
Ark Noir is a resource management-heavy RPG in which you’ll use a wide variety of Perks to build characters to your liking and take advantage of all sorts of seemingly randomly appearing items in order to survive the extreme conditions in which you find yourself.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
This is a really nice indie game-gem , which will look good in every RPG fans` library. And as a vn, it is decent, too. AN feels more like an rpg/dungeon crawler/survival game, than a vn, though. So what do you get ? 1. A "Whodunnit"- and Why ? - mystery. I love those :) 2. Decent story, for a "short" game - though really weird at times ( Why on earth is the chief of security 15 years old ? ) And the conversation is a bit off now and then. But overall, absolutely decent. You wake up in a sinking ship , an Ark filled with refugees and animals in cages . You have to make it 5 floors up to the lifeboats, while saving people ( or not - if you want the baddie achievement ), while finding out the truth about who and why, and while fighting lots of scary savage creatures ( they have broken free from their cages, of course ) 3. Resource management - very well made. 4. Perks - or skills. If you die, you have to start from floor 1 again, and the only thing you can keep is some skills. Which get more varied and better with playing. 5. Roguelike Point & Click RPG - and yes, you will die. A lot. 6. 3 different characters to play, each with their own story, and each with different starting attributes. 7. Relaxing game - but it still keeps you on your toes ! 8. Several different endings, according to your actions, choices - and luck . 9. Very difficult to start with, but it gets easier - but never ! Easy. 10. Not so short a game after all, then , - I have 59 + hours in it, and while writing this, I still have to figure out the last 2 achievements . 11. One of of my "Just-Need-To-Try-One-More-Time-Before-I-Go-To-Sleep" - games ;) 12. Cards and Steam achievements :) Here`s a gameplay-video, very well made - you will get the true feeling of what the game is like, watching it . Made by "Webweaver Actual Filler" ( or "RollPlayingGamer" - his Steam name) : https://www.youtube.com/watch?v=llaeC9fzcHM&t=1909s Anything I don`t like ? No, not really - maybe it could have lasted longer, and had more varied and interesting conversation. but overall I really like this game as it is.
色々と惜しいゲームである。 「面白い要素」は散りばめられているが それが正しく活かされておらず、 「面白い作品」にはならなかった。 ローグライト要素があるのはいい。 ノンフィールドRPGなのもいい。 イベントが多彩なのもいい。 それらに対して様々な選択を取れるのもいい。 プレイを重ねると強い状態で開始できるのもいい。 これらが上述の「面白い要素」だ。 しかしそれらを阻害しているのがリアルラック。 本作はあまりにもリアルラックに依存しすぎている。 ある程度うまくいっても運が悪ければ 最終フロアでなすすべもなく敗北する。 プレイヤーの経験やリソース管理で どれだけ上手く立ち回っても 運の前にはどうにもならないレベルで 詰むバランスになっている。 これが足を引っ張っている。 繰り返してなんぼのゲームなのに 繰り返しプレイする気になれないのは 単純にダメだろう。 過程が上手くいっても 「終盤の運が悪けりゃどうにもならん」 はさすがに許容できない。 金銭を払っているならなおさらだ。 頑張った過程はちゃんと実を結ばせてくれ。 どれだけ頑張っても運が悪いせいで死ぬとか プレイヤーの立場からするとやってられん。 最初の数回はそれらに気づかず遊べるので ある意味では一番面白い時期といえるが、 仕様と仕組みとバランスが肌でわかると こりゃあかんと気づく。 それが本作だ。 苦しみを超えた先にカタルシスをくれ。 苦しみを超えた先にさらなる苦しみはいらない。
[quote]A review copy was provided by the developer.[/quote] [h1] Game Summary: [/h1] Despite the visual novel tag, this game is surprisingly difficult, and has taken me multiple deaths and attempts to get a strategy and perk system in place. The game isn't wrong when it says you have to manage your resources, but it really doesn't convey the inherent challenge built into the experience. Nor does it mention the RNG that goes into whether you get resources that are worthwhile, or have no use for your current situation. This game plays like a rogue-lite game, with you dying multiple times, and slowly gaining access to better payouts. Along the way, you'll meet other passengers, and start unfolding more of the story and world the game takes place in. [h1] Pros: [/h1] • The game's narrative gives you a reason for not moving backward through the ship, but always moving forward. It is sinking, so you wouldn't be able to backtrack, even if it might seem like a wise choice in some of the situations you come across. I do wish the tone and theme of the ship actively going down was more prevalent. • The game mechanics are fairly straightforward and simple. Not every situation will give you a choice, but many offer you two options. For instance, save a passenger by fighting an enemy or using fortune, or don't save them at all. Fight the enemy with your basic attack, a weapon, or flee. • The game is too hard and unforgiving, but I don't think it stems from the developers not play-testing the game. I think they overestimated peoples' chance for success based on their intimate knowledge with the game. Or their patience and perseverance. • The story is engaging, and as you save characters, you find out more about them, what makes them tick, and how these random folks might not be as disjointed from each other as you'd expect. • Since basic enemies are more dangerous than in most RPGs, I actually pay attention to each fight, instead of merely mashing attack. • I appreciate the pun