
A parallel world created by the AI known as Iris. It's in this world Sayaka Hiwatari awakens, in a place called the Strain Area. Here, she'll encounter many familiar faces, but those who were friends in another world before may be foes here. Death looms at every step; will you ever find the end?
Modeled estimate, not a reported figure. How we estimate →
About
Story
Step into a tale of parallel universes...
Iris was born in World DE-1, a world that mirrors Earth in the 2000s. With her birth, a series of tragic loops was set in motion, which were gradually unraveled by the efforts of Arata Mizunashi and his team.
With her goodwill restored, Iris created a copy of World DE-1 named World DE-1.5. Here, feuds gave way to friendship, each person a perfect cog in a perfect world. But a new crisis threatens the peace...
A mysterious man has entered the fray, and he leads a group of people who look identical to the world's former heroes. Our new hero, Sayaka Hiwatari, confronts the rising chaos, where friends and foes seem impossible to distinguish.
And so the battle with another world enters a new phase...
Key Features
No Strain No Gain - Delve deep into the deadly dungeons of the Strain Area, filled with randomly-generated monsters, traps, and more. Think carefully about your actions, because when you move, your enemies will get to take their turn as well. Explore every corner of a dungeon to find useful items, and try to make your way further and further down.
Blink and You're Dead - Every move you make may spell certain death in the form of dozens of violent Death Ends. You may even trigger a brutal Double Death End, featuring gruesome art by Kei Nanameda and overseen by the diabolically twisted Makoto Kodouin.
You Keep on Walking and You Don't Look Back - Your biggest challenge awaits at the bottom of each dungeon. Get ready to test your limits as you must fight a powerful boss. Once the boss is defeated, it's time to save your friend and try to make it out of the Strain Area alive, your new companion in tow.
Bring it Around Town! - Between trips to the Strain Area, make sure to take a break at home where you can stock up on invaluable items, head to the Night Owl Café to enhance your weapons, or check in on friends around town.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Traditional Chinese, Simplified Chinese*languages with full audio support
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.
positive critical· bar length = how often the theme comes up
Reviews
[h1]ローグライクを勘違いしたガッカリゲー[/h1] ローグライクの常識と面白いとされる要素、セオリーを守って作れば良いものを… そもそもこのゲーム [h1]不思議なダンジョン形式なのに[/h1] [h1]ローグライクではない…[/h1] クソ要素を書き殴っていく ・信じられない事に…装備は防具もアクセサリーもなく、章のクリア後に貰える武器のみ。防御力や特殊能力は武器に内包されている。 ・武器の能力付与アイテムを拾ってもダンジョンの外に出ないと付け替えられない。 ・ダッシュ(倍速移動)をすると部屋の入口か壁に当たるまで止まらない。 ・アイテムの「投げ」がない。 ・弓や石のような常用できる飛び道具がない。 ・使い捨ての飛び道具しか無い癖に近接強要や持ち物破壊などの強烈な状態異常を持つ敵がいる。 ・アイテム欄の所持数と所持できる数がダンジョン内だと表示されない。 ・高確率でpopする強敵(グリッジ・ガールズ)が二回行動、遠距離攻撃、複数の状態異常付与に自己バフ、ハメ、即死攻撃を平然とやってくる。 ・視界が開けていても、ちょっと地形があるだけで斜め攻撃ができない。 (斜め攻撃が当たらない例、🔲は壁) 🔲 🔲自🔲 自↘× 自🔲 敵×↙🔲 🔲敵 ↘×敵 🔲🔲🔲 ・上記の判定でも敵は当然の権利の如く、斜めから状態異常付与やダメージ有の特殊行動をやってくる。 ・理性度(トルネコで言う所の満腹度)が50%を切ったまま会話パートに入ると、ずっと後ろでバクバク心音が鳴ったままになるバグがある。 ・「ステージクリアスコアをSランクにしろ」と言う実績があるのに、どんな行動がスコアに加算されるのか、指標や内訳がわからない。 ・セーブするとタイトル画面に一々戻される。 ・セーブデータを分けられない。 ・前作までの売りだったADV+RPGが、ただの一本道のストーリーゲーになった。 ・3つある属性の概念が死んでる。 今作の売りであるはずのバッドエンドもしっかりクソ。 このクソさはデスエンドリクエスト1の理不尽なバッドエンドをも超える。 このゲームはスキルツリーシステムが採用されていて、敵や罠にやられて未回収のバッドエンドを埋める事でポイントが貰えてスキルを覚えられる。 バッドエンドを見てない敵を探して義務死亡を繰り返す…時間もかかる面白くない作業が今作の育成要素。 バッドエンドは100種類を超えるがスチルは全部で5枚程度の使い回し。(また、さや香が切腹してやがる…。) 雑魚死の出来は手抜き気味なのに雑魚1体に3種類もある。 こんなに酷い水増しする必要ある…? 声優の演技は凄い。 そしてこの未回収のバッドエンドを集める育成システム… 実績コンプする上でとんでもない…取り返しのつかない… [h1]罠がある。[/h1] バッドエンドを全て見ろ!と言う実績がある。 わざと死ねと言う実績なのにスキルツリーで罠破壊や防御力アップ系統を取っていくと、まだ見てないバッドエンドがあるのに死ねなくなる。 味方と同時に死亡しろ!と言う実績… この条件を達成できる方法が一つしか用意されていない。 それは範囲ダメージを発生させる罠を踏み続ける事。 しかし、「発動トラップ破壊」をスキルツリーから取ると詰み。 これらが起きてしまった場合、新しいセーブを作って何もかも最初からやり直すしかない。 スキルツリーのリセットが "な ぜ か" …実装されていないため、考えなしにスキルツリーを強化して行くと本当に詰み。 実績コンプ目指さない人にとっては関係ないが… そもそも、バッドエンドを見せたい開発の思惑と育成システムの合体が嚙み合ってなさすぎる。 タイトルも良くない 良くないと言うのはナンバリングの2から3をやっても多分、話に全然ついて行けないだろうな…と思ってしまったから。 Code_Zと名前に冠してあるので 「本編から寄り道に逸れて外伝作品かぁ」と思っていたら[h1]ガッツリ前作からの続き物だった。[/h1] そう、このゲーム…実質デスエンドリクエスト3なのである… 開示される情報と物語進行が明らかに今後、知っている事が前提になるであろう…最重要が過ぎる事しかなかった。 どう見ても物語本編みたいな内容なのに本作はナンバリングされず、この続編が「3」である。 本作をスキップしたら例えば 「知らない相方が横に生えてる」 「知らない敵が増えてる」 「お前死んでなかったっけ…」 「何でお前味方になってるの?」 「自分の知らない謎の空白の設定ができている」 「Code_Zのエンディングを知っている前提でストーリーが進む」 などが起こるだろうな…と予想される。 バトル漫画の大きい章を一つ二つ読み飛ばしたような感覚になるのは間違いない。 うーんこの、ワールズ・オデッセイのプレイヤー並の記憶改変。 自社ソフトのネプテューヌの外伝だとか… 本編の時系列に絡むことがなく上手く出来ていただろうに… エクソシスト・リリアナの奮闘記とか、樋泉楓の事件簿とか…世界中を飛び回るセリカとか…世界の裏側でめちゃくちゃ頑張るルーデンス達とか…何なら舞台は休暇中の旅行設定でも良い…! ナンバリングを付けないのなら 知らなくても本筋の邪魔をしない、ゴマ塩程度にパラパラと新規の情報や謎を散らしながら… 本編のサイドキャラが相棒枠か主人公になったガッツリ横道のゲームをどうせなら見たかった。 ・ ・ ・ お ま ん け 実績コンプチャレンジのboki これで…ついに!最後の実績エニーカンストを達成じゃあああ!!! バーカバーカ!お前の母ちゃんジルエッタ! エニー管理ガバでクソゲのストーリーを4周もさせやがってよおおおおおおおお! ふん、雑魚がっ!デスリクZおめぇ二度と逆らうんじゃねぇぞ これでコンプ実績が……! 完成:【「ジカイサク」へのコード】(達成度26/32) ...??????? 嘘だよなコンパちゃん… . .: : : : : : : : :: :::: :: :: : ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: . . : : : :: : : :: : ::: :: : :::: :: ::: ::: :::::::::::::::::::::::::::::::::::::: . . .... ..: : :: :: ::: :::::: :::::::::::: : ::::::::::::::::::::::::::::::::::::::::::::: Λ_Λ . . . .: : : ::: : :: ::::::::: ::::::::::::::::::::::::::::: /:彡ミ゛ヽ;)ー、 . . .: : : :::::: ::::::::::::::::::::::::::::::::: / :::/:: ヽ、ヽ、 ::i . .:: :.: ::: . ::::::::::::::::::::::::::::::::::::::: / :::/;;: ヽ ヽ ::l . :. :. .:: : :: :: :::::::: : ::::::::::::::::::  ̄ ̄ ̄(_,ノ  ̄ ̄ ̄ヽ、_ノ ̄ ̄ ̄ ̄ new[h1]コンプ実績を取得できないバグがある[/h1]
[h1]收集死亡结局?[/h1] [h2]游戏内容[/h2] 游戏主要在探索一块名为株纽区域地方,这个地方是一所迷宫,而玩家操控的主角名为火渡纱耶香,这所迷宫会重复的探索很多遍,但是很有意思的一点就是迷宫是回合制的,就是敌人和玩家是同步的,玩家停住的时候,视为回合暂停,敌人也会停住,而玩家动起来,敌人也会移动,在迷宫中探索大部分都是正常的玩法,比如移动,加速跑,攻击,为了玩家好攻击,还可以按住调整攻击方向,而迷宫中有陷阱,无脑的冲刺会踩中陷阱死亡,陷阱正常情况下是看不到的,但是可以通过空A发现陷阱,迷宫中还有一些道具可以拾取,并且游戏的剧情也跟迷宫探索有关,每个剧情对应的地点都不一样,并且错过的支线无法回头再做,所以最好优先做支线。游戏还有一个特别的地方就是死亡结局,每个新的死亡结局可以获取技能点,技能点可以提升人物属性,所以尽可能多收集死亡结局。 [h2]个人游玩体验分享[/h2] 游戏作为地雷社旗下的《死亡终局》系列作品,属于外传系列,并且玩法上没有延续之前作品,而且创新的开发出这种特别的回合制玩法,但是画风上还是继承了地雷社的优良传统,人物立绘,以及场景的制作都非常精美,角色好看帅气,玩起来观感很好。游戏的玩法上也有一个误区,正常游戏是多注意血量,而本作探索中,血量真的不是最重要的,而是理性值,理性过低的话,会导致继续游戏非常困难,所以要多关注理性值。 [h2]结语[/h2] 《Death end re;Quest: Code Z》这款《死亡终局》的外传作品,玩法创新,画风依旧精美好看,迷宫探索与剧情相融合,收集死亡结局的设定也很有意思,感兴趣的可以尝试一下。 [quote] 晚八不睡,早八不醒,梦里准点测评,迎接美好游戏人生! 欢迎关注:[url=https://store.steampowered.com/curator/46039267/] 睡不醒的早八人 [/url] [/quote]
