
Decades after the events of ENDER LILIES, Homunculi — sorrowful, artificial life forms — roam the land. In this dark fantasy Metroidvania, face formidable enemies and explore a bewitching post-apocalyptic world. Humans and Homunculi — what awaits at the end of the quest for their salvation?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 6.57/day in the week to Aug 9 → 7.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Set in the Land of Fumes, this prosperous magical superpower is home to vast quantities of magical resources lurking underneath the surface. In hopes of advancing their kingdom's development, artificial life forms known as Homunculi came into being. Regrettably, toxic Fumes from the underground drove the Homunculi to madness, turning them into feral monsters.
You play as Lilac, an "Attuner" who possesses the power to save the Homunculi. Upon waking, you find yourself in a laboratory deep in the underground. There, you will become acquainted with the Homunculi closely involved in the kingdom's downfall. Together with the Homunculi, set out in search of your lost memories and precious friends in the Land of Fumes. Follow the journey of destruction and rebirth in a post-apocalyptic world, decades after the disastrous Rain of Death.
ENDER MAGNOLIA is a dark fantasy 2D side-scrolling action RPG where you venture through the desolate Land of Fumes trying to save both humans and Homunculi. At the forefront of magical and mechanical development, the kingdom comprises of a hierarchical societal structure. Here, you'll come across abandoned cities, discover laboratories oozing with heinous mysteries, a grand Sorcerer's Academy, colossal factories, and much more. The hauntingly beautiful yet gruesome world of ENDER MAGNOLIA will unfold before you.
Journey with Homunculi and help those who have lost their minds to the Fumes. Fight fearsome, powerful enemies, purify their souls, and rally your companions. Who will you save at the end of your quest — humans or Homunculi?
■ Experience the revamped battle system that elevates your gameplay and exploration beyond that of ENDER LILIES.
・Explore the mesmerizing yet grim world at your own pace and take on menacing enemies with the help of your companions.
・Find your battle style using 30 different unique skills acquired from your companions.
・Collect and upgrade loads of equipment, relics, and items.
・Featuring new difficulty levels, you can choose to have a challenging experience or enjoy the gripping storyline at your leisure.
■ Gorgeous 2D art, animation, and music all come together to create a whimsical world.
・Humans and Homunculi live together in the kingdom known as the Land of Fumes.
・Venture out, get to know people, and help one another while unraveling the mysteries of the world.
・Witness poignant cutscenes and enhanced character interactions with your companions.
After lending their sweet and somber music to ENDER LILIES, 'Mili' is back with new compositions that bring the mysterious world of ENDER MAGNOLIA to life.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 18.8Kreviews | 95% | — | $9.7M |
