
CRYMACHINA is an action RPG where mechanical girls strive to survive in a post-apocalyptic world to become “Real Humans''. But what does it mean to be a “Real Human”?
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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*, Korean, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
Let me start with the positives of the game. The game is fully voice acted. All the voice actors and actresses did an amazing job. The art style and graphics, including the sound design and soundtrack fit with the theme of the game. Gameplay is responsive with a few issue I will get into. I went in with no expectations. By the end of it, I wish had I passed on the game. I did not like this game at all. There were some aspects I did like about it, however, the gameplay and writing really brings down the quality of the game. First, the gameplay. It is an action role playing game. My issues were with the mechanics of the game. In the mission selection, there was a required level. It tells you what level you need to be at. You can go under level but you can get one shot or do zero damage if the enemy is too high of a level. There are some side levels that had question marks. You enter the numbers from notes you collected through story missions. The problem is the game does not tell you what level you need to be at. I entered side mission where I was under level and had to leave. Next, the dodge and parry mechanic. I used more of the dodge mechanic than the parry mechanic. The enemies would flash purple to indicate that you can parry the attack. Throughout the game, enemies either use un-parried or parried attacks. In additional, enemies had multiple parry attacks. In other words, you need to use parry multiple times. The issue with that is the timing of the attacks. You cannot see when use the parry attack because of the particle effects on screen. By removing the particle attacks, it is easier to indicate when you should parry. Most of my time, enemies use un-parried attacks. As I stated, I used more of dodge mechanic than the parry mechanic. There were only two bosses that solely focus on parry. If the parry mechanic was removed, the game would not change. I had detection issues, specifically the game made me jump when I hit the parry button. Now, there were issues with the dodge mechanic. To explain, when you perfect dodge an enemy’s attack you get an effect. Leben would get a shield to block attacks for a certain amount of time, Ami would teleport behind the enemy for a back attack, and Mikoto would slow down time to do additional damage to enemies. Additionally, Leben dodges linear (i.e., left, right, back, and forward) and Ami dodges via teleportation and the movement is similar to Leben. Mikoto dodges in a curve and in the direction if you dodge again (i.e. she moves in circular to the left and move linear once performing the second dodge). The reason why I had issues with the dodge mechanic was because of situational enemies’ attack. Some enemies used an Area of Effect (AOE) attacks. When using perfect dodge with Ami or Mikoto initial dodge, you still take damage. You have to account the AOE attacks with regular attacks that the enemy can perform. This would the parry mechanic should had come. I am going to piggy back to add hit boxes and invisibility frames issues in the game. The hit boxes were questionable. When I launched an enemy for an aerial attack, I would get hit by another enemy who has a grounded attack that should not have hit because I was in the air. I was so confused by this. I can understand if there were enemies that used aerial attacks. Also, you cannot dodge forward, since there was a hit box of the enemy despite the enemy not being either teleport to a specific location or jump in air to land a ground attack. The game does not have invisibility frames. There were a few times where I got hit by one enemy and another enemy would attack after taken the intimal hit of the first enemy. It was worse when an enemy had multiple attacks. I do not mind not having invisibility frames if I could use the dodge mechanic to get out of the situation. Most of the time, I could not use the dodge mechanic to escape and had to take all of the damage. The only time I was able to get out if there was a gap between attacks from the enemy, which was hard to tell. Lastly, the story. I did not like the story. If this was a show, I would have just stop watching. As stated above, the writing was not great. I could not get into it because of the characters. Leben, Ami, and Mikoto would have worked better in a different game. The game theme is about machines and their discovery of what makes them human, which was similar to Nier Automata. The game has interesting ideas; however, the characters do not really engage with the plot or the theme of game. It is like 20% of the game, the characters do engage but 80% is just the relationship between the characters. The balance is not there. There are two obvious plot twist that happen in the game. The characters do not react when a character gives a dialogue that would indicate something big. They do not question what does this character mean. They only react when a major plot point or event happens in the story in order to progress. The story could have been better written.
sakuzyo/10
A recommend for those who are familiar with FuRyu and their games. Personally, I love FuRyu. Their work is janky as hell, but there's a lot of love in their work. Crymachina is probably my least enjoyed of their games. There's a decent battle system in here and a pretty touching story, but the game is pretty linear. This isn't a problem for me personally, but might be for people who want something beyond 'watch cutscene, walk down long hall, fight boss, return to hub, cutscene, so on..' My gripe is that the game feels unbalanced. FuRyu are pretty notorious for this, but I felt it the worst in this game. For the story missions, 80 is the level you're capped at to beat the final boss but as you level up, the amount of EXP you earn from missions greatly decreases. This is a problem because enemies will often one-shot you so it's best to be the exact level the mission recommends or above, but as said before, the EXP gain is glacial. The only way around this is to have a character (preferably Ami) at a low level to run missions 10 or more levels above her to grind EXP. Bothersome, as enemies will kill you quickly even on casual difficulty and it just halts the game. All in all, Crymachina is a decent time sink but only get it on sale if you're interested. The price is pretty steep for what this is. PS: Those whale bosses can get in the bin.