[後半に日本語レビューあり] [h1] A cute rescue tale that suddenly turns into a merciless Death End loop [/h1] It looks cute, but the inside is a merciless loop-based roguelike RPG. You dive into procedurally generated dungeons, and in a turn-based system where one action makes both allies and enemies move, you tighten positioning and resource management. Floor traps include not only damage but also sanity loss, status ailments, warps, and even reinforcements, and if you let your guard down you can die in an instant. This "unfairness" is the tension, and at the same time it is this game's quirk. Beating the huge boss waiting at the deepest point is not the end. After defeating the boss and rescuing the captive heroine, you only return by escorting her as she follows you as an NPC to the extraction point. During escort, her movement slows down, routes collapse, and the unexpected happens easily, and failures here directly lead to a "Death End." Moreover, the strong enemy Glitch Girls can be even more dangerous than bosses, and sometimes take seemingly unfair actions such as destroying the exit itself and cutting off your retreat. There is a gap where a cute rescue story suddenly flips into despair. Death Ends are not just game overs; they are treated as part of the growth route through retries. You can invest points gained from deaths and so on into a skill tree to make the next run more advantageous. Weapons can be boosted in offense and defense with enhancement materials, and customized by adding special effects through expansion elements. Base storage and stashing money act as insurance against resets, reducing the sense of wasted effort in repeated runs. The difficulty is step-based: the higher you set it, the heavier the resets become, and even short runs become densely tense. However, despite the cute art, the game has a dark mood with cruel depictions and self-harm expressions, and in addition, Death Ends that are fetish-leaning in many senses are inserted mercilessly. If you expect only cuteness, the temperature gap will be large. On the other hand, for those who want the sense of achievement from rescuing and escorting, the pleasure of stacking even failure as a resource, and the "cute yet hellish" gap, this may be a title that hits the mark. [h1] 可愛い救出劇が一転、容赦ないデスエンド周回へ [/h1] 見た目は可愛いのに、中身は容赦ない周回型ローグライクRPGだ。ランダム生成ダンジョンを潜り、1回の行動で敵味方が同時に動くターン制で、位置取りとリソース管理を詰めていく。床や罠はダメージだけでなく理性低下や状態異常、ワープ、増援まであり、油断すると一瞬で事故死する。この「理不尽さ」こそが緊張感であり、同時に本作のクセでもある。 最深部で待つ巨大ボスを倒せば終わりではない。ボス撃破で囚われのヒロインを救出した後、NPCとして同行する彼女を守りながら離脱ポイントまで護衛して初めて帰還となる。護衛中は動きが鈍ったり、ルートが崩れたりで想定外が起きやすく、ここでの失敗が「デスエンド」へ直結する。しかも強敵のグリッチ・ガールズはボス以上に危険なこともあり、出口そのものを壊して退路を断つというような一見理不尽な行動を取ることもある。可愛い救出劇が、急に絶望へひっくり返るギャップが存在する。 デスエンドは単なるゲームオーバーではなく、リトライによる成長導線の一部として扱われる。死亡などで得たポイントをスキルツリーに投資し、次の周回を有利にできる。武器は強化素材で攻防を底上げし、拡張要素で特殊効果を付けてカスタムできる。拠点の保管や所持金の退避はリセット対策の保険になり、周回の徒労感を減らしてくれる。難易度は段階制で、上げるほどリセットが重くなり、短い周回でも緊張が濃くなる。 ただし、可愛い絵柄に反して残酷描写や自死表現を含む暗いムードがあり、さらに色んな意味でフェチ寄りのデスエンドが容赦なく差し込まれる。可愛さだけを期待すると温度差は大きいだろう。逆に、救出と護衛の達成感、失敗すら資源として積み上がる快感、そして「可愛いのに地獄」なギャップを味わいたい人には刺さる一本なのではないだろうか。 [quote][b]Check out our Steam curator ([url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]link[/url]) , YouTube channel ([url=www.youtube.com/curatorhhf/]link[/url]), and X(Twitter) ([url=x.com/hhfcurator]link[/url])![/b][/quote]