of the title. [h1] Cons: [/h1] • Some basic enemies are rather simple to deal with, and others are almost always a pain. For instance, the crabs on the second floor. They have high defense they can buff, and a very powerful special attack (28 damage - ouch!). I've had several runs end with them getting the first attack, and immediately blasting me with that special move. I never even got a chance to do anything! It'd be one thing to have a run ruined by this stupid crab if I was underequipped and almost dead, but you can have 27 HP and still lose. Another overly dangerous enemy are ones with a piercing attack that ignores your defense, as they can easily do more than 15 damage. • Leveling up gives such a meager award, and relies heavily on RNG as to whether it was a worthwhile increase or not. One added point of either defense or offense doesn't get you very far. The perks you're able to choose from might include something that's perfectly suited to how your run is going, but they can also be wholly worthless. I imagine that's why you level up faster than you would in comparable games, but they really need to be buffed. • Bruno seems to have the greatest advantage with the chain hook, as that attack levels up through the game, whereas the others don't have a comparable benefit. For instance, Caroline's fortune doesn't get any boost each time she levels up. A high-leveled chain hook is only outshined by the best weapons in the game. • Some aspects of the world-development are perplexing. How can an entire continent sink, and still allow for other parts of the world to be above water? How did they achieve so much peace initially? What screwed things up so bad that now poor people are non-citizens who can't improve their lives? • There's no guaranteed approach or system that works in all situations. You sometimes are stuck choosing between two bad choices, or wind up playing a run that's doomed to failure. It can be frustrating, and does limit the fun factor of the game. • Why is the music so intense when you're just starting the game?! Calm down, I'm just looking through the menu! • All the playable characters could stand to have their stats and special traits buffed. • The game penalizes your end-score for using perks and level-ups! [h1] Tips: [/h1] • Fight every enemy you encounter on the first two floors. If you can't overcome them, you may as well just die (Caroline plays differently, but she needs to fight some weaklings too). You need to get some level ups, and the weaker enemies are much safer to fight than the ones on higher floors. Once on the top floor, I hoarded my supplies and ran from random fights, saving everything for the final boss. It's not worth using your weapons, items, HP, and fortune to fight random enemies for a level-up at that point. The best you could get is a good perk, but to make it that far, you have to be well set-up by then. • I find defense and HP to be invaluable, especially early on, so I focus on those stats initially. Fortune is another good choice, since increasing your fortune also has the benefit of increasing the replenishing rate. Any perk that is constant I prefer, as you don't want to rely on RNG more than you need to. For instance, the safe rooms perk says they're supposed to show up more frequently, but it doesn't really matter if they show up at the wrong time, or you get two in a row. • It's ironic, but I find the Lone Wolf perk to be a reliable way of getting to the higher levels to meet new passengers and save them. Saving all eight gives you a perk slot, along with the perk each gives for saving them, so this is a good goal to aim for early on. The Lone Wolf perk got me the perk slot for escaping the ark. • It's worth looking into the specific unlock conditions for perks, as some have rather specific requirements, such as saving a certain combination of passengers. If going for one of those, I'd suggest saving as many passengers as you can afford to, since each saved person does give an experience point. • The passengers tend to spawn on the same floor and within a few spaces on that floor, but some will show up in other areas (only within one floor of their normal place). Since their saving conditions are always the same, you can somewhat prepare for them. [h1] Conclusion: [/h1] I feel like this game is designed around the old NES games that relied on high difficulty to extend the game's playtime. I enjoy the story, even if some of the world-building seems strange to me, and the gameplay is pretty good. However, I'd find myself enjoying and recommending it more so, if it wasn't so arduous to slog through. I honestly don't feel accomplished getting the better ending, as it feels so luck-contingent, and that is a shame. I'd recommend this game only to those who don't mind replaying a game numerous times to get through to the end, IE, those who like NES hard games. Otherwise, I think the game could be very frustrating for someone expecting a more straightforward progression through the story.