| $24.99 | 7.1Kratings | 97% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1094 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这是一部非常适合类银新手的作品。它对于“难度傲慢”避讳地无微不至——不用捡魂、无碰撞伤害、空中受击无僵直、随时随地存档点传送、极其慷慨的平A判定范围、技能只受cd限制而不消耗资源、出了新手村就有黑冲和二段跳、精确到房间的收集进度标示,诸如此类。我当然不是想说“这太宝宝巴士了”,恰恰相反,我一直认为开发者的这些“妥协”或者说“谦卑”是营造良好游戏体验的重要因素,也是对自己游戏内容的自信。他们不需要塞一堆捡魂之类的恶意来标榜自己的“硬核”,更不需要这些恶意来把有限的内容折叠又折叠,延长游戏时间。 即使抛开这些“谦卑”,Ender Magnolia的难度在类银里也是中等偏下的,这主要得益于花样繁多的技能(以及它们慷慨的攻击范围和灵活的前后摇)。不同的地图有着各自特色鲜明的小怪配置,进而为不同的技能提供了明确的适用空间。例如里托有三种攻击模式,分别是水平突刺、斜上升龙和前跃下砸,大致相当于对地、对空和对群。旧定居点大多是直球挡路小怪,水平突刺即可;绯红森林有一大堆鸟,升龙就可以一拳一个;下水道里有成群的老鼠,又主要是往下推进,那么下砸就格外合适。但是到了锁之塔,小怪会后撤远程周旋,上述三个都不好用了,这时就可以掏出约鲁凡的小手枪(攻击距离刚好比锁链小怪多一个身位)远程打晕了事,方便快捷。综上所述,战斗更多地靠战术思路而非临场反应,只要思路对了,对操作的要求其实很低。 可惜的是,这一作的boss设计很保守或者说很平庸。数值仍然夸张(从前期boss开始就动不动一下打1/2甚至2/3的血),但像一代魔女背刺那样的反应速度检测、狂骑士狼三连波那样的目押到了大后期才会出现,演出性质的大范围铺场攻击也少了很多。此外能明显感觉到工期的紧张,某些boss展现出了有趣的招式思路,然而只是不明不白走了个过场就草草了事了,例如蜘蛛和德克兰。还有些就像本应有的战斗被缩了水,例如拿爬墙和和远程平A的两个boss,先保守地打了一架,等到二见决战的氛围(场地都搭好了)却直接投了降。 最后是叙事氛围的变化。一代有着末日作品里经典的“不可逆的丧失感”和“解决方案的匮乏性”;前者是说,主角踏出的每一步都伴随着有形或无形的东西的丧失,它们不可寻回、不可再生、不可恢复;后者是说,主角对于末日并没有有形的、有效的解决手段,或许是因为弄不清末日的具体形态和原理,或许从根本上不可解决,或许末日早就发生过了。二代的世界观并不满足上述两点,也就是对灾难有明确的解决方案,也不以牺牲不可逆的东西为前提。此外不仅主角莱拉克能说话,还有一大帮热热闹闹的朋友也能说话,就差喊几句友情啊羁绊啊什么的了。一代是悲凉的可以说黑深残的宿命,二代是积极的拯救世界的公路片,我觉得都是好故事。
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese, Korean
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Разработчики взяли Ender Lilies и сделали почти всё лучше. Всё такой же красивый и мрачный мир, приятная боёвка, хороший сюжет и музыка, которую хочется добавить в плейлист. Карта всё ещё иногда отправляет тебя в путешествие на другой конец света ради одного сундука, но после первой части я был к этому морально готов. Рекомендую
I played this game right after ender lilies and I was not let down. In my opinion this game is even better than ender lilies, the devs have listened to the reviews on EL and fixed it in EM. The story of this game is really good and once again the game looks amazing. I had a lot of fun getting all the achievements in both games. Hopefully a third game will be made eventually I need more!!
[h1] 简评: 无 聊 麻 了 [/h1] 作为从前作ea阶段就开始关注的玩家,我一开始对续作并不看好,尤其是在我听说了制作组在追梦失败后想要靠ENDERLILIS续作的人气来圈钱回血时,我就预感本作大概率会陷入经典的续作困境。结果不出所料,本作在制作规模上毫无疑问地拉了大胯。我从来没有想过会在2026年玩到如此无聊乏味的银河城作品。 [h1] 很明显制作组并不知道前作爆火的原因 [/h1] 网上总是有人吹ENDERLILIS的美术和音乐怎么怎么好,YYSY,确实该吹,确实不错。但是,制作组似乎很想当然地认为[b] 美术音乐好评=作品好评 [/b],所以,你能看到在本作里几乎只有美术音乐保持了前作水准,其他方面通通缩水。 那么,ENDERLILIS成功的原因是什么?她的灵魂是什么?抛砖引玉地讲,我认为就是独一份的意境和氛围。ENDERLILIS从头到尾都散发着一股[b] 孤高,空灵,不可言说的神圣气质 [/b]。 这种独一无二的气质是怎么塑造出来的?是靠大量的脚本演出,过场动画与碎片化的文字描写所形成的合力;是靠极其完整的世界观描绘出的充满死亡与杀戮的末世神话与莉莉“出淤泥而不染”的圣洁感所形成的强烈反差塑造出来的。而美术音乐,则是这种气质的外在表现;是最后一块拼图。只有前者完整自洽的底层逻辑配上后者吸引眼球的好看皮囊,才能达到1+1>2的效果,才是她能在这个银河城井喷的时代让人留下记忆点的重要原因。 [h1] 而木兰花,把底层逻辑改得面目全非 [/h1] 我进入ENDER MAGNOLIA的第一反应是:NPC太多了,活人感,社会感太重了,与继承自前作的“黑深残”的世界观太割裂了。当然,人物不是问题,问题是与之相对应的文本质量实在是太太太TM糟糕了。 本作的文本质量卡在了一个极其尴尬的位置:往下比,她不仅没有扩展世界观深度,留下解读的空间,激起玩家挖掘故事的好奇心,反而破坏了前作那由死亡与孤独组成的神圣气质。往上比,又做不到用天量文本去如正统JRPG般事无巨细地把每一个NPC都塑造成一个活生生的人。我唯一有印象的人物塑造,只有又刻意、又突兀的椅子上的短剧情,就那些对主线发展毫无帮助的插科打诨,你不说,我寻思是persona罢大概,,,更别说,甚至还有纯粹为了主线发展和游戏性服务的工具人(?) 就其结果而言,前作给我的感觉更像是为已死的边陲之国举行一场迟来的葬礼,而本作,我体验到的则是一场相当古板经典的JRPG式的弑神冒险路途——骗你的,吉尔罗伊完全承担不起一个最终反派应有的人格魅力,你连神都算不上,充其量只是一个妹控小丑罢了。 [h1] 制作组听劝了吗?如听 [/h1] 必须表扬的是,制作组确实会听取玩家意见去针对性地改进前作的痛点。但是他们去改了,改了一半又不改了?