
Akihabara is a unique combination of intense rhythm and fast-paced puzzles set in the Electric Town of Tokyo!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The electric town of Akihabara. The lights, the colors, sounds and the music that fill the city and give it the reputation of being on the fringe of modern popular culture. The arcades with their flashing screens undecipherable wall of noise, and UFO catchers packed with cute and colorful goods. The music stores blaring the latest in pop music to entice passerby's. The energy of the streets, and the mentality of a fast moving generation, wanting more but never quite having enough. Akihabara is a town meant to indulge. And like the town, Akihabara - Feel the Rhythm knows just how to indulge. It tackles quite a hefty number of puzzle game tropes combining the toe-tapping rhythm keeping of Lumines, the logical shape matching of games like Bejeweled and Zoo Keeper, with the line-breaking color combining of games like Puyo Puyo or Tetris. Symbols are matched in pairs of four, as you would expect, but the changing of blocks is done precisely on the beat in order to keep the score multiplier going. Just like Lumines this rewards players who have a keen ear for music and a memorization of the songs being played with a much higher score and a more prestigous spot on the world leaderboards. Classic electronic music sounds with just a touch of synthy Japanese New Wave of the 80's, which is what drew my ears. The warm tone of the keyboard, the bright and poppy bits of piano, led by a simple Karaoke kind of metronome beat. It fits the setting more than well and shows a keen knowledge of this aspect and region of popular culture from this developer. I definitely felt an authentic, albeit older generational feel from what Akihabara was trying to convey about the atmosphere of a bustling Japanese city. I was surprised how much music there was, and of very genuine quality. Even more surprising was finding out that these were composed by the developer himself, which given the wide range and variety heard while playing was impressive to me. Considering it's indie status and incredibly low and fair price-point I was only really expecting a handful of songs, but was pleased to see the campaign continue on for a total of ten. It's a bit busy at first, and the fact that the game is tackling so many styles in puzzling creates an atmosphere of madness at first. But as you become familiar with the shapes provided in the blocks of each distinct song, it becomes second nature, and very rewarding. Fans of Lumines who are okay with a bit more of an involved thinking process and less of a Zen-ful approach should definitely take note, because there really hasn't been anything since it to keep the style of rhythm-based puzzle solving going. Akihabara - Feel the Rhythm delivers a worthy entry in the genre and adds more than enough of its own personality and flavor to keep those within its demographic coming back for more of its great music and authentic atmosphere.
I have played a fair share of Tetris in my day. In the arcade, on the original spinach-green Game Boy, 3D Tetris, every Tetris variation you can name. I mention this because Akihabara - Feel the Rhythm describes itself as Match 4, but it's more like a hybrid between Match 4 and Tetris. Except where it isn't, which is everywhere that matters. I'm going to assume you have played Tetris, or at least seen someone play Tetris. Different shaped pieces fall one at a time from the top of the screen to the bottom of the screen. You want to arrange the shapes to make lines, which removes the line from the board. If any part of the board fills enough to go past the top of the screen, you lose. Before we talk about the differences, let's talk about how Akihabara - Feel the Rhythm is similar to Tetris. Different shaped pieces fall from the top of a 4x8 grid to the bottom. You want to match up the shapes to remove them from the board. The game ends if any part of the board gets filled. In Tetris, shapes fall one at a time and can be moved horizontally around the board, or rotated, to arrange them in a suitable pattern for making lines. In Akihabara - Feel the Rhythm, shapes fall 4 at a time in a horizontal line. You cannot move or rotate the shapes. Instead, you are allowed to replace one shape at a time that is currently falling with an arbitrary shape. Once a shape hits the bottom of the screen, or another shape, it's locked in and cannot be changed. You change shapes by clicking the mouse as a vertical line moves over them, the line moving from left to right across the screen at a speed determined by the tempo of the music. In Tetris, you know what the next shape is going to beforehand. This allows you to strategize and think ahead. In Akihabara - Feel the Rhythm, you do not know what the next shape will be, so your decisions are entirely reactionary. In Tetris, the game doesn't end until a shape extends past the top of the board. This means that if one part of the board is getting close to the top, you can move shapes to another part to buy yourself some time. In Akihabara - Feel the Rhythm, a horizontal line of shapes covering the length of the board falls at the same time. Thus every column will increase in height by one with each new row of shapes, no matter what you do. Even if the rest of the board is empty, if a single column is at the top, you are guaranteed to lose, and cannot do anything to stop it. There are additional game mechanics — score modifiers, special shapes that remove all nearby shapes, etc. None of them change the fact that the game just isn't very well designed, and isn't fun to play. Akihabara - Feel the Rhythm is an excercise in frustration rather than relaxation. You have so little control over the game; you cannot move shapes, you can only change shapes to what the game says you can change them to, you can only change the shapes if the vertical line happens to be over them at that second, and only while they are falling. The closer you get to the top of the board, the more impossible it becomes to change shapes in time. You do not know what the next shape is, so you are purely guessing what shapes you should change now. Even when you make decisions that seem rational based on the available information, the lack of information and control over the board means you will often fail. Tetris is a game of planning and skill, but this is a game of luck and reaction speeds. I honestly cannot recommend this game to anyone. From a fundamental design perspective, it's just broken.