[h1]Even as a fan of this series, this game was hard to suffer through.[/h1] To this day, Death End re;Quest is my favorite IP to ever come from Compile Heart, even moreso than Neptunia, so when a new game in the series was announced I was beyond excited to play it. Boy was this game disappointing, and it didn't have to be this way. [b]TL;DR =[/b] In order to progress, your character has to die to accumulate Death End Skill Points in order to strengthen yourself to be able to survive the later chapters. Even if you are overpowered in terms of levels or setup, or you're given all the right items at the right time, you still have to get yourself killed numerous times just to get buffs because even if you're having a good run, the game will eventually end it and make you start all over again until you're sufficiently buffed. This is a sad excuse for gameplay length and padding and kills ALL interest I had in trudging through it. [hr][/hr] Compared to the previous two games, which are traditional turn-based RPGs, this one is a dungeon crawler, and a vicious one at that. You run through the multi-floor dungeons, kill enemies, collect items, (try to) dodge traps and hopefully make it to your objective, which is rescuing an ally, defeating a boss, escaping the dungeon or sometimes all of the above. Weapons can be strengthened by killing enemies, using items on them and debranding already-enhanced weapons for more enhancement points. You get more weapons with different effects as you progress through the game. I played on Normal difficulty, so you keep everything you've earned, including levels, even when you die. However, this alone was not enough to ease the pain of going through this game. At first, I tried to play the game as much as possible while avoiding death, since that's the main goal of most games in order to progress. By about Chapter 5 or so, I've come to realize that I've been playing the game wrong. No matter how lucky you get with items you find, monsters that do not spawn in your path or go the other way, or how close the gates to the next floors are, or how many traps you manage to avoid, the relentless RNG God is guaranteed to eventually screw you over into dying, then you have to start the dungeon again, all the way from the beginning (unless you hit a continue point, but those don't come into play until [b]WAY LATER[/b] in the game!). Like I said in my TL;DR version, no matter how lucky you are, you're not going to make it unless you get yourself killed and accumulate Death End Skill Points so you can strengthen your character and give yourself a much better chance of survival. Saying this, it would just be better if when you start the game, you get yourself killed as many times as possible before starting story progression so you can unlock a ton of buffs beforehand, which just smells of lazy, padded-out game design that's almost unbearably sluggish to deal with. It's a shame, because apart from the gameplay, I quite enjoyed the story, even if it's a spin-off. They gave us a fanservice episode, not in the literal sense, but it's a what-if scenario if the characters from the universe are all living an alternative life; we get to see what they do in their everyday lives and see how open their personalities are. The interactions between the characters, both new and returning, are all great, and I also adored the protagonist Sayaka, who I just call Bocchi The Killer since she's a pink-haired girlie with the same voice actress from Bocchi The Rock. [hr][/hr] To end, I am glad that the real next installment for this series is in the works and that this was just a spin-off title, because if this series was to end on this note, it would have been an extremely sour, very poor death to end it.
