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Ergebnisse 21–30 von 265
3 Personen fanden diese Rezension hilfreich
4.1 Std. insgesamt
This game does NOT explain much to you, so I will share what I learned. I'm conflicted about this game cause I think it's kinda mid but it probably helps if you're a fan of the franchise in the first place. As someone who isn't a fan/never read/watched anything related to Kobayashi's Dragon Maid, I got it on sale cause I'm a big shmups guy and wondered how this one was after seeing a couple other people I know playing it a while back. Knowing nothing about the series, I don't imagine that there's ever a time the characters enter a game world like here so it seems like a random whatever mishmash of a setting that didn't really do anything for me, but I don't know how many games this series gets so this is probably a miracle to even exist in the first place.

You've got three playable characters you will be expected to cycle between constantly. This is also the first point of contention with this game as the three characters have different movement speeds so effectively dodging dense patterns while juggling the characters can be tricky and not up someone's alley of fun. There isn't a focus/slow button so you'll have to get used to switching to someone slower than Kanna if you don't want to move fast.

Tohru is the big guns of the team, her shot deals more damage than the others and has small homing shots for some out of angle damage as well. She has moderate movement and the most HP of the members, able to take 3-4 hits easily before KO. Elma has a wideshot and more damaging melee, she's the slowest and can take about 3 hits easily. Kanna is the fastest and most fragile on the team, able to only take 2 or sometimes even only 1 hit before a following hit will KO them. She has homing shots that are weak for mobs of enemies but shoots a subshot which will only block and reflect enemy bullets to squeeze out extra bits of damage randomly. You have to comfortably cycle between all three characters to get the most out of each situation or let damaged characters sit out as the main way for them to heal. On paper it sounds solid, but things get a little sketchy when looking at the other game mechanics. You see, you are expected to keep all three of these characters alive in runs. Once a character loses all of their HP, they are removed for the ENTIRE RUN. No way to get them back they are done, gone-bye-bye hasta la vista see ya tomorrow. Losing any one of your characters immediately sets you back horribly. Losing Touru means your damage is terrible, Losing Elma means more damage loss, and losing Kanna means you can't use her bombs to heal anymore.

Bombs as a resource are painfully scarce in this game. You start with 3 but then can only build about 1 per stage and a bit of time or so. Bombs matter a lot and wasting one for any reason is terrible due to the lack of any way to get bombs quickly at all. The other major point of contention with this game involves...the melee. You have an attack that will make your character fly towards an enemy then smack them, or you can charge the button to do a stronger melee. Timing this lets you pass through attacks unscathed or at worst very light damage depending on the timing of these melees. Unfortunately since the game doesn't explain anything anywhere AT ALL, the invincibility or timing of invul related to these punches is weird and feels very unreliable. Getting hit can be very punishing in this game and it doesn't feel very good that there is a big part of the game expecting you to use this melee button but more often than not you'll just fly into something and get hit by a bullet immediately. It's finnicky, feels tacked on almost pointless and just doesn't feel good at all, leaving me to question myself as to whether or not I understand how the game is meant to be played or feeling like I'm not understanding something about the whole thing, but in all of my best efforts I think it's just a poorly designed mechanic. I might change my mind if I ever see someone prove me wrong, but I genuinely don't think it's possible at this point.

It's interesting but definitely not worth full price, and solely for those that are big fans of the Kobayashi's Dragon Maid anime/manga and maybe also happen to be a fan of SHMUPs too. This game's main goal the whole time is to collect more artwork and gallery pieces of characters related to the franchise with repeat plays, so if that doesn't seem like something you would be interested in then I would pass since there's only a pretty short game for those that aren't fans of the source material. The treasures and pickups that drop can sometimes obscure your vision of enemy bullets being shot at you unfortunately.
Verfasst am 4. September. Zuletzt bearbeitet am 14. November.
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3 Personen fanden diese Rezension hilfreich
14.9 Std. insgesamt (13.0 Std. zum Zeitpunkt der Rezension)
Obviously you REALLY should play BMZ1 and BMZ2 before this due to connected story. Since I have recently finished playing all three games in a week, I wanted to share some thoughts on what they do best compared to the other games. There are some radical changes in this game that will throw everyone for a spin and the game isn't afraid to start throwing evil things at you from the get go. It almost feels like if the previous two games had a hard mode, it builds off of it's predecessors and plays new tricks on you especially with enemies that were sort of "whatever" enemies in previous games suddenly slapping you for 25% of your health in the beginning. It's a bit scary at first but compared to the previous two games, you are going to die quite a lot in BMZ3.