再结合前面我认为他们并不知道前作成功的理由,我觉得制作组与其是听取玩家意见,不如说是把玩家意见箱当成了自己的外置大脑,而它自己呢,则是退化成一只不会独立思考的水熊虫。 [h1] 这点从“银河城”的“银河”上就能初见端倪 [/h1] 首先是小地图,制作组知道前作小地图做的很狗屎,所以第一步:本作他们做了一张堪称保姆级的地图,把所有的信息全部喂到你的嘴里。第二步:他们又保留了前作的全收集地图变色机制。你知道我看到这两个要素一起摆在我脸上时的反应吗?我直接不看画面了,就盯着放大的小地图跑,哪里没亮去哪里。更有甚者,一张偌大的地图,唯一的收集要素居然只有摆在入口正上方的出口,我进门直接一个爬墙上去,整张地图就全亮了,我还没探索的90%的内容就告诉我不用跑了?你真改进了本作的探索体验吗?如改。 别急,还有高手。第三步:本作[b] “创新性” [/b]地加了可以随时随地传送椅子的机制。这也是回应前作的365里路嘛,很好。但是!这群神人是不是认为只要有了传送机制,篝火就可以随便摆了?本作的篝火设计就是纯粹的灾难!主要就体现在篝火的数量上,前期矿场,锁之塔这些设计紧凑,近路多的地图,你摆3个篝火,差强人意。后期魔导工厂,学院这些又大又空旷的地方,还是3个篝火?就算我不用为了跑回头路而烦恼,我为了出发拿新的隐藏不还是要跑365里路?你真改进了本作的365里路吗?如改。 最后,也是最让我无语的第四步:本作的隐藏要素实在是太宝宝巴士了。你是说:一个2025年的类银,面对最重要的隐藏要素,没有能力锁,没有我考考你的解谜,甚至连遭遇战都没有是吗?说实话,你就把她放到2015年那也是路边一条啊。隐藏墙全部放在最符合玩家直觉的地方,我一遍跑下来居然能开80%?同时,隐藏奖励居然几乎全是魔质,废料这些刷子物品?幽影地都知道不能全给卢恩,会塞一些时尚小垃圾和锻造石,你怎么连魔导管都不愿意多给我几个,全放在商店里要我嗯买是什么意思?你真的有激起玩家探索的好奇心吗?如有。 这一套组合拳下来,造就了本作极其催眠的游戏体验。动线设计就跟TM刚解冻的粪水管道一样飞流直下,纯一本道往前走打完boss再原路返回就能通关的银河城我玩什么?——不好意思,[b] “得益” [/b]于本作的传送机制,你打完boss甚至不需要找近路原路返回。地图的复用率也低到了令人发指的程度,绝大部分地区我不想去第二遍,因为奖励无法吸引我;也没必要去第二遍,因为奖励初见基本就能拿完,,, 在2026年玩到这样一部银河城实在是[b] 太 享 受 了 [/b](悲)。 [h1] 还是看看远处的战斗设计吧家人们 [/h1] 简单讲一下本作的战斗设计,平心而论确实算不上是一无是处,但我还是很难捏着鼻子给出好评。首先是跟前面一样的问题:本作虽然取消了碰撞体积,但却莫名其妙地没有添加受击无敌效果?要知道前作在受击时是会有一个大幅的击退效果的,而现在把它和碰撞体积一起取消了却不做相应的机制补偿。你知道我第一次到弗罗斯特故地时被水里那个B机关枪一样的玩意把子弹全打到我身上时我脸上什么表情吗?你们自己测试的时候笑了没? 其次本作虽然在操作手感和build上也有进步,但boss设计反而开了倒车?很多boss已经退化到连连招都不会打了,也几乎不会和玩家有什么交互。哪怕是吉尔罗伊也就是尤里乌斯的设计水平,就这还是最终boss的待遇。就显得被无止境拉高的主角性能强度显得很没有意义。 偏偏,这游戏在数值设计上反而是纯纯的硬控。我打到最终boss一共就400滴血,你随便一招就打我200?你比丝之鸽还会做数值。我但凡想组个有自己想法的build,最后总是会被数值逼着收束到那几个轮椅技能和护符上,那你说我能和boss有啥交互? [h1] 6/10 [/h1] 总之对我来说,这部作品的上限就是一部堪称及格的作品。哪怕我并非类银老ass,我也还是有一股强烈的食之无味弃之可惜的情感。但往好处想,本作销量这么好,口碑也这么高,至少还能期待新作嘛,这系列还有未来诶。看看某些被腰斩的系列作品,真该偷着乐了罢。 什么?你问我骂了这么多还支不支持,那肯定支持啊,谁叫我就吃这一套呢(
This is a cookie-cutter Anti-metroidvania. it's a safe game that actively undermines much of what is usually most celebrated in metroidvanias. It sands down all the sharp edges of the genre in order to appeal to as large an audience as possible. This strikes me as the sort of game that very few people love, but that most people simply tolerate (remember that a 95% rating does not mean that 95% of people love the title; a game where 95% would give it a 6/10 or a 7/10 receives the same rating as a game where 95% would give it a 10/10). Artistically this is wonderful. As a follow up to Ender Lilies, which is a metroidvania I've loved for years, narratively and thematically I enjoyed this as well. But as far as the mechanics and ultimately the player experience goes, this is a game specializes at telling the player what to do. For example, it repeatedly presents you with tutorial windows many hours into the game. These windows often overexplain important things, going beyond describing what an ability does and into prescribing how it should be used and combined with other abilities. Why are you playing a metroidvania if you don't want to discover these things for yourself? Every single ability is tutorialised like this, even those that are utterly self explanatory like a wall climb or a stomp/dive, etc. These windows just DON'T STOP. There are even certain bizarre instances where you'll examine/inspect an item on the ground, and then as soon as you cancel out the