[h1]Death end re;Quest: Code Z[/h1] [quote] Follow [url=https://store.steampowered.com/curator/45434562/]Good Game Collections[/url] to check other reviews. Let's collect good games together~! [/quote] [h2]Conclusion (If you don’t feel like to read the full text)[/h2] [b]Death end re;Quest: Code Z[/b] is a spin-off of the [b]Death end re;Quest[/b] series (and also serves as a setup for [b]Death end re;Quest 3[/b]). Unlike previous titles, this title shifts to a roguelike dungeon-crawling RPG with 3 difficulties, bringing a fresh new experience to the series! The story is engaging, though it is best enjoyed if the player played the first 2 games. Otherwise the player may not recognize the returning characters. If the player enjoys roguelike dungeon-crawling RPGs filled with charming heroines and story-rich gameplay, this title is definitely worth trying! [h2]Gameplay[/h2] It is strongly recommended that the player needs to become familiar with the characters and story of the first 2 titles before playing [b]Death end re;Quest: Code Z[/b]! [b]Death end re;Quest: Code Z[/b] follows the protagonist, a [b]Luden[/b], who awakens from a long coma and finds herself trapped deep within a dungeon. [b]Shina[/b] rescues her during a battle and helps her escape, bringing her home and giving her the name [b]Sayaka[/b]. Afterward, [b]Sayaka[/b] spends her days alongside [b]Shina[/b]. However, strange and unsettling incidents gradually begin to distort [b]Sayaka[/b]’s life. She now needs to uncover the truth behind events and explore the nature of this world, as well as her own existence. But death looms at every turn. Will [b]Sayaka[/b] ever reach the end? Gameplay is divided between town interactions and dungeon exploration. In town, [b]Sayaka[/b] can visit up to 16 different locations. At first, only a few locations are accessible, but more locations will gradually unlock as the story progresses. The 3 main locations are [b]Home[/b], [b]Cafe[/b], and [b]Subway[/b]. At [b]Home[/b], [b]Sayaka[/b] can manage her equipment and prepare items for dungeon expeditions. The [b]Cafe[/b] allows the player to buy or sell items, customize weapons, and set [b]Death End Skills[/b]. The [b]Subway[/b] is used to enter dungeons. [quote][b]Note[/b]: The game has 3 difficulties. Unlike other games that only increase enemy stats, this title changes the consequences of death and escape, significantly affecting progression and playstyle. [list] [*] Normal Mode - Upon Escape: Nothing; Upon Death Nothing [*] Elite Mode - Upon Escape: Nothing; Upon Death: Possessed items and Eni are lost [*] Expert Mode - Upon Escape: [b]Sayaka[/b]'s level is reset. Upon Death: All items and Eni in the possession are lost. [b]Sayaka[/b]'s level is rest and development data for possessed weapons is also reset. [/list] Each mode provides a distinct experience. For those