This game returns to a more traditional feel with a lack of space travel as a main theme this time around so depending on what your feelings were for BMZ2, this could be a bit of a letdown being closer to the first game thematically. Thematically this could be compared to 1 more than 2, but there's a lot of dimension travel shenanigans in this game so depending who you ask would probably say is the weakest thing about this game. BMZ3 threw away several staples up to this point including the weapon shield on cooldown every few seconds. There's no more tiered weapon tree and are given 5 primaries from the get go instead. Fire rates for weapons have also been capped so that you cannot pointblank cheese anything with overhead weapons meaning you are finally going to have to learn to use all of your weapons comfortably in this game and use the right one for each situation. You will also be switching between them often since there are color-coded things to shoot in order to unlock doors or hit enemy weakspots.

The increased difficulty also extends to boss fights and the high note of this game. Many bosses are much more elaborate and will probably surprise you along the way. The changes to combat in both modes all lend their hand to making combat across the board feel better in this game than most of what has happened up to this point in the trilogy. Some enemies will finally instill that fear in you knowing they cannot be killed or cheesed quickly in any way as they expect you to apply yourself for real in this game.

One flaw this game has includes a bit of a UI clutter problem and not a very good job showing any distinction between items on the map at times especially if you don't understand that red and green can be temporary power ups and blue is for more important one time stuff.

Given how my main beef with BMZ1 was it's lack of difficulty, and my main thought with BMZ2 was that it was a comfy ride, BMZ2's journey had the scope set to an unreal high that there's no way BMZ3 could have matched again, most of BMZ2's fights were basically handled just fine as they were making up for BMZ1 almost having no difficulty so it was nice to be pushed in BMZ2.
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...when you search deep down inside your core and still say to yourself somewhere in there "I wish some of the bosses put up a bit of a harder fight though", BMZ3 will not disappoint in that regard. BMZ3's greatest strength is satisfying the itch those that wanted a challenge can get, and it isn't afraid to do so immediately after the game starts. This game seriously expects that you've played the prior two beforehand. Some parts are legitimately very hard and I was completely flabbergasted at what this game throws sometimes, but having gotten to witness the true ending of this game not too long ago and having to try my damned hardest to survive and being in awe even at my own actions to not die, it is extremely satisfying to conquer all that this game throws at you and look back at how incredible the trilogy at a whole really was. By the end when you start to apply yourself and remember what it felt like to play a game that properly challenges you across games on the journey, this game satisfies a unique itch that reminds one of a time when game devs weren't' afraid to give players something to butt their head against and learn how to overcome and feel like they've accomplished something, to truly become THE Blaster Master.
Verfasst am 11. August. Zuletzt bearbeitet am 12. August.
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4 Personen fanden diese Rezension hilfreich
14.9 Std. insgesamt (9.1 Std. zum Zeitpunkt der Rezension)
Obviously you should play BMZ1 before you play this one due to there being a connected story. I recently finished the entire trilogy and wanted to share some thoughts on what made each of them good. BMZ2 is a bit of a surprising departure from what one may expect from Blaster Master and changes zones being connected to each other to separating Areas through space travel where you Blast Off into space from launch pads and fly to where you need to go. This serves as a sneaky middleground between BMZ1's lack of fast travel and not giving lazy fast travel in this game, instead you spend a little time moving to different areas through space flight on a map. This game adds some much needed collection stats for each area and planet you visit, so that you can tell if you are missing a specific item when going for 100% at a glance when skimming through areas to figure out where to go next.