game bombards you with an entirely unrelated tutorial window about some environmental element you're about to come in contact with. At certain points throughout the game, a text label pops up mid-centre screen shouting at the player precisely what they should do to advance the story, e.g., "Go to XXX for YYY", despite the fact that anybody paying even the slightest attention to the story already knows this without being told. Often in conjunction with this a great big yellow arrow appears on your minimap as an incessant guide to ensure that you reach your destination with minimal cognitive effort on the player's part In other words, this game does your thinking for you. Further to this point... Ender Magnolia offers instantaneous fast travel all over the map from pretty much the getgo This almost entirely trivialises world design. Why does the world even exist? It devolves the map into a fragmented series of levels. It's a crutch for designers who are unable to design compelling compact wraparound worlds. The experience of playing a game like this is the opposite of being immersed in a living breathing world. On its map interface it lists, plain as day, not only what the nature of each and every utility gate is, but also precisely what ability - if you've acquired it - is needed to surmount that obstacle. I found this utterly baffling. Again, if this appeals to you, why are you playing a metroidvania? The game goes out of its way to do your thinking for you. There are multiple levels that almost entirely consist of teleporter labyrinths, which takes the idea of fragmenting the world into a million tiny bits to an entirely new level. These zones are spatially unintelligible, and next to impossible to navigate without frequent reference of the interface map. You're not interacting with the world; you're interacting with your map. The teleporter connections are usually arbitrary, and routes cannot be inferred from any ordinary spatial relationships. It's just entirely nonsense. Regarding player character control, the character feels odd. Her movement speed is quite slow, and her dash is incredibly slow. Her height is a little awkward relative to obstacles and projectiles and it's not unusual to take damage frmo some projectile that seemingly should have missed clipping her head. The melee attack animation locking is pretty frustrating given that it never felt right to me that it should be occurring with such a relatively fast attack speed. And the result is that when you're fighting a boss, or even an ordinary enemy, you're ferquently made to stop - even though you can attack 2-3 times in a little more than a second - and wait for the enemy to make it's next move because if you've just begun an attack when you need to dodge, the dodge isn't registered. This sort of thing feels perfectly fine in a FromSoft game where animations are slow and ponderous, but Lilac's main attacks aren't - they're swift. And so there's a disconnect, and it feels horrendous. In short, attacks impose animation commitment despite being visually rapid and lightweight, which makes it feel like sh*te when you want to spam your attacks and dodge the instant you read