I'm a thinker I could break it down I'm a shooter A drastic baby Agitate and jump out Feel it in the will Can you talk about deep-sea with me? I'm a thinker I could break it down I'm a shooter A drastic baby Agitate and jump out Feel it in the will Can you talk about deep-sea with me? The deep-sea fish loves you forever All are as your thinking over Out of space, when someone waits there Sound of jet, they played for out The deep-sea fish loves you forever All are as your thinking over Out of space, when someone waits therе Sound of jet, they played for out
なかなかに良いゲームではあったがUIと戦闘部分にもうちょっとテコ入れして欲しいゲームだった。 なんというか、高級焼肉店に行ったのにタレだけスーパーの特売品かけたみたいな感じでなんであとちょっと頑張らなかったんだという思いに近い シナリオ、キャラデザ、世界観はどれも素晴らしく、その時々の演出やBGMの良さも相まって非常に良い。 人間を模した機械の自我がどう成長していくのかなどのテーマが好きな人は刺さると思う。 ただし、巨大ロボの操縦みたいのは無いのでメカ大好きニキたちは一旦落ち着いてほしい。 このゲームがビジュアルノベルだったら100%の気持ちでおすすめできたのだが、実際には戦闘パートもあり、そこがあまり万人に向けておすすめとは言えないのが正直な感想である。 戦闘中のUIの使いにくさと、自分の攻撃の派手なエフェクトのせいで敵がどんな攻撃をしているかが非常に視認しにくく、気づかぬうちに瀕死になっていることが結構ある。 また、ダンジョンの構造や敵の種類はかなり使い回されているので道中の戦闘は後半になるとかなりダレる。 ボス戦に関しては各ボスの特徴に合わせていろいろな攻撃をしてくるのでその部分はグッド 戦闘全般においてレベル差がかなり難易度に直結しているので、基本的には適正レベルで各ステージに挑むのが望ましい。 それでも難しいと感じる場合には設定から難易度を下げるか、レベルを上げてしまえばアクションが苦手な人でもゴリ押しで勝てるだろうと思う。 戦闘パートに少し目を瞑れば良ゲーとしておすすめできるゲーム 添付したPCスペックでFHDであれば概ね140FPS前後は出ていた。
比起战斗游戏,更像动态小说
CRYMACHINA is a decent game, Honestly for the most part I enjoyed my time with it, the story was great, and the gameplay (early to mid game) was fun. I liked the characterization of each character I felt almost every character was fleshed out and without spoilers there was ample development throughout the games plot. The plot was the highlight for me with multiple twists I didn't expect. Ample foreshadowing was given too. The story did invoke a little emotion in me at times with funny, sad, and happy moments. Nothing too overblown but content nonetheless. The combat initially I found fun. A little jank but at its core I enjoyed it a lot up to mid game. Character designs were unique (which i liked) I liked the art style The overall game environment is alright just passable, it really was just hallways to funnel you into your next boss or enemy group though. It didn't blow me away but it didn't stick out as "bad" either. The Music was genuinely peak. Sakuzyo cooked. However the game falls off a little, CRYMACHINA is a short game if you focus on the main story it will last you 15hours give or take but it seems the devs knew this and tried to pad time by forcing grinding. Later on in the plot you run out of level ups and enemies start 1 shoting you even on "casual mode". They do this during pivotal plot moments it felt "cheap" and unfair, I cheesed not wanting to grind by using explosion Auxiliarys that do percentage damage but still you have to perfect dodge everything or else you just die. I felt I was bashing my head into a wall just trying to get good rng on where the boss would TP to use my cheese since I was so under leveled nothing I had would do damage. Also "Jank" the combat is janky at times dodges sometime have collision and sometimes do not, they sometime dodge "snap" according to a lock-on and sometimes do not. It felt really inconsistent especially when fighting multiple enemies at once, I would perfect dodge then my character would do a automatic counter but I would just die in the counter due to the issues I mentioned earlier. Or I would get stuck on "nothing" and just not move when I dodged. However when the combat works it feels honestly great, hitting a counter into a stun -> down attack was peak gameplay, I just wish it was more polished. I played CRYSTAR earlier this year and went into CRYMACHINA comparing it. I felt like the CRYSTAR story was much stronger but the CRYMACHINA gameplay was better. I will look forward to the next "CRY" game iteration. The "CRYSTAR" style art scattered throughout the game had me hyped for some reason. Pick the game up on sale if you liked CRYSTAR.
首先,我是因為畫風和削除才原價買的,買前其實有看其他人的評論,我的感受都差不多 我100分會給100分 25劇情 25畫風 50音樂 0玩法 戰鬥只能說是一坨屎,平A平A平A平A平A平A平A 戰鬥系統有閃避和格擋, 我自己是不喜歡擋, 所以只按閃, 平A不放手的話,是不能閃避的,我常常卡住,直接被一刀秒了。 呀,你會問,這遊戲的數值這麼怪嗎?對。 關卡推薦角色要70level,不要信它,拉到最高level 才進去,裡面怪是75level ,真的 70level 打會很痛苦。 呀~主線的經驗是不夠你升角色的,要自己額外去刷,為什麼?因為它迫你每個角色都要升滿 :) 武器也是要升級的,它不會教,我自己摸索了很久才懂了7成,有些發動倐件我還是不懂。 其實我還沒打通, 但我已經累了。 百合真好🥰
You wont get dissapointed CRYmachina has cry in the name for a reason Everyone that played this deserves a gold star
If you look for story, art and music I recommend this beautiful game. Very lovely cast as well.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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