2-3 shot the 'melee focused' starting classes with a full set of gear. Even if you get past this though, then comes loot itself, and how that works with -everything else-.

By the time you finish the first 4 chapters, you'll quickly run into the problem of crafting your 'skills' up to be stronger base damage, as while you -could- just pay for them outright, this eats your PAINFULLY SLOWLY EARNED gold and shards far too quickly to be desirable, so crafting is the way to do it. Yet couple drops from every random foe, and boxes galore as possible -uses- for this system, along with a VERY LIMITED HOLDING SPACE, and you run into many problems of the game going "Your Inventory is FULL". Of course you could solve this...with $30 spent on the game to unlock said slots....and if I haven't made note of it yet, this game even goes so far to pressure you to buy it's currency by endlessly presenting a notice of your Crystals being low. Along with menu's galore always happy to show you towards the cash shop, and it all becomes painfully obvious this game's after your wallet. But when getting tiny % upgrades towards your HP, ATK, and DEF easily take a minute to watch a VERY dull animation play out, and the game tries to 'reward' you by keeping it on via a very tacked on fishing game, along with a passive global system, this isn't a 'game' as it is a 'make money by false engagement' skinner box.

So yes, unless you've got HOURS and HOURS to burn, and even then a TON of money to drop down for the 'fun' and 'how it should have been at the start' for a sudo online single player game, by all means give it a go. But otherwise I'm going to suggest people go elsewhere for -that- kind of content.
投稿日 2021年3月11日.
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総プレイ時間:0.0時間
If you're picking up this game, you REALLY should be getting this as well as HEY's music is such a unique styling you're not really going to get anywhere else and is a big factor for the charm of their games. 100% worth the price of admission with full 44100Hz sampled music.
投稿日 2021年1月2日.
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1人がこのレビューが面白いと投票しました
総プレイ時間:17.4時間 (レビュー投稿時点:7.9時間)
While there's some factors about this that leaves me wanting more, SoR4 is a pretty wonderful callback for the series, and was a very fun package from start to finish.
投稿日 2020年11月26日.
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総プレイ時間:5.1時間 (レビュー投稿時点:3.6時間)
Remember:
You can bounce off of Green up towards 3 times without taking damage.
Orange on the other hand always hurts.

May you attain enlightenment.
投稿日 2019年10月6日.
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総プレイ時間:14.5時間 (レビュー投稿時点:5.9時間)
From the developers that gave us the cult classic of Street Fighter EX 1-3, Fighting Layer, and Super Dragon Ball Z, ARIKA comes back in full with their original cast of fighters in Fighting EX Layer. What was shown off last year (2017) as a pipe dream April fools gag, they heard the cry's of fans to make a return towards fighting games, and pushed their currently feeble funding towards it's limit to get this out for the PS4, and then squeeze out a few more characters AND the PC port you see today. This entire project is a love letter towards the fans who wanted to see one of the underdog devs come back doing Fighting games 'revival' and remind people what made them so great, and while this doesn't have their normal systems most know them for, it still offers a fast snappy experience I can easily say other fighters are just...LACKING nowadays that makes it feel oldschool in the best of ways.

To start things off, the game does take from modern inspiration (SFxT comes to mind) with how it's 'chains' and 'Gougi' work, with Chains letting to go from Light -> Hard -> Special Action -> Super if you so choose, while Gougi borrows elements from the Gem system (Different power ups that activate when selective conditions are meet) yet more balanced as decks are all preset and made, disallowing a player to mix and match, and many of the 'better' ones having massive requirement investment making them only really trigger doing the final round of a 5 match set if purely focused on! Adding onto this is an interesting dashing momentum element for combo's, where unless you where in a dash before you attacked, you might find yourself pushed too far to connect the rest of your hits, pushing for a more focused ground spacing game for damage options.