seeking a proper roguelike feel, [b]Elite Mode[/b] is recommended for the first playthrough. [/quote] The core gameplay revolves around dungeon exploration. [b]Sayaka[/b] travels from the [b]Subway[/b] into various procedurally generated dungeons filled with random enemies (fixed enemy types), traps, and items. The player’s objective is to search each floor for stairs leading deeper, try to reach the deepest level, defeat the boss, and rescue the trapped heroine. Each run plays out slightly differently due to the randomized layout. If [b]Hayaka[/b] happens to die during exploration, the player will simply restart in a newly generated dungeon and earn one [b]Death End Skill Point[/b], which can be used to learn passive skills. These skills grant improved stats which helps in future dungeon runs. There are up to 104 different ways to die, each with its own unique condition. Thus, collecting all [b]Death Ends[/b] will take considerable time! In addition, the game features many useful items that can be used freely during exploration. Most of them are consumables, while a few are meant to be sold later in town. [quote][b]Note[/b]: Since [b]Death End Skills[/b] cannot be changed once learned, it is strongly recommended not to learn [b]Trap Destruction[/b] or any skills located in the lower-left section of the skills early on, as they may interfere with collecting all [b]Death Ends[/b] later in the game.[/quote] Combat is turn-based. [b]Sayaka[/b] takes one action, then enemies act in turn, allowing the player to carefully plan their next move. During exploration, each action reduces [b]Sayaka[/b]’s [b]Sanity[/b]. If [b]Sanity[/b] becomes too low, her field of vision will shrink, and she may fall into confusion, attacking herself. Therefore, aside from triggering certain [b]Death Ends[/b], the player should always try to maintain a healthy [b]Sanity[/b] level by using restorative items when needed. Defeating enemies fills the [b]Vanquish Gauge[/b]. Once it reaches 100%, [b]Sayaka[/b] can transform into [b]Vanquish Form[/b], greatly increasing her attack power, granting immunity to negative status effects, and allowing her to survive a fatal hit once. This form lasts until the gauge is fully depleted. [h2]Pros[/h2] [list] [*] Engaging main story [*] Interesting side stories [*] Great character design and artwork [*] Simple yet deep dungeon-crawling system [*] Over 100 unique [b]Death Ends[/b] [*] 3 difficulties offering different gameplay experiences [*] Great OP [*] Full voice acting [*] Excellent English and Chinese translation [/list] [h2]Areas for improvement[/h2] [list] [*] To fully experience this game, it is recommended that the player has played the first 2 games. A brief story of previous 2 games recap at the start of the game would be helpful [*] [b]Death End Skills[/b] could be made resettable by spending additional [b]Death End Points[/b] or Eni [/list]
