
Help Fang and the gang harness the power of song in this comedic tactical RPG romp.
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Languages: English, Japanese*, Traditional Chinese, Simplified Chinese*languages with full audio support
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Hours played at review time, across 40 reviews with recorded playtime.
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Reviews
作为妖精剑士系列转型SRPG的首作,本作在保留系列特色的基础上做出了大胆尝试。游戏最大的亮点是将原作中的"妖精合体"系统与战棋玩法结合,每个角色依然能通过装备不同妖精获得专属技能,但新增的"妖精点数"系统让培养更自由。战斗时积累的点数可自由分配,比如给蒂亚拉加10点STR变成暴力奶妈,或是给谢尔曼堆满AGI当闪避坦克。 新增的"歌姬系统"是双刃剑:弗勒尔和格蕾丝两位歌姬的BUFF光环能覆盖半个战场,当两方歌姬的领域重叠时还会触发特殊的混音效果。这个设计在BOSS战时能打出漂亮的配合,但强制每场战斗都出现敌方歌姬的设定实在牵强——连山洞里的史莱姆都自带歌姬助阵,编剧好歹编个像样的理由啊! 剧情方面,本作选取了原版中期的时间节点重启。老玩家能看到角色关系的新发展(比如方和艾琳的互怼日常升级),但新人会被突然插入的新角色搞懵。值得称赞的是旅馆对话系统,不仅延续了系列传统的搞笑小剧场,这次还加入了影响角色能力的支线任务。可惜3D建模质量参差不齐,部分角色的战斗动画甚至不如2014年的《Advent Dark Force》流畅。 7.5/10。推荐给想用新玩法重温角色魅力的系列粉丝,当人设可爱到一定程度时,战术深度不足、重复利用素材之类的问题会显得没那么扎眼。 [url=https://store.steampowered.com/curator/40230650] 更多独立游戏测评,请关注月下茶寨鉴赏家 [/url]
Holy hell, SRPG was absolutely the wrong direction for this series. Iffy and Compa's games are never particularly good at the VN segments, the exploration segments, or the combat segments, but all of those pieces are usually decent enough to enjoy when you can float back and forth between them quickly and regularly. That's what I liked about Advent Dark Force. But in this, not only are there no areas/dungeons to explore anymore, but each battle consists of crawling across the battlefield 3 squares at a time. Here's the problem with that: If I spend too much time in combat, I start to notice that I'm mindlessly fighting the same enemies on the same maps with the same attacks without much animations over and over. If I spend too much time in VN segments, I start to notice that these are just the same portraits on the same backgrounds without even a ♥♥♥♥♥♥♥ CG to mix things up. After 6 years, this is somehow worse than Advent Dark Force in almost every way. I guess congrats for getting my money anyway.
Fairy Fencer F: Refrain Chord, developed by IDEA FACTORY, COMPILE HEART, and STING and published by Idea Factory International, takes a noticeably different direction from its predecessors by transforming the series into a tactical role-playing experience. Instead of building upon the turn-based structure of earlier entries, this installment shifts toward grid-based combat, emphasizing positioning, coordination, and planning. It’s a deliberate attempt to broaden the identity of the franchise while still retaining its core personality—colorful characters, anime-inspired storytelling, and a balance of humor and drama. The result is a game that feels both familiar and experimental, sometimes successfully blending its ideas, and other times revealing the friction between its old identity and its new structure. The narrative revisits Fang and his companions, placing them once again in a conflict shaped by divine forces and the power of Furies. While it does not strictly demand prior knowledge, the story clearly assumes some familiarity with the series, as it reintroduces characters and dynamics without extensive recontextualization. A major addition comes in the form of the Muses, characters who wield song-based powers that influence both the story and gameplay. These figures bring a thematic layer centered on emotion and resonance, which fits neatly into the game’s overall tone. Dialogue remains heavily stylized, leaning into exaggerated personalities and comedic exchanges, though it can sometimes overextend itself with lengthy conversations that slow narrative momentum. When the story does find its footing, it delivers moments of charm and occasional emotional weight, but it rarely pushes beyond the boundaries of its established formula. Combat is the centerpiece of this entry, unfolding across grid-based battlefields where movement, direction, and positioning are key factors in determining success. Characters have defined movement ranges and attack patterns, and facing matters—being struck from behind or the side can lead to increased damage, encouraging careful placement and tactical awareness. The Muse system adds a distinctive layer, allowing