If there's anything to note, it's that animations at first will feel rather fast, almost too fast. It's not till you play and get a feel of everything does it all kinda fall into place as the game flows at a very 'snappy' pace with everything just snapping and clicking together in a great way. Otherwise it's a marvel to see this company back in action, with these character's many though where all but lost towards time. With possible cast like Arena, and Terry Bogart from KoF coming soon, I can only hope this game lasts long enough to see it really gain it's spot in most fighting players library.
投稿日 2018年12月2日. 最終更新日 2018年12月2日
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総プレイ時間:0.0時間
A reminder that colors 3-4 are the 'gold and silver', so unless you want to be stuck with just 2 colors, this one is a recommended buy to spice up your options! Also unlike said silver and gold packs (that are per charater) this is for everyone (at least current, this might cover future cast, as it does cover Pullam who does not have a silver/gold option)
投稿日 2018年12月2日.
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総プレイ時間:8.0時間 (レビュー投稿時点:3.6時間)
This game's going to be a 'Love It or Hate It' kind of deal, as at the end of the day, Lethal league Blaze is first and formost a 'fighting game' with unconventional gameplay. The game is more or less done by attacking a ball with the end goal to have it impact your opponet and KO them as a result. There is only the single ball, and all players fight for control over who the ball 'acts' for while it's bouncing around at rapid speeds threating to KO anyone unlucky to get smacked by it. In many ways it's been toned down in crazyness from the orignal Lethal League by a few mecanics added:

-The players now all have health (Though this can be disabled), this means at 10 speed you'll not get wiped out of the ball if you mistimed your attack on it. Though with enough speed (or taking enough little smacks) you can still be KO'ed regardless, and health does NOT recover, meaving every little tap does build up towards an eventural KO over time.

-The ball itself has elements added to keep the first few vollys 'slow' and to disable any one player from 'speed boosting' the ball out of the other players control from the start. This in and of itself encourages more of a 'back and forth' playing style from both people to ramp the ball speed up towards lethal, instead of one person hogging the ball in a corner till they are ready to 'let it rip'.

These changes alone really makes the game feel a lot more 'fair' and 'direct' in earnest, as many of the all too popular cheese elements from previous games to abuse on lesser skilled players can't be done anymore, but it still enrouages, and rewards players who clearly have the skill and put the time and effort into learning the deeper elements of ball trajactory, bunting, grabbing, and the like. Overall i enjoy this game for what it is, and it's great to boot up with friends in turn, but do jump into this with a very 'Fighting Game' mentality, or end up finding yourself quickly dissapointed...
投稿日 2018年11月13日.
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総プレイ時間:81.1時間 (レビュー投稿時点:48.5時間)
This...is a weird game for me to slap a 'Recommend' onto honestly, as by all means it's not one I honestly would by any accounting.

As a game, it's what you 'expect' from MapleStory, that is to say: Stack gear/core stats, mash the same 2-3 attacks on everything, ether you nuke them or they nuke you. 'Stratergy' and 'Class Synergy' are both non-ideas here. Beyond the attacks that directly target the ground, or have massive wind up, you're going to get hit, even if you abuse your dash. You almost never fight anything 1v1 ether, so you're going to be using your AoE's in massive effect. So 'gameplay' wise, it's not doing anything to change how the previous game presented and did things. It's at least fun 'enough' to just screw around with, but honestly it leaves me wanting more.

What really caught my eye, and has kept me playing past the first 5 hours though, was the customizing. It's not just say the house you get for your own massive custom space to set up much like how any of the maps are built using the same toolset. It goes also with clothing, and clothing of all parts. Masks, hats, even weapons can be more or less retextured using base models, and this really gives you a lot of self creation that most other MMO's of this nature just doesn't have. Though in turn a player needs to remember that it's not a 'free' experance in this manner, so do note that if not careful, you might quickly find yourself $20 lacking because you just spent a ton on custom gear. Though there is one boon, you can acually -sell- your custom made stuff on a easly searchable marketplace, and if anyone buys your stuff, you'll see 70% of the sell profits back! So depending on your skill at texture editing, and making things others want, you might only spend $2, but that might cover the rest of your expenses!

But honestly, if you're not up for making your own custom room, and playing around with custom textures on a kinda 'sub-par' game and seeing what others make and use, this honestly could be avoided. The 'Mini-Games' are all kinda 'bleh', the combat is 'eh', and the story? VERY skippable given how it just goes -nowhere- for levels at a time (and the only real reason anyone does it is because it'll get you from 1-50 rather fast). This could be better, but at least there is -some- fun here, so I can't quite dismiss it.

投稿日 2018年10月23日.
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