
Enter a bizarre and idiosyncratic world! Adventure into the unknown, and defeat horrid monsters! A story of Love, Loss, and the end of the Multiverse.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] Into The Void[/h1] Лишь единицы умеют делать игры на [i] RPG Marker[/i]. Если копаться в андерграунде, то подавляющее большинство таковых – это уровень курсовых работ на троечку. Отчасти, разгребая такие продукты метаболизма, начинаешь впадать в уныние, отчего начинает вырабатываться негативная реакция на все подобные игры. [i] DashBored[/i] маленький лучик солнышка в этой коричневой дождевой туче. Игра стартует через чур абстрактно. Какие-то непонятные образы, разговоры о саде, герой точно также ничего не понимает, как и мы. А потом встаём с кровати в другом мире и начинаем с ним взаимодействовать. Ничем не ведомые мы начинаем его исследовать и заводить разговоры со всеми подряд. Основной двигатель сюжета - мобильник, который, ломая 4-ую стену, подталкивает нас в нужном направлении. По крайней мере так задумывалось. На самом деле мир кажется большим, однако объездив его, становится понятно, что он пуст. Персонажей, с которыми придётся взаимодействовать можно пересчитать по пальцам, в итоге вы блуждаете по карте, не зная, что вам нужно делать и куда идти, так, методом тыка решается этот вопрос. Характерной особенностью такого метода прохождения является то, что вы что-нибудь упустите, пропустите или потеряете, отсюда рождается будущая реиграбельность. И, да именно из-за этого, так как развилки в игре лишь условные. Персонажи, с которыми нам придётся взаимодействовать хоть и стараются быть абсолютно уникальными, но как такого сродства между ними нет, все напарники производят отчуждающее чувство, так как несмотря на какой-то дизайн и проработку все равно остаются ботами, которые помогают в драке. Это удручает больше всего, потому что таким образом игра не пытается наладить с нами эмоциональную связь. Самый большой козырь у [i] DashBored[/i] – дизайн. От того самого [i] RPG Marker[/i] только интерфейс, в остальном игра преуспела. Интересные и проработанные локации, хорошо прорисованные персонажи. Отдельно игра подчёркивает неписей, как людей без лица, что отчасти можно назвать насмешкой на общие тренды. Боссы похожи на ожившие воплощения человеческих пороков и кошмаров, эдакие демоны. Нельзя не отметить музыкальное сопровождение, весьма оригинальные психоделическо-индастриальные мелодии, тут лишь проблема, в том, что саундтрек короткий, иногда прохаживая одну и туже локацию раз за разом приедается её тема спустя несколько часов. Звуки выполнены на нормальном уровне, они просто иные, без какого-либо раздражения и восторга. Баги случаются, зачастую незначительные. Во многом именно последний час геймплея убедил меня поставить игре палец вверх. В процессе прохождения я испытывал противоречивые чувства, но концовка… Вернее финальная часть игры хороша, игра раскрывается так, как зачастую не могут сделать высокобюджетные студийные проекты, сделанные профессионалами. Надеюсь русский всё-таки сделают, чтобы можно было пройти игру снова. [h1] 7/10[/h1]
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Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
9시간이나 플레이 하였는데, 아직까지 엔딩을 보지못했을 정도로 볼륨이 매우매우 큰 게임. 19년도쯤 무료로 받고, 한참이 지난 지금 그냥 똥게임 찍어먹는다는 느낌으로 플레이 하였지만, 예상과는 달리 상당히 완성도 있게 만들어져 있고 스토리 또한 나름 깊이있게 만들어져 있다는 느낌을 많이 받았다. 물론 언어적인 개그요소도 다수 포함하고 있어, 꽤나 마음에 들었다. 게임은 턴제 방식을 채용하고 있고, 주인공의 기본 스킬이 좋은편이므로, 상황에 맞게 사용 한다면 플레이는 딱히 어려울것이 없을것이다. 난이도도 딱히 어렵지 않으므로, 플레이 함에있어 크게 불쾌감을 느끼지 않을것. 다만, 언어로는 오직 영어만을 지원하고 있고, 때문에 언어의 장벽이 꽤나 높았던 사람들이 많은 모양인지, 무료로 한번 풀렸음에도, 한국어 리뷰는 거의 없으며, 그것은 다른나라도 마찬가지로 보인다. 가격또한 비싼편이 아니니, 한번쯤 플레이 해보는건 좋을듯 싶다. ++ 스샷 찍으려고 F12 누르면, 게임 타이틀로 나가지는 사소하지 않은 찐빠가 있움... +++ 엔딩도 여러가지로 좋았고, 분기별 엔딩도 몇가지 있다고 하니, 조금더 플레이 해볼듯 함.