certain characters to perform songs that grant buffs such as enhanced attack power, healing effects, or defensive bonuses over time. This introduces a rhythm to combat that goes beyond simple offense, rewarding players who think about timing and synergy within their party. Despite these additions, the system remains relatively approachable, and while it offers enough variety to stay engaging, it does not reach the level of complexity seen in more demanding strategy RPGs. Character progression provides a steady sense of growth, with players able to customize abilities, improve stats, and shape their party composition over time. Additional mechanics, including various support systems and resource-based upgrades, expand the range of options available. However, these systems can sometimes feel more like layered busywork than meaningful depth, particularly when they involve repetitive tasks or incremental upgrades that do not significantly alter gameplay. This contributes to a pacing issue that becomes more noticeable as the game progresses, with stretches of engaging tactical encounters occasionally interrupted by slower, less dynamic segments. One of the more persistent challenges the game faces is its lack of variety in mission design. Battles often follow similar patterns, and enemy behavior does not always push players to adapt their strategies in meaningful ways. As a result, once an effective approach is established, it can carry players through much of the game with minimal need for adjustment. This makes the experience accessible, especially for those new to tactical RPGs, but it also reduces the sense of challenge and discovery that typically defines the genre. Over time, the repetition can begin to outweigh the novelty of the combat system. Visually, the game maintains the series’ established anime aesthetic, with vibrant character designs and expressive artwork that stand out as its strongest visual elements. Character portraits and special ability animations bring personality to the cast, reinforcing their individuality during both story sequences and combat. In contrast, the environments and battle maps are more subdued, often lacking the same level of detail or variety. While the presentation is consistent and functional, it does little to elevate the experience beyond expectations for a mid-budget title. What ultimately defines Fairy Fencer F: Refrain Chord is its attempt to evolve without losing its identity. The transition to a tactical format gives the series a fresh perspective, and the inclusion of unique mechanics like the Muse system adds a layer of distinction. At the same time, the game remains deeply rooted in its original design philosophy, prioritizing character interaction and accessibility over mechanical complexity or narrative ambition. This balance will appeal strongly to fans of the series, but it may feel limited to those looking for a more refined or challenging strategy experience. In the end, Fairy Fencer F: Refrain Chord is a solid, if somewhat uneven, entry that succeeds in offering a different take on a familiar formula. It delivers enjoyable tactical gameplay, a cast full of personality, and enough customization to keep players engaged, even if it does not fully capitalize on its potential. For fans of anime-style RPGs and those interested in a lighter approach to strategy, it provides a worthwhile and entertaining experience, though one that occasionally falls short of its ambitions. Rating: 7/10
This is one of those times when I wish there was a third option between a positive and negative review. Fairy Fencer F: Refrain Chord is a game made only for fans of the series. If you're a fan of the series, you'll be able to overlook the boring combat system. Battles drag on for a long time due to the lengthy animations of the enemies and their considerable number. The story is still entertaining and makes you laugh like the classic FFF. I was a little disappointed when I found out that Refrain Chord is another timeline and not a true sequel to ADF. At least I hope they use Refrain Chord as the basis for the next Fairy Fencer, in the hope that CompileHeart decides to continue with this project. I recommend only buying this game on sale.