the telepgrah but the game fails to register it. The relic and equipment systems are utterly boring and uninspired, the vast majority of which offering quantitative improvements to ground, aerial, water attacks or defense, or something similar to that, being minor increases to damage done/taken in certain scenarios, rather than qualitative/transformative changes to gameplay. How tedious it is to 'customise' your character's 'loadout' on basis of whether you anticipate fighting in air, on ground, or in water. The vast majority of abilities are MERE keys designed for locks. Bosses frequently kite you, actively gain as much distance from you as possible, and story bosses without exception have an incredible amount of health (I played the whole thing on Normal). They teleport and retreat. They summon attacks directly on top of you with little warning. Some bosses have multiple distinct attacks that share almost identical telegraphs. There are even instances where attacks will come in from offscreen and be practically unavoided. And on top of all this some telegraphs are simply illegible, especially with all the combat effects/particle spam. And then add on top of that again the fact that if you try to dodge too soon after launching a primary attack the dodge is not registered, forcing you to play excessively defensively against bosses that already have far too much health. The only even remotely satisfying boss fight I've had is the immediately upon reaching Central Stratum, and even that was dampened by having to wait unnecessarily long periods of time between my successive attacks to ensure I was in a position to dodge when its telegraph came. Generally there are too many enemies that aggressively practice area denial forcing the player to wait for inordinate amounts of time before proceding; Sorcerer's Academy is a great example of this, with an enemy that shoots lasers in multiple directions for upwards of 5 seconds forcing you to wait; sorcerer bots that share telegraphs amongst their different spells, some of which can spawn on top of you if you rush in, etc. Velgrynd was utterly horrific. Poor telegraphs which force you to memorise elapsed time since assumption of a single pose. The central heating element spawning on top of you with little warning. In second phase even if it doesn't spawn on you you're almost certainly going to take damage even when you respond immediately. And if you're penned in against the wall when it spawns you're 100% going to die. This boss can frequently oneshot you as well, ending an otherwise promising run in an instant. If it rushes off screen and you follow it, it can even launch its fast attack from offscreen. To summarise the bosses, Ender Magnolia's story bosses are built around endurance-based compliance (along with a whole lot of other ♥♥♥♥♥♥♥♥) rather than expressive mastery. All in all, narratively and fictionally it's reasonable. But mechanically, I find it tedious and frustrating for the above reasons. In fact, this is easily one of the least enjoyable of the two or three dozen metroidvanias I've ever played, which is all the more frustrating because Ender Lilies was, and is, one of my faves.