A Tetris-style rhythm game? Seems good. I'll try to explain the gameplay as well as I can: - You have four tiles falling down, and a vertical line moving from left to right. - If you press up when the vertical line is over a tile, that tile will turn into the tile showing in the top left corner of the screen. - When you connect four tiles (or three/five depending on the difficulty) they disappear and you gain points. - If you press up at the exact right moment matching the beat of the song you can build up a "combo counter" increasing points earned as well as a "supermeter" that can be used to replace a normal tile with an exploding "supertile". - The campaign mode has no game over, however the amount of points you lose by using a continue will increase by 10 000 each time. In addition to the "main mode" explained above there is also the free Pure Beat DLC which adds an additional (less complicated but still enjoyable) mode. The music is a big part of the game, and whether you will enjoy this game or not probably depends a lot on whether or not you will enjoy (or at least don't mind) the music. There were some songs that I enjoyed more than others, and although this is not really the kind of music that I listen to normally I didn't mind listening to it while playing a game like this. Just a minor warning. The game might feel really hectic at first, and I was just about to give up on it when my first achievement popped, meaning I had to continue playing - and I'm glad I did! The game gets pretty fun once you get the hang of it. I recommend this game to people who enjoy games like Tetris and to fans of rhythm games. Just remember to give it some time and don't give up on it right away like I almost did.
[h1]Note[/h1] [i]As part of my install one game a day and play it for 1 hour to see if it actually gets its hooks into me and is worth moving into a "To be played" queue, this is an attempt to move through my large library as quickly as possible so that I am left with a set of titles I actually want to play instead of stuff just sitting there waiting to be played, which could be never given how it just continues to grow, so this is an attempt to give each game it's due and also help lower my anxiety levels every time I glance at my backlog. Because of this - for these kinds of games that don't make the cut - the reviews will not follow the same format as my others.[/i] [h1]Review[/h1] Ugly, clunky, totally lacking polish with incredibly boring set of tunes considering this is a part rhythm game - an area you would ideally want your game to shine. While the concept of a tetris/rhythm game hybrid is a tantalising one, this one fails upon execution and falls apart almost immediately. Avoid. [h1]Rating[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=869455503
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[h1]Follow our [url=https://store.steampowered.com/curator/36214917/]Curator Group for more reviews[/url][/h1] Akihabara – Feel the Rhythm is an unusual combination of Tetris and a rhythm game. This is a unique combination that has the potential to be great, but could easily wind up being terrible. Unfortunately, Akihabara squanders most of its potential thanks to a handful of awful design decisions. The gameplay is overly complicated and restricts player agency. The biggest issue is the game’s randomness. Tetris has a much larger playing area, while Akihabara is only 4 tiles wide. You can’t move or rotate shapes, instead you have to change each individual tile to make matches, similar to Bejeweled. This is already a fairly frustrating task, given that you can only change a tile to a randomly selected one. It gets worse once the rhythm portion of the game comes into play. To change a tile, you have to do it in time with the music. The difficulty of Akihabara is so unforgiving that you will often lose purely because of random chance. Tetris also has some elements of luck, but the player is given the capability to work around it, by either rotating shapes to fit or moving them horizontally. This is partly why Tetris is such a popular game. Akihabara can’t compete with such great game design, so it ends up feeling like a cheap imitation. 2/10 [quote] Visit our [url=https://www.mmmreviews.com]website[/url] for more in-depth reviews and recommendations [/quote]
I am normally a fan of rhythm games, however, this one was just SO awful. It seems like they tried to mix Tetris, rhythm games, and bejewled. All into one game without regard as to how they should be put together for it to work. Then they just slapped some anime stuff on top of it to at least capture that demographic and called it a day. The gameplay is just awful, not engaging at all, and just makes me want to leave the game. The design of the game seems to have 0 thought put in as the way they tried to merge these concepts is just done so poorly that it really feels like you're trying to just keep track of 3 different games going on at one time instead of playing one game that takes 3 concepts and uses them. All this and I haven't even gotten to mention the sever lack polish to literally everything including the main menu.
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