
The backgrounds up the tempo and players are well equipped with a plethora of attacks! Test your mettle against a horde of enemies! Difficulty settings are available to adjust the game for both players that are new to action games and players that want a challenge.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese**languages with full audio support
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クリア時の詳細なVer.は不明。難易度によっては約30分もあればクリア可能。タイトル名から思わず同名のシルヴェスター・スタローン出演映画とトレバー・ジョーンズ作曲のテーマ曲を想起させ、それと違わぬエピックな体験を提供してくれるかもしれないと期待して胸躍らせた、…なんてトレーラーを見た時点でそこまで大きな期待をしたつもりはないのですが、今後購入を検討している人のために何かを残せればと思って起稿した次第。 [h1]Pros:[/h1][list] [*]難易度設定によるレベルスケール [*]1回のプレイでかかる拘束時間が短い[/list] [h1]Cons:[/h1][list] [*]スピード感が感じられない緩慢な挙動 [*]抑揚のない残念なボイスアクト [*]メリハリのないビジュアル [*]固定の解像度 [*]オーバーレイが無効[/list] [h1]ゲームテンポの基点となるパラメータさえしっかりしていれば…[/h1] 本作は敵を全滅させ最後に現れるボスを倒すことで次のステージへ進める面クリア型の2Dアクションゲーム。主人公のチェインは名前の通り鎖を攻撃手段としており、入力方向との組み合わせでアンド〇メダ瞬とまではいきませんが鎖を操ることができます。また、なぜかいつも飛行機の翼の上で敵に囲まれます。そもそもそんな逃げ場のないところを戦場に選ぶ時点で…。 中国の得体の知れないメーカーのような怪しい響きがある開発元の周遊舎を調べてみると、過去に国内で幾つかインディーズタイトルをリリースしており、Steamでも本作含め2作品をリリースしています。ブログを閲覧すると、最初にクリフハンガーの文字を確認できるのは2009年で、それ以前からプロジェクトは進行していたと考えるのが妥当かも。 そんな長期間の開発で出来上がった本作に対してまず思ったのは、アクションゲームは操作して気持ちいいことが大事だということ。チェインの横移動の速度が遅く、色数の少なさとアニメーションのコマ数の少なさが相まって緩慢に受け取れてしまう。スピード感のある背景グラフィックという謳い文句がありましたが、まずはキャラクターの移動にスピード感を求めた方が良かったのではないでしょうか。 攻撃挙動には2点残念な点があります。1つ目は攻撃発生までの時間が長いこと。その中でしゃがみ状態からの水平攻撃は唯一発生が速く、幸か不幸か窮地を救うスパイスとして機能しています。2つ目はジャンプ中の斜め上の直線攻撃が出しづらいこと。1つ目の水平攻撃同様の発生速度で、ジャンプの最高点付近でも出せるように調整していれば、印象はかなり異なったものになっていたと思います。 スピード感の謳い文句と比べて、「難易度設定によりアクションが苦手でも安心」の言葉に偽りはありません。一番簡単な難易度に設定すると、おそらく大半の人が初見でクリアできるレベルになります。難易度変更で敵の耐久力は変わらない印象でしたが、敵の攻撃発生頻度とボスの攻撃パターン、ステージクリア後の体力回復量が変わります。中でもステージクリア後の体力回復量が顕著で、パターン最適を要求します。難易度曲線としてのパラメータ調整はうまく右肩上がりを実現できているように思います。 シナリオは全くあってないようなもので、物語を形成する要素は各ステージのボスとの会話とエンディングだけでした。話は分かるものの、演出が実に質素で些末なもののため、期待していると見事に裏切られます。アニメ的な演出を目指したことは感じ取れるのですが、まだまだ攻めれる余地があったと思います。 出現する敵の数がほぼ決まっているように見え、早く敵を殲滅することで追加の敵が出現したり、ボーナスが加算されるなどの要素もないため、スコアは形骸化しているように見えます。 上記のような理由からオススメすることはできません。ゲームテンポの高速化と難易度は必ずしもトレードオフではありません。クリフハンガーとは「続きを気にさせるような終わり方をする作劇手法」のことを指しますが、もしこれを意図して名付けたのなら、その意図は残念ながら外れたと言わざるを得ません。
[h1]아케이드 게임의 향수를 느끼게 하는 게임[/h1] 오래전 오락실에서 100원 넣고 하는 그런 종류로 느껴지는 게임. 일본어, 일본음성까지 전형적인 일본식 아케이드 게임같은 느낌을 줘서 괜찮아 보이지만... 물론, 이 게임은 일본게임이다. 5,500원이라는 금액은 생각보다 비싼거 같다. 게다가 도전과제나 트레이딩 카드가 없는 것도 아쉽다. 긴 시간을 즐기기엔 무리가 있어 보이지만 세일 기간에 구입해서 킬링타임으로 한번쯤 즐기기엔 좋을거 같다. 주위할 점은 게임이 저장기능이 없어서 시작하면 끝판대왕까지 컨왕해야 한다는 점. 게임중 ESC 키를 누르면 작동이 중지 되었다는 창과 함께 게임이 끝나버린다. (종료 버그같다.) 아무래도 이런점은 개선을 해야할듯한데 이런 게임에서 패치까지 할만큼 가치를 두고 있지는 않은듯하다. 그리고 게임 시작시 일본어가 깨져서 나오는 현상도 뭔가 아쉽다. 일본게임을 종종 접한 한국유저들한테는 익숙할지 몰라도 서양인들 눈에는 딱히 좋은 게임으로 안느껴질거같다. 조금만 개선하면 더 좋은 게임이 될수 있었을텐데 아쉽다. 그런점에서 평점 60점.