12時間で全アーカイブをアンロック、26時間で全実績達成。 幸運というパラメータを活用して、沈没する船から脱出すると共にその沈没の真相を暴くノンフィールドRPG。主人公は船内で逃げ出した猛獣との戦闘を行いつつ進み、様々なイベントに対して幸運を消費することでアイテムを入手したり真相の鍵を握る乗員を救助していく。 一般的にシステム重視のノンフィールドRPGに物語要素を上手に持ち込んだ点は高く評価したい。条件を満たしてアーカイブをアンロックするにつれて物語の背景が明らかになると共に初期能力を強化できるPerkが解禁されていくので、それを活用して更なるアーカイブやエンディングを見ることで最終的には全容が明らかになるという流れである。 とはいえ、その物語要素を楽しめる内容かというと、素直に頷けないのが正直なところ。運に左右されすぎるゲームバランスのせいで、ゲーム中は理不尽さや不条理さを嫌というほど思い知らされる羽目になる。また、乱数の偏りも酷く、強敵が連続して出たり、コンテナから同じアイテムが続いたりと、その辺りの調整も雑である。幸運を消費して様々なイベントをクリアしていくというシステムはいいのだが、その幸運を現実にもやりすぎなほど求めている。 人智が及ばずに運に翻弄されるような展開を繰り返すのに耐えられる人なら楽しめるだろうけど、それはソシャゲのガチャとどこが違うのかと。
沈没船から脱出するのを目的とした、ADV色の強いシンプルなRPGです。 脱出地点までは5フロア進む必要があり、各フロアは100歩で構成されています。 別れ道などはなくただまっすぐ進むだけです。 その道中で敵との戦闘、生存者の救助、休息してのHP回復、コンテナからのアイテム入手などを行っていきます。 その中で大切になってくるのがFortune(FR)、いわゆる運ポイントです。 救助やアイテム入手を始め、敵からの逃走に至るまであらゆる場面でFRを消費するため、消費や温存のタイミングを考えながら進めていく必要があります。 アイテムの所持数にも制限がありますし、アイテムを消費することで有利に進められるイベントもあるため、アイテムの取捨選択にも悩むことになります。 さらにただ脱出するだけではなく、船が沈没した理由を突き止めることも求められるため、それに必要なリソースも確保して…とシンプルながら色々考える必要があります。 ゲームスタート時とレベルアップ時にPerkを選択することができ、これで探索を有利に進めることができます。 というかPerkでガチガチに固めないと相当に厳しいというか不可能なレベルだと思います。 Perkはゲーム内で特定の行動を取るとアンロックされるので、まずはある程度のPerkをアンロックするところから始めることになります。 このゲームの難点としてはリアルラック要素が強すぎること。 前述した戦闘やイベントの発生個所はランダムですし、入手できるアイテムもランダム、レベルアップ時にどのPerkを習得できるかもランダムです。 回復アイテムを使って一歩進んだ途端に回復ポイントが出現するとか稀によくあり、けっこうイラっときました。 とはいえ何回もやっているとうまいことクリアできたりするので、長い目で見るといい具合のバランスに仕上がっているような気はします。 Perkを揃えるたびにちょっとずつ前に進めるようになっていくので、運ゲーじゃねえかと文句を言いつつもう一回もう一回とプレイしてしまう妙な魅力があります。 ■攻略メモ ・初期Perkを4個装備できるようになってからが勝負。 ・ATK増加、DEF増加Perkガン積みは必須(特にDEF)。 ・所持アイテム増加Perkも大事。 ・アイテムの中には所持しているだけでパラメーターが増えるものもあるので、使い切らず回数1で残しておくのも大事。 ・FR回復量は最大値に比例して増えるので、FR増加は大事。 ・FRは10歩ごとに回復する。 ・Perkを揃えるまで比較的使いやすいのはカロリーヌ(最初からFR回復量が高いのでイベントなどをこなしやすいため)。 ・Perkがある程度揃って一番強いのはブルーノ(FR増加などでFR回復量はカバーでき、武器は初期装備一本でいけるため)。 ・各フロア最後にはボスがいるので、ボス用のアイテムを用意しておくこと。 ・各生存者のイベントが起きるフロアは概ね決まっているので、助けたい生存者が決まっていればその分のFRを残しておくこと。 ・優先して習得したいPerkはDEFアップ、ATKアップ、FRアップ、全パラメータアップ、所持アイテム増加、回復ポイントでのコスト低減、コンテナ捜索コスト低減、逃走コスト低減あたり。 ・ターン中に1FR消費すると敵の行動予定が表示される。 ・4~5フロアの雑魚は非常に強くコスパが悪いので、逃走も選択肢に入れる。 ・生存者から重要な情報を聞き出すためには要求されるアイテムを渡す必要があると思われがちだが、別に渡さなくてもいいこともある(要は運次第)。 ・Ctrl長押しでテキストをスキップできる。
リソース管理ゲームにしては運によるところが大きいし、運の部分を試行回数でカバーしようとするとスキップできないテキストがストレスになるというのが問題点か。 ただ徐々にPerkが解放されていくおかげでモチベーションが大きく下がるようなことはない。 結局のところ、この運ゲーにいくらなら払えるかというのが評価基準の大きな部分を占めてしまうのではないかという気がした。自分は充分楽しめたと思う。独特の雰囲気や祈りながらマウスをクリックする感覚は悪くなかったし、戦略性だって皆無だというわけではない。何を捨てて何を残すかというのが常に意識させられて緊張感がある。手軽にスリルを味わいたいなら良い1本だと思う。 追記:コントロールキーでメッセージスキップ可能でした。ただクリック連打とあまり手間は変わらないのでプレイが中断される煩わしさの問題は悩ましい所だ。