I love a good Metroidvania and decided I would skip the first game and jump right into [i]ENDER MAGNOLIA: Bloom in the Mist[/i] after hearing praise for it and it's predecessor (plus the overwhelming positive reviews on Steam). It's a solid Metroidvania, it does what it needs to do, and for $25 It's a great deal. In my opinion, I find it to be a master of none. It's a good experience, but not one I am shouting from the rooftops recommending, I'd check this out if you've already played the genre's greatest hits and are hungry for more / a new experience. Starting out with the pros, there is a wide variety of options for your abilities. I don't know if I have previously played a Metroidvania with as many ability options. You have different options for primary attacks up close or at range, spells of many kinds, automated abilities, and movement abilities. This allows you to customize your playstyle in many ways which was cool to see. The map system is also extremely player friendly; rooms that are completed turn blue, so you always know where to look when you're not quite sure where to go next. I didn't love the story, it's a bit of the classic amnesia case, and the game never did anything to make me care about any of the characters. No voice acting and character sound effects doesn't help this case; I was thinking back to the Hollow Knight games, and how much charm and life is added to the world from the little sound effects the characters make, the same can be said for the Ori games. The music is only fine, in some areas I found it to become too repetitive over time. The level system is interesting, but I don't understand the point; nothing is blocked behind levels, it increases only your stats marginally. Honestly, I felt like it just took away from an item system that could've been more built out, the two combined, along with relics, can make it feel cluttered. I didn't find find the game too challenging. I played over the course of 4-months, so when I first picked it back up I got skill checked pretty hard by [spoiler]Gilroy[/spoiler], but overall I didn't have too much trouble with most bosses, a majority of them I was able to beat in my first attempt. This is a strange one, honestly I'm pretty mixed on it. The developers certainly deserve the thumbs up, but I'm pretty neutral on it. As a big fan of the genre I had a good time, but don't feel that I was missing out by not playing it and don't plan on playing its predecessor now that I've experienced it. It's just missing that bit of special sauce for me. [b]Neutral[/b] [i]If you found my review helpful, please consider following my [url=https://store.steampowered.com/curator/44234346/]Steam Curator page[/url], where you can see more thoughts and recommendations[/i]
Es un juegazo. En mi opinión es una excelente opción para quien nunca ha jugado un metroidvania, tiene zonas complejas, pero no mucho, escenarios hermosos, y una gran banda sonora, aparte de que con el simple hecho de dedicarle unas cuantas horas puedes platinarlo sin problemas. Es mi metroidvania favorito y se lo recomendaría a todo el mundo.
[h1]Isso... não é um adeus, né?[/h1] Como eu adorei o game anterior, resolvi conferir essa ‘’sequencia’’, já que ambos os jogos compartilham do mesmo universo. [b]ENDER MAGNOLIA[/b] se passa décadas depois de [b]Ender Lilies[/b], aqui, formas de vida ''artificiais'' são chamadas de homúnculos, e foram criadas para lutar e servir ao reino. Nossa protagonista, Lilac, segue o mesmo padrão da Lilly - personagem do jogo anterior, aonde acorda em lugar desolado, sem saber como foi parar ali, e descobre aos poucos que possui a habilidade de uma sintonizadora - cuja capacidade maior é purificar homúnculos corrompidos. Lilac encontra e se junta a Nola, uma homúnculo que já foi braço direito do Rei, e juntas, vão em buscar de recuperar suas memórias, enquanto descobre mais sobre este magnifico mundo. [b]ENDER MAGNOLIA[/b] melhora e muito, muito do que foi apresentado no jogo anterior. O que mais se destacou para mim, foi o seu mapa, que enfim, mostra sua localização em tempo real – sem ficar totalmente perdido em certos segmentos, junto a sua mobilidade, Lilac é bem mais ágil e não toma dano de contato – o que é uma maravilha !!! Agora temos uma nova mecânica em relação ao fortalecimento das nossas habilidades, podendo ter 3 variações de golpes para cada habilidade, podendo escolher apenas uma é claro. Adicionaram diversos elementos de um action RPG, adicionando braceletes, que aumentam nossa barra de atributo, que segue aquele padrão: PV, ataque, defesa etc. Senti que foi uma boa adição ao jogo, já que conseguimos diversos destes itens durante a jornada, e que eles, modificam totalmente nossa forma de jogar, podendo alternar o quanto quiser durante a aventura. Ao terminar [b]ENDER MAGNOLIA[/b], fiquei com uma sensação agridoce em relação as suas lutas contra chefes, não quer dizer que eu não tenha gostado mas, se comparado a [b]Ender Lilies[/b], tínhamos mais batalhas contra chefes interessantes, onde aqui, contamos nos dedos as batalhas legais e interessantes. Vale citar também sua trilha sonora... era muito difícil superar o que foi entregue no primeiro título, mas o que mais me deixou chateado, é o fato de reciclarem muito das trilhas do primeiro jogo aqui, uma pena. Acredito que seja impossível, não comparar [b]Ender Lilies[/b] com [b]MAGNOLIA[/b], já que ambos compartilham muitas semelhanças, mas [b]ENDER MAGNOLIA[/b] peca em muitos pontos para mim. E sim, é um jogo competente e divertido, mas enxuga muito, tudo de bom que vi em seu antecessor.