To speak to the other English review I didn't experience performance issues, I'm on a very bad laptop and I was also streaming the game and it ran fine. The game detected my Xbox 360 pad with only the analog stick for movement; it was easy enough to set the dpad to directional keys with Joy2Key. The game isn't very good though. It's basically a clone of a single type of stage from the arcade game Edward Randy. Every level in Cliff Hanger is riding on planes, defeating waves and waves of soldiers. The character moves and attacks very slowly. To compound that, the enemies take too many hits to defeat. Very little variety and just doesn't feel great to play on a basic level.
To be fair the screen shots show off the game perfectly.... thats just all there is to the game. Pretty boring, slow, and it's just the same thing over and over again. the vertical movement isn't high enough half the time and the horizonal movement is practicly nonexistant.
We all reach that moment in our lives where we each think to ourselves: "Gee, I really liked the penultimate level of Cliffhanger: Edward Randy, but it would be SOOO much better with ♥♥♥♥ graphics, worse gameplay, and a couple of anime girls!" Well brothers and sisters, our dreams have finally been fulfilled. Now you to, can play a game that rips off a single level from a 1990 arcade game, only THIS TIME it looks like it was made in Flash, and without any of the things that made it impressive or fun three decades ago!
💋
Cliff Hanger, developed and published by syuuyuusya, is a 2D side-scrolling action game that seeks to evoke the nostalgia of classic beat-'em-up titles while delivering a fast-paced, combat-focused experience. The game casts players as Chain, a young warrior tasked with returning a powerful and mysterious ruby to its rightful place, all while being pursued by former allies who seek to claim the gem for themselves. While the story is relatively straightforward, it sets the stage for a game centered on action and skill-based combat rather than narrative depth, offering players a clear motivation for progressing through its stages. The core gameplay of Cliff Hanger revolves around Chain’s chain weapon, which can be swung, thrown, or used to execute a variety of combos and charged attacks. This combat system provides a degree of flexibility and strategy, allowing players to chain together moves for maximum effect or approach encounters with a more methodical style. Despite these mechanics, the execution can feel uneven at times. Animations occasionally lack smoothness, and controls can feel slightly unresponsive, making some encounters feel more frustrating than exciting. However, mastering the timing and range of Chain’s attacks can be rewarding for players willing to invest the effort. Visually, the game leans into a retro-inspired aesthetic with vibrant, scrolling backgrounds and simple but recognizable character designs. The environments are designed to convey movement and urgency, often pushing players forward through increasingly challenging levels. While the continuous motion adds dynamism, the visual variety is limited, with many stages reusing similar layouts and enemy types. Character and enemy designs are functional but lack the polish and detail seen in more modern 2D action games, which can make extended play feel repetitive. Nevertheless, the colorful and clean art style retains a certain charm for fans of retro-inspired games. The difficulty in Cliff Hanger is intended to offer a challenge for both newcomers and experienced players, but the balance can be inconsistent. Certain stages feel disproportionately difficult due to the combination of high enemy health, sparse checkpoints, and the sometimes awkward combat mechanics. Enemy variety is limited, which can lead to repetitive encounters, and boss fights, while meant to be climactic, often suffer from the same pacing and design issues as standard stages, making them more taxing than thrilling. Despite these frustrations, players who persevere can find satisfaction in mastering the game’s mechanics and patterns. From a technical standpoint, Cliff Hanger runs smoothly on modest hardware, making it accessible to a wide audience. The performance is generally stable, and the low system requirements mean that nearly any PC can handle the game without issues. This accessibility is one of its stronger points, as it allows players to focus on gameplay rather than hardware limitations, although it does not compensate entirely for the game’s design shortcomings. Overall, Cliff Hanger is a nostalgic, action-driven title that will appeal primarily to fans of retro 2D beat-'em-ups. Its simple story, fast-paced combat, and scrolling levels evoke a sense of classic arcade gaming, but the game is hindered by repetitive level design, inconsistent difficulty, and occasionally unpolished mechanics. While it offers moments of excitement and challenge, it struggles to maintain engagement over longer sessions. For players seeking a short burst of retro-style action or a throwback to simpler gaming eras, Cliff Hanger provides an experience with modest enjoyment, though it falls short of standing out in the modern action game landscape. Rating: 5/10
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
너무 옛날 감성이라 안 맞는건가...
almanıza gerek yok gerçekten.
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