Я готовился к стандартному проекту, который вызовет лишь легкую улыбку ностальгии. Вместо этого я получил мощнейший удар по всем фронтам: глубина, подача, уважение к корням. Это не игра года, это игра, которая перезагрузила мое понимание жанра.
I really wanted to like this game more than I did, especially after playing Psychopomp. But there's a lot of tiny little issues that make the game kinda hard to play at times. Some of these issues include: Random enemy encounters with high spawn rates which destroys exploration, Limited equipment variety (you can basically get top notch gear on day 1 due to the high enemy spawn rates), an overall super fast paced story that somehow manages to feel slow paced (probably because of the car and the aforementioned enemies), and very odd default binds for controls. Idk if I'm just dense but when trying to play with gamepad and change the binds it was extremely un-intuitive, so I ended up playing the whole game with the keyboard which was kinda annoying because the game uses Z and the arrow keys for most movement and interaction. The game is extremely charming and honestly pretty good but I can't just give it a positive review when there was a lot of things that made the game a slog to play when it shouldn't have been. Even with the flaws I pointed out give it a try for yourself and form your own opinions!
Какая-то психоделическая движуха с самого начала практически. Есть схожие моменты с Undertale, возможно поэтому игровой процесс казался не таким тяжким и есть присущий ей юмор. Бои не надоедают, относительно лёгкая. Боевая механика представляет собой классические пошаговые столкновения, где урон зависит от точности нажатия клавиш, а игровой процесс включает в себя исследование тайников. Ещё есть несколько концовок. Бесплатно раздавали когда-то в Steam, стоит дать шанс, если она у вас есть в библиотеке.
Ужасная игра. Думал, что буду её проходить короткими сессиями, чтобы уделить время учёбе, а в итоге, не удержавшись, прошёл её за 3 долгие сессии. Вообще это моя первая подобная РПГ-игра (Андертеил и Оншот не в счёт). Ну собственно благодаря этой игре мне очень понравился этот жанр. Персонажи запоминающиеся (лорд мой фаворит), рофлы с шутками довольно смешные, общая эстетика довольно хорошая (было приятно услышать ассеты, которые использовались позже для Психопомпа), сюжет вообще шикарен, до последнего сидел с мыслями "А чо дальше то будет???". Не жалко ни копейки за данную игру. Также хочу выразить отдельную благодарность Poptepip, Varg и Birzavr за их русификатор для данный игры, благодаря которому я смог (почти) полноценно ей насладиться.
Undertale на минималках
After playing Psychopomp, I wanted to give the other games a try, and I was not disappointed. I loved the writing in Dashbored, especially with Milly Taree. She became a favorite character, next to Nicolas and Alex. I might try and get the 2 other endings at some point. It's a peak game.
Ну что сказать, хорошая РПГ. Сюжет классный, бои не надоедают (что к слову жирный плюс в копилку этой игры в сравнении с ОМОРИ, где на деле очень слабая боёвка и её легко чизить), музыка классная и спрайты приятные для глаза.
This was the worst game I have ever played and it's not even close. I even took the time to 100% just to be sure that my hatred was justified and it absolutely is. I will attempt to organize my thoughts from here on out in order to keep this from being a vitriolic rant but I've also never written a review before so apologies if it's weird. MINOR SPOILERS AHEAD Art/Character Design: I'll start with the only part I can say isn't bad. The sprites are cute, the attack animations show off the characters well, and the world is well-depicted with some interesting looking areas. The character designs were lovely, the kind I'd jump to draw if it weren't for the fact that this game fills me with an indescribable rage (but how does the TV smoke? Lol). However, some sprites aren't updated; like the nurse in the city ending which is rather jarring. If you're going to update the visuals update it all. It looks far stupider to have a few dud sprites than to have all of them be that way. In addition, some items like the elder bark or ballet shoes just have.... no sprite at all. Even some standard item sprite as a filler would look better than nothing, it makes the game look and feel unfinished. Map Design: Terrible. Awful. The worst. I've never hated a game's layout worse. One million dead ends, everything loops and there's no minimaps ANYWHERE to even ATTEMPT to alleviate any of these issues. I'm the kind of person who goes everywhere in a game, interacts with everything, and exhausts every possible dialogue option, so terrible layout after terrible, winding layout made me want to tear my hair out. It's hard to keep track of where I had and hadn't been, and I just had to guess at times which fork would lead me to a side area and which one would lead me to some cutscene that rendered the other option inaccessible. I HATE games like that. If you want to be open world, fine, I'll come back later. If you want to be a linear game, STOP adding a hundred side areas that I have to sneak through in some unknowable order. At LEAST add them all in the same area so that I know the option that leads off screen is meant to be the final one. In addition, the random encounter rate was HELLISH. In most areas, you can just run, rendering enemies a minor inconvenience or easy XP fodder. However, in some late-game areas like Vurrus's mansion the encounter rate is not turned down for more difficult enemies that have either