Assim como seu antecessor: Ender Lilies, Ender Magnolia é um jogo incrível, cada segundo nesse mundo foi único, pegaram tudo que já era perfeito no primeiro jogo e melhoraram ainda mais, absurdamente incrível, platinei tanto o primeiro quanto esse e recomendo fortemente que joguem... e se um dia sair um terceiro jogo com certeza eu jogarei<3 ⣀⣀⠀⠀⠀⢀⣀⣀⣤⣀⡀ ⠀⠀⠀⠀⠀⣾⠿⠛⠉⠀⠒⠻⢿⣿⣿⣿⣇⡀ ⠀⣠⣶⣾⡏⢁⣴⣾⣿⣿⣿⣶⣦⡈⢻⣿⣿⣷ ⢰⣿⣿⣿⠀⢼⠿⠛⠉⠉⠉⠙⠻⣿⠀⢻⣿⠿⢀⣤⣶⣦⣄⡀ ⢸⣿⡟⠉⣀⣠⠆⢀⣴⣶⣦⣄⠀⠙⠀⠸⣿⣦⣈⠻⠿⠛⠉⠁ ⠈⢿⡀⢰⣿⡟⠀⢾⣿⡿⠋⣁⣤⣾⡇⠀⣿⣿⣿⣦ ⢸⡌⠃⠸⣿⡁⠀⠘⠟⢁⣾⣿⣿⣿⡇⠀⣿⣿⣿⡿ ⠈⣿⣦⣀⠉⠃⠀⣠⣶⣿⣿⡿⠿⠛⢁⣼⣿⡿⠋⠠⠤⢶⣤⡀ ⠀⢸⣿⣿⣿⣦⣄⣈⣉⣩⣤⣄⡀⠺⠿⠿⠛⣁⣴⣶⣶⣦⣹⣿⡄ ⠀⠈⠻⢿⣿⣿⣿⣿⣿⣿⡿⠟⠉⠸⡄⠀⠀⠀⠈⠉⠙⠻⣿⣿⡇ ⠀⠀⠀⠀⠀⠉⠉⠉⢉⠁⣠⣴⣷⠀⠘⡄⠀⠀⠀⠀⠀⠀⠈⠿⠁ ⠀⠀⠀⠀⠀⠀⢀⣾⣇⣼⣿⣿⡿⠀⠀⢠ ⠀⠀⠀⠀⠀⠀⢸⣿⣿⠿⠟⠋⠀⠀⠀⢸ ⠀⠀⠀⠀⠀⠀⠘⠋⠀⠀⠀⠀⠀⠀⠀⢸ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡌
在第一作中吃了没有看攻略的亏 现在第二作里终于实现全成就了 玩完了后的感受就是攻略没了你我怎么活口牙? ! 好多地图纯属是为了浪费时间而设计并且堆怪严重比如根源之地 策划啊你自己做的你地图你能背下来吗?肉墙箱子还有很多烧脑小解谜 但是喜欢舔图的来说可能很爽 看到地图区域都被跑成了蓝色成就感真的大 而且这次还有关卡难度调节不怕卡关了魔女加罗娜 真是交交又互互啊 你打你的我打我的 地图印象最深的是禁书书库楼顶因为钱多 哈哈 刷了17 8次左右 为了搬空商店 纵使过程很艰难但是看到b结局心里暖暖的 你们几个把日子过了比啥都强啊!
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