我不敢相信这个sb工作室还真做出来了一个给人类玩的游戏
Solid 7.5/10 I am not normally a fan of the Fairy Fencer games, but there really aren't any good AAA titles being released. AAA titles are either $70 remakes that don't work, or they are price-gouging garbage, so I tried this one. This game is AA in my opinion, but its story got me. It is funny, cute, and kept me interested; at least so far. It was only $50, so I took a chance. And I was pleasantly surprised. This is the first Fairy Fencer game that I have ever really liked. The combat system is interesting, challenging, fun and the graphics are good too. Pros and Cons: Pros: 1. No crashing. No bugs so far. 2. Great graphics 3. Interested story 4. Challenging game play 5. Unique battle design 6. No price-gouging DLC 7. You can replay levels so it is not "so linear" as it could be. Cons: 1. No customization of characters. (ie... create your own characters like Disagaea etc..) 2. Is not free roam and kind of linear. All in all it is worth 50 bones and I would recommend checking this one out if you have had a bad experience with Fairy Fencer before. Best addition to the series yet imho.
纯粉丝购买 地雷社用边角料素材拼拼剪剪端出来的惊天大地雷 别的不说,这可是一部玩家恨不得全程跳过战斗环节的战棋游戏……
[h1] 妖圣与剑士的旅途再启!还有精彩的歌姬对决? [/h1] 毫不夸张的说,《妖精剑士》这个游戏是我第一个接触到的地雷社IP,某种程度上来说比“海王星”系列在我心中的地位还要重,游戏王道热血的味道也恰到好处。当时看同学玩这款游戏,他玩得还是标准版,不带后面的番外剧情和其他结局内容,即使这样也让我看的津津有味,艾琳和缇亚拉的形象深入我心。没想到这么多年过去了竟然有续作,这真的让我感叹一句,只要心怀希望,什么IP都会出续作的。 这部《妖精剑士F:和声重奏》(Fairy Fencer F Refrain Chord)紧接着前作《妖精剑士F:魔神降临》的剧情,让以焚格为首的主角团再启寻找妖圣武器,复活女神的旅程,游戏从传统的RPG回合制游戏变成了战旗类游戏,玩法更加有趣,不过数值方面还是有些地雷社的老毛病,到后期控制不住增长,游玩的时候建议推主线前把支线清了,方便等级的提升,最好随时更新装备,让角色能多抗点伤害,打起来会舒服很多。