The first game had a problem in the overhead areas where you got OP and killed everything way too easy with a max powered weapon 90% of the time, so the devs decided to make it so that several guns get weaker as you shoot them in rapid succession, starting the attempts at making the combat a bit more engaging and diverse and ultimately pushes a player to get comfortable with at least 2-3 weapons.

Two new shortcut buttons have been added for both on foot and tank modes, where you can assign skills and weapons to them without having to manually cycle. Once you get comfortable and find a rotation of 3 things you like and efficiently switch to a 4th after some practice, you'll begin to wonder how in the world you lived without it in the first game. You will really want these since an active effort was made to up the difficulty of the game since BMZ1 across the board. Most of the game isn't TOO hard but there are a few parts that may surprise you and you really gotta sit up and focus/pay attention. You can for a good amount of the game but THOSE parts, this game really makes you put on your big boy pants and remind you that this is a game that demands your full attention to finish.

Exploration and atmosphere is this game's greatest strength I feel, but I guess that having a game in space helps with that a lot. Combat is still iffy but at least it is better than BMZ1's combat which is simply passable. This game basically takes the first game and glazes on a bunch of new stuff never done in a Blaster Master game up to this point and makes it surprisingly innovative for the franchise. Letting people ooze in the space travel and atmosphere instead of the run of the mill Blaster Master backtracking in older games was such a smart decision, you spend more time engaged here as a result. It makes BMZ2 feel bigger than the other games in scope, and honestly I can see it going either way with someone saying BMZ2 or BMZ3 being their favorites, BMZ2 being so innovative definitely is the most fun thing about it and a very high recommend after finishing the first game.
Verfasst am 11. August. Zuletzt bearbeitet am 12. August.
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2 Personen fanden diese Rezension hilfreich
28.3 Std. insgesamt (9.2 Std. zum Zeitpunkt der Rezension)
So I played the entire trilogy and decided to leave thoughts on what made each one good while it is all fresh in my mind as someone who only saw bits and pieces of the original NES game and dabbled with Blaster Master Overdrive on the Wii (♥♥♥♥♥♥♥ ew). I had a little bit of hesitation going in to BMZ1 due to my prior experience, but I had more confidence after hearing the first area theme and seeing the layout.