[b]Overall Rating:[/b] [b]3.5/10[/b] [b]Gameplay:[/b] [b]4/10[/b] • A simple dungeon crawler. • Items are all limited in uses, and each item gives a raise in stats causing completion to be heavily reliant on RNG. • Other than RNG, the game doesn't stand out in uniqueness compared to other dungeon crawlers. [b]Graphics:[/b] [b]3/10[/b] • Each stage has a different background, and each floor has its unique enemies/bosses, but nothing that would make an enormous visual impact. • No special skill effects. • Cliche character designs. [b]Price:[/b] [b]3/10[/b] • Gameplay and playtime was subpar for this game to worth $10.00. • The game goes on 50% sale every month. [b]Difficulty:[/b] [b]Hard[/b] • The game gets progressively harder, and there is a heavy luck factor in the game due to RNG. • The difficulty spikes were not enjoyable, and most of the game was about scraping by every level. [b]Computer Requirements:[/b] • No noticeable framerate differences between an I3-7100 and an I7-7700K. [b]Playtime:[/b] • Takes about 1 hour - 1 hour 30 min for a complete playthrough. • Completion of the game with all three characters is mandatory for achievement. Regardless of character, the storyline is mostly the same. Edit: Clarity and grammar.
A potentially interesting visual novel let down by its RNG and resource management aspects -- the RNG renders much of the resource management moot (save the medicine for X event that *might* happen and risk dying, or use it and then proc a rest/healing opportunity in the next room). The actual numbers in the game makes combat very deadly and gaining new items is - once again - purely RNG. As a VN it also lacks some basic quality of life features -- the only cutscene/dialogue you can skip is the opening scrawl, with nothing added along the usual "skip already seen dialogue" lines, despite it being designed for replays/multiple runs. Equipping new perks requires you to return to the main menu and equip them after going back through character select, plonking you back in the only cutscene skipped by pressing "Retry". It is, in a word, frustrating. Maybe these aren't deal-breakers for you, but I've had to put this one down.
運ゲー仕様に偏りすぎててけっこうストレスがたまる。 特に戦闘面で、 ・逃げるにも運ポイント必要(消費大) ・敵の攻撃は確定ヒット(スキルで低確率回避はある) ・防具がないと防御すら選択できない ・後半の理不尽な雑魚の強さ ・デバフ多様してくる ・大体の敵が防御無視攻撃をもっている ・敵の出現率が高い といった感じで確実に殺しにくる。 周回でperkを獲得していけば1~2フロアはなんとかなるが・・・ 戦闘が残念なせいで事件を解明する意欲がなえる。 死にやすくすることでボリューム水増ししてる感が否めない。 値段分はしっかり作りこんで調整してほしい。 この手のゲームが慣れてて設定が好きそうな人ならおススメできるが、そうでない人はひどい運ゲーとしか思えないだろう。 追記: しばらくやりこんでみて 初期perk4つまですすめればクリアは運ゲーとはいえ数回チャレンジすればなんとかなる。 アーカイブはヒントがあるのでそれにしたがっていけばほとんど集められるだろう。 初期perk6つまですすめられれば1~2フロアで雑魚狩りして良perk追加して初プレイ時とは別世界のゲーム体験ができる。とはいえそこまで飽きずにプレイできるかは人次第だし、結局は運要素に偏っている。あとはやはりボリューム不足が否めないか・・・ クリア後に他生存者でプレイできるとか追加要素でもくればおススメできるレベルにはなるのだが、おしい。 SSにわずかな楽しみであるベストEDのCGがあるので注意
While the premise and idea is interesting, there's just way too much RNG. Often time you'll get back luck with monster encounter after encounter and you'll die.
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