very low or zero escape chance, which actively DISCOURAGES exploration, as spending a minute or two on a fight and wasting items every few tiles gets extremely grating; even more so when you're trying to run around and look for clues for a convoluted puzzle. Puzzles: Speaking of the puzzles, wow! I've never felt so simultaneously frustrated and bored at the same time. Some puzzles are so laughably easy there's hardly a point in there being one, whereas others feel like you need to be reading Karbonic's mind. Easy ones err on the side of fetch quests, just running around pointlessly for clues. Harder ones have you feeling like you're schizophrenic with some of your attempts. Some of them are also EXTREMELY repetitive. Wow I get to unlock ANOTHER door with a number code. Exciting, I guess. But some doors Alex can just punch through. Sure. Whatever. That being said, no matter how stupid the puzzle or solution, I was able to solve them all myself within a reasonable, if not occasionally frustratingly long, amount of time (with the exception of the stone button puzzle in Vurrus's mansion that I brute-forced using the sound cues because I was tired of running around looking for clues and encountering 849387 enemies I couldn't run from; so I can't speak on that). Fighting: Pretty standard turn-based combat with a few timed cues. And by a few I mean like.. exactly three moves (though I could be missing some, so don't quote me on that). While it is a little annoying to have to remember if you queued up a timed attack in .3 seconds before you need to enter the prompt, I can admit that that's a skill issue on my part. I don't have anything terrible to say about the combat, but I also don't have anything great to say. Each character fell into a very strict class, but nothing terribly original. The attacks, too, were all things I'd seen before in other games to some extent. Nothing felt new or fresh or particularly fun. I won't note this as a bad thing because not every game can be terribly innovative but this one really just had nothing. A big, mid conglomeration of things I've seen done better elsewhere to create a fighting experience that was just passable. Difficulty: Snooze. Don't come looking for difficulty (with one small exception I'll discuss later). I will say that I fought through nearly every random encounter, which means I could have been slightly overleveled, but the friend who gifted me the game RAN from nearly every random encounter and they echoed my sentiment of fights being a breeze. Even the bosses were hardly an issue. Overworld hazards were more of a threat than they were (speaking of.. were a thousand instakill hazards really necessary on the satellite?). For being a being akin almost to a god, Vurrus sure did come across as being able to be blown over by a light breeze. Even the crab robot was harder than they were. I understand that there was more powerful bosses to come but.... did the dev realize that there can be multiple difficult bosses? Especially when heal-bots and saves are handed out like candy and ESPECIALLY considering what this game thinks counts as "difficult". Also.. some of the bosses had health bars when none of the other enemies did. Entirely unnecessary with how easy they were, no one is going to be chipping at the bosses long enough to need the motivation of a health bar and it just makes the game feel messy and amateur. There was also some system of resistances and weaknesses which could very well be fantastic but I never paid attention to it because the differences in damage, in addition to the low enemy health to begin with, rendered it entirely unimportant. MAJOR SPOILERS AHEAD Gameplay: Yawn dot com and that kind of sums it up. A lot of walking in some sections (seriously, what was the point of getting the car stolen? If everything got sucked out of the Garden it could end up where it needed to and get destroyed anyways, and the player never saw any real repercussions from Jack for losing their car. All it served to do was make walking around the map slow and annoying on the last day), but GENERALLY not awful on that front. A lot of fighting. Dialogue. Nothing that made me feel particularly immersed or excited to keep playing. In fact, a lot of it made me feel very annoyed or frustrated. I would have been far more willing to push past that if there was literally anything to look forward to other than being done. Also, while this could be considered a personal grievance, I hated the timed sections. The one in the Water Treatment Plant was so lenient as to be irrelevant (but also.. random encounters during a timed section? Seriously??) However, the one in the subway maze was way too tight, ESPECIALLY considering you need to look at the map of the area AFTER THE TIMER STARTS. Considering all that, it's additionally frustrating that it takes you to the game over screen instead of respawning you back at the beginning (with the premise that Isaac dragged you out or the like, seeing as he doesn't need to breathe). I understand that that's a bit of a nitpick, but I'm trying to demonstrate that thing after thing like this add up to create a wholly unenjoyable gameplay experience. Writing: Just saddens me more than anything. There's a lot of potential here, but it's ALL squandered. So many interesting premises that are built up, ones that intrigued me, just to either never be addressed again or concluded in an anti-climactic way. World-building is minimal and unsatisfactory. (Out of characters, cont. in replies)
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