While you could play each BMZ game separately, there is a recurring plot for each game so you should start with 1 and play the trilogy in order proper. BMZ1 is a good entry point for anyone as it serves as a bit of a "remake" of sorts for the first game featuring similar area layouts as the NES game. Perfect for newcomers and those who haven't played since NES, most of the game will end up being pretty manageable to get through and 100%. There is no fast travel in this game much like in the NES game, but no limited continues that may have haunted some old school players. The one gripe I can legitimately give is that as long as you remained power up, the game is extremely easy to the point that several bosses won't do anything by the time you kill them and only a couple will potentially put up any kind of fight. It's a good game to get your feet wet and see if you like the general premise, and if you do should definitely move on to continue to the next two games as they are much better than 1 and build off of the first game's mistakes.
Verfasst am 11. August. Zuletzt bearbeitet am 11. August.
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Niemand hat diese Rezension als hilfreich bewertet
1.2 Std. insgesamt
This game is hilarious and pretty short. Worth your time absolutely since it is FREE. Jonathan Blow will block you on Twitter if you dare mention this game at all in any capacity, so expect a few hours from this review that I too will be blocked.
Verfasst am 29. Juli.
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3 Personen fanden diese Rezension hilfreich
1 Person fand diese Rezension lustig
33.8 Std. insgesamt (31.1 Std. zum Zeitpunkt der Rezension)
The best way I can describe it for those who don't know, is that one who is unknowing of what lies deep inside may pick this game up, play it for an hour, followed by 5 hours the next day, then taking a break for 5 days then play 2 more hours randomly on some wackass random day, take a break for 3 days and then suddenly find themselves grinding 8 hours every day on the weekend, but then 30ish hours in something just sort of “seeps” in and you start to get more immersed into the lore and ominous background music that didn’t seem very pronounced when you started your journey. You play quite a lot and follow a lot of rinse and repeat gameplay loops and occasionally wonder why, but then eventually it all “comes together” when you get used to playing your character for a while and this new wholeass determination to finish the game suddenly awakens. This game is the deepest slowburn type of game I think I’ll ever play in my life. You finish the main story but the amount of number go up content that exists after is earth-staggering.
Verfasst am 27. Juli.
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1 Person fand diese Rezension hilfreich
7.8 Std. insgesamt (7.6 Std. zum Zeitpunkt der Rezension)
As a fellow Team Sanae fanboy, I have to give credit where it is due that this is a good game. Controls can be weird until you use steam's controller config to get it where you want it to be with controls, as in-game controller/button assignment doesn't seem to work. Good game worth your time with a minor inconvenience on controller config issues that you should check right away to make sure you can play properly.
Verfasst am 25. Juli. Zuletzt bearbeitet am 25. Juli.
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Niemand hat diese Rezension als hilfreich bewertet
0.9 Std. insgesamt
If you really REALLY want to play this game, do it with mods installed and may there be mercy on your soul.
Verfasst am 8. Juli.
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Niemand hat diese Rezension als hilfreich bewertet
8.1 Std. insgesamt
10 years ago I had a chance to playtest this game when it was still called "Final Boss". I honestly never expected it to become as big as it is, but this is definitely not a game you should skip. There are plenty of weapons to play with between two different ships, and also have the ability to earn continues based on how you score each credit and can be stocked up between multiple runs. While the game asks for some of your time, it works out in the long run because if you want to keep using continues to see later parts of the game, sure you can but at a bit of a "toll" using up continues. You can also play credits without continuing, earn and save up multiple continues, and then once maxed out tackle the game head on and see where your build up of knowledge through multiple attempts backed by an epic pool of continues can get you.

This game tackles progress in a really interesting way that hardly any other SHMUPs dare to venture into. Since many SHMUPs have harsh requirements reaching obscure stages or hidden true last bosses, it is crazy to see a SHMUP that offers ways to see later parts of the game without gating people out completely just because you can't do an insane 2-ALL no continues thing many hardcore SHMUPs ask of the player. This game also spends extra time to setup thematic elements and fourth wall breaking that really go beyond the lack of narrative many SHMUPs face. Because of the kickass OST and several curveballs (a bit of an understatement really), this game is one of a kind.

I can finally understand why so many people were into this game, but I've played so many SHMUPs that ZeroRanger was once to me nothing more than another drop in the bucket until I actually sat down and gave some time the game asked for. This game has the insane ability of bringing joyous euphoria and sense of complete awe and wonder to being in complete hell because of the fastballs this game is not afraid to deliver. Some people will get VERY angry at this game at one point, but overcoming this insane moment is genuinely one of the coolest ♥♥♥♥♥♥♥ things I've ever seen.

Making a complete SHMUP package and catering it to a wider audience by throwing away standard conventions and turning absolute skill gates many could never hope to surpass into mere hurdles that get easier slowly for those who aren't 2-ALL no continue gods was one of the wildest things I've witnessed and I can safely say that this is a goodass game that deserves your playtime.
Verfasst am 16. Mai. Zuletzt bearbeitet am 6. Juni.
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Niemand hat diese Rezension als hilfreich bewertet
6.9 Std. insgesamt
So not a single person is going to talk about the inertia or the stacked OMEGALUL sounds that will pop your speakers if you don't turn down sound in game huh?. It's unavoidable in later boss fights i.e. icicles all popping at once or the 5th boss with lightning popping all at once. I wonder if a single person that wrote a positive review got far enough into the game to experience any moments with stacked sounds or not.
Verfasst am 21. April.
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