剧情方面依然保留了前作的热血王道的风格,共有两条线可以走,大部分女角角色都有专属结局,依然让人回味无穷! [h1] 为了方便打多结局,一定要在第15章存档!!! [/h1] [h2] 洗脑开篇 [/h2] 男主焚格出场就被关在了监狱里,原来是为了寻找妖圣武器复活女神来到了隔壁的城市打探消息,结果钱包丢了,饿了好久。终于看到一家免单挑战的饭店,结果因为没在规定时间内吃完,他又没有钱,只好被送进了监狱。在自言自语了一番后,他的妖圣搭档艾琳在监狱找到了他。两人一番斗嘴过后,逃离了这里,回去又与伙伴们一起开了场欢快的派对。 和伙伴们说起自己探查到的消息,一行人准备过后结伴寻找。结果发现了只有一半的妖圣武器,奇怪的歌声响彻在这个实验设施里,众人纷纷晕倒。等再次醒来后,大家纷纷把夏尔曼当成了队长,而且很自然地把几个没见过的面孔当成了同伴。看着艾琳管夏尔曼叫主人,还有点心疼焚格,而现在的焚格和真正的缇亚拉、加尔德、赫拉都陷入了沉睡之中。艾琳想要喊醒睡着的人,一名叫葛雷丝的女性及时打断了她,然后加深了自己在他们队伍里的印象,带领队伍回到了根据地。其他新面孔赞格、玛莉安努(这个好看,新老婆预定)等人用盛宴款待了归来的夏尔曼等人,并讨论起未来的收集妖圣武器的事情,并说到大公司多尔法也在收集武器,公司背后的操纵人叫“焚格”,如果有机会一定要除掉他。 第二天,几个新面孔带着几位妖圣前去昨天的“赴地回廊”来杀掉他们的主人,等到让艾琳动手的时候,她对洗脑的抗性有所增强,其他人按到不好,让夏尔曼出手杀掉焚格,就这样,焚格还没有醒来就被他的好兄弟从胸口捅穿了。关键时刻醒来的缇亚拉告诉了大家被洗脑的真相,几位的记忆开始松动,陷入了痛苦的对抗中,清醒过来的艾琳看到心爱的焚格已死发出痛苦的悲鸣。这时,一对路过的行人前来相助,简单自我介绍之后,“芙露尔”唱起歌谣,竟然将死去的焚格救活,其他几位被洗脑的伙伴也都解开了束缚。被洗脑忘掉亲密的人是件非常痛苦的事,就在几人要出手的时候,葛雷丝等人带着无法解开洗脑的夏尔曼逃走了。 第三天,最关键的当事人“焚格”竟然完全记不起之前发生了什么,带着救下自己的芙露尔和奥尔回到了根据地,双方交流了一下情报,发现葛雷丝有着让人失去意识以及被洗脑的能力,曾经他们亲眼目睹这个女人为了妖圣武器把一个村庄的人都这样控制住,而芙露尔有着同样的能力,可以解除洗脑,于是两人就周游各地,帮助被控制的人。这次大家有着共同的敌人,焚格邀请他们加入,开始寻找情报狙击对面的邪恶团伙! [h2] 战旗乱斗?歌姬对决! [/h2] 首先本作的战旗玩法算是比较简单的那一类,只需要考虑位移和攻击,以及攻击后的朝向即可。注意技能和普通攻击的攻击范围,像“焚格”的几个技能都可以改变敌人的位置,运用好了可以一直在高低阻击敌人的爬墙,上来就一脚踢下去,超级好玩。或者配合缇亚拉与加尔德的群体攻击,同时击溃更多角色。等到能量槽满了以后,可以使用“妖圣解放”,角色获得限时几回合的全部属性提升,非常强力。 本作还有一个特殊的角色,就是“芙露尔”。她在场的作用就是唱歌,开启唱歌特殊技,会在一定的范围内加强队友的属性,每回合还可以选择继续扩大范围或者强化歌曲的能力,还有BGM演奏,而对面的葛雷丝同样拥有这个能力。于是战场变成了边打架边唱歌的“歌姬对决”,双重bgm很好听,确实让稍微枯燥的战斗流程有了些有趣的花样。 [h2] 优秀的立绘和人设 [/h2] 地雷社的JRPG重点依旧在本作得以保留,那就是一流的CG和一流的人设。先不说前作的艾琳、缇亚拉、赫拉有多么香了,就连新老婆芙露尔、玛莉安努都很漂亮,人设也都很有趣,比如芙露尔被保护的很好,有点不谙世事的感觉,清纯的脸庞闹出的不少笑话都让人觉得好玩。至于玛莉安努一出场我就猜到她会是老婆了,因为旁边的葛雷丝的长相实在太普通了,反而衬托出玛莉安努的颜值很高。 游戏有很多个人线结局,两位正宫也都有,可以没有双宿双飞结局,我真的好像看一次焚格与艾琳和缇亚拉三人暧昧交流的结局啊! [h2] 总结 [/h2] 《妖精剑士F:和声重奏》(Fairy Fencer F Refrain Chord)是一款优秀的续作,虽然游戏玩法有所改变,但还是有着非常多的流派可以探索,很有乐趣。