《死亡终局》系列的《Death end re;Quest: Code Z》结合了视觉小说与迷宫玩法,打开游戏时的OP非常好听。本作难度分为三类,正常、精英、专家,正常难度死亡无惩罚,比较适合我这种休闲玩家。正式进入游戏后开头就是城市毁灭,过完剧情我们会在爱丽丝的指引下进行新手教程。 游戏的主要角色有: 火渡纱耶香,我们作为“死之主”操作的角色。 二之宫椎菜,游戏总监。 以及其他等等角色。 纱耶香和椎菜都是卢登思,即仅仅由记忆构成的人。不过椎菜是从人变成卢登思,而纱耶香一直是卢登思。椎菜邀请纱耶香一起到公司上班,这家公司平时主要在制作游戏。测试VR游戏时纱耶香遭遇了可怕的bug,离开公司后又遇到水梨新引发次元断裂,剧情由此展开。 游戏的主要玩法是一次次探索迷宫。我们在迷宫里可以移动、冲刺、攻击,以及调整视角远近和角度。迷宫有很多陷阱,陷阱不可见,但我们的攻击可以显现陷阱。若想离开迷宫,也可通过逃脱点逃离。当我们计量槽满了之后,可以变身成征服形态。角色有着代表精神状态的理智值,在迷宫中会不断降低,降低到一定程度会出现视觉障碍,甚至攻击自己。不用担心死亡,首先正常难度无死亡惩罚,其次观看死亡结局可以获得点数强化纱耶香。 通过地图我们可以移动到各个不同功能的地点,比如在自己的房间可以存道具、存钱、查看委托、领取报酬,在咖啡馆可以买卖道具、自定义武器等。 菜单中可以看故事回想和教学,忘记剧情和操作时很方便。 总的来说本作是一部良作,值得入手。 [quote]欢迎关注三真万法鉴赏组: https://store.steampowered.com/curator/45742107/ 欢迎加入三真万法鉴赏组: https://steamcommunity.com/groups/szwf [/quote]
このシリーズの目玉でもある[b]デスエンド(バッドエンドスチル)の回収が非常にめんどくさいです[/b]。 攻略に20分はかかるダンジョンに3回は挑まねばならず、デスエンド回収の点では1作目が良かったと思います。 [b]ゲームデザインとゲームシステムが合っていない[/b]、という印象です。 苦労して見に行った[b]デスエンドスチルが使いまわし[/b]なこともあり、自分での回収は諦めました。 また、最高難易度以外だと[b]ゲームオーバーになることもないため、デスエンドが回収できない状況に更に拍車[/b]がかかります。 ダンジョン中でセーブ可能にし、ゲーム難易度を上げれば程よくデスエンドを見ながらストーリー攻略ができたのではないかと思います。 ストーリーについては、1作目などでの不明点が明かされたため結構満足でした。 新しい主人公も結構可愛くて好きでした。
全破了,花了一大堆時間拿了全成就...嗎? 最後一個全成就的成就不知道為什麼沒跳出來,一、二代我都全成就了,Code Z也不例外,但全成就不給我是怎麼回事? 拜託,改一下吧,拜託了,我好想要,我都花了99小時農你那沒甚麼意義的全武器強化滿跟9百萬Zeni了,你就別這樣搞我吧。 給你推薦,拜託您改一下吧,我只是想要個全成就啊。
If you like Derq, then you probably already own it or you plan on getting it later. It's a super simple rogue-like. I myself, don't like these type of games. The whole "you die, you go back" just isn't my thing. I don't have time for that, I'm an adult, I vote. As I said it's very simple. Two attributes, atk & def. Also you get one weapon to equip. You get more weapons the more you progress and those level up on use. This lets you raise it's stats and add passives. Tons of items litter the dungeons as well as lots of bad guys to defeat which explode into a satisfying pool of blood. I guess the twist is, you don't only have to go down the dungeon, you also have to go back up. Every now and then a powerful adversary will spawn and hunt you down. Watch out for those. Dungeons start out short but as you can imagine get pretty long near the end. The customary 100 Floor Dungeon is an optional postgame thing. The game has 3 difficulty options, the middle one is pretty much worthless. Babymode and rogue-like mode are all you need. All the difficulty affects, is what happens when you die or leave a dungeon. Speaking of dying, that's how the meta prgression works! When you die, you get a death end and with that 1 Skillpoint. There're 104 death ends to collect. That was the worst part of the game for me. Obviously, you don't have to get all of them, but you know... All of these are accompanied by rather violent CG images (of varrying degrees) of our heroine meeting her demise. There are 9 unique images that are pretty bad (in a good (?) way). The rest repeat and I started to skip through those at some point. Like the other two games, the "game" part isn't that great. The Story is the best thing about all those games. Code Z doesn't disappoint. Everyone you know and love returns. Sayaka, as our heroine, does a very good job at being just as confused as you are about what's happening. I don't want to spoil nothing. Only japanese voice acting is available, bit of a bummer, but as a weeb, it didn't bother me too much. If you are into achievos, do watch out since four of those are currently bugged. Also your time with the game might triple. Yeah, sure, recommended. I had a lot of fun. Can't wait for the next installment :)
省流:找死模拟器
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