另外角色的CG和战斗演出都很优秀,可以看得出来地雷社在这部作品上是用了心的。另外我感觉游戏的妖圣系统可以再丰富一些,我觉得很有atlus里仲魔的潜力,现在给我的感觉就是一些妖圣的立绘明明很好看,有非常多可挖掘的东西,但在游戏里面仅仅走了个过场而已,印象不深。期待这个IP的续作能再接再厉,推荐地雷社粉丝和《妖精剑士》的玩家游玩,如果你喜欢轻松快乐的JRPG大冒险,那么也可以来品尝一下本作! [quote] [b][u]❀自由撰写真实的游戏评测❀[/u][/b] [b]❀欢迎关注→❀[url=https://store.steampowered.com/curator/44119519]自由评测[/url]❀←鉴赏家❀ ❀欢迎加入→❀[url=https://steamcommunity.com/groups/Liberty_Curator]自由评测[/url]❀←鉴赏组❀[/b] [/quote]
[h1]Fairy Fencer F Refrain Chord[/h1] [quote] 欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url] [/quote] [h2]游戏总结[/h2] 作为一款地雷社的作品,游戏完美继承了地雷社作品的优点,完美的立绘,非常完美的立绘。 游戏的立绘可以说是非常精致啊,沿袭了地雷社一贯的画风,可爱的女孩子真不错啊……嘿嘿嘿~ 并且,打了好几部地雷社的游戏,这一部的键位终于算是能用了,碧蓝航线加上两部约战,刷下来我都不知道我会不会用键盘打游戏了。尽管这是一部战棋类游戏,但是至少操作逻辑算是正常了。玩起来比其他游戏可是正常多了。 游戏剧情?我也不清楚啊,本作作为游戏系列剧情中的一部,是一款非常偏向于粉丝向的作品,我就玩了其中的一部,我也不好说整个世界观如何。 但是,作为一个没怎么玩过这个系列的玩家,看着主角一行人在收集妖圣武器的途中的无厘头日常还是很欢乐的。不正经的男主,奇怪XP的朋友,以及假正经的妖精,一群人一路上插科打诨还是很有意思的。 游戏继续延续了以“女神和邪神的战争”为背景的世界观,以梵格一行人收集妖圣武器为主线,又牵扯出了人体改造的黑恶势力,以及一路上不断化敌为友的剧情,可以说是剧情俗套,但是这一类剧情永不过时。 但是,朋友,我也要向你介绍这一作的游戏玩法。 尽管剧情比较温吞水,但是有美少女看啊,而且还有战棋可以玩。 游戏的战棋玩法添加了诸多要素。 首先,在战局开始之前,玩家可以选择自己上阵的角色,并且调整角色的装备,预览角色和敌人的相对位置。之后,就可以开始战局了。 本作以速度轴决定角色的行动顺序,通过观察右上角的速度轴,玩家就可以看到下一个行动是是谁。 但玩家阵营的角色开始行动时,行动遵循以下顺序,首先是移动,玩家可以将角色移动到地图上蓝色标识的范围内任何一格,之后给角色发布像是普通攻击,使用技能,或是原地待命等指令,在执行完之后,玩家可以操作角色逃离交战地区,并且选择一个角色面朝的方向。 本作中角色面朝的方向是很重要的,因为游戏中添加了背刺的设定,角色受到的伤害与角色和攻击方的相对方向有莫大的关系,正前方伤害最小,侧面次之,最后是被背刺。 而除此之外,游戏还引入了地形的设计,游戏有拥有高低差的地形,需要角色的jump值达标才能通过,这样限制了部分角色的行动路径。 毕竟是妖精嘛,一定要做出不少和妖精相关的设计。 在通常的认识中,妖精一般作为美少女,和人类签订了一系列契约,有着美丽的歌喉……美少女……嘿嘿嘿……美少女…… 游戏分别对其中的契约和歌喉做出了相应的机制。 首先是契约,在游戏的剧情中,当梵格获得瑟温斯的妖圣武器时,就与艾琳签下了契约。在游戏中当玩家头像旁的量表累计满时,就可以使用妖圣解放的技能,变身为合体形态,只有在这个形态下,才可以释放出必杀技。 不过你这合体怎么做的跟铠甲勇士似的…… 妖精有着美丽的歌喉,因此,游戏引入了妖精咏叹的设定,使用妖精咏叹之后,妖精可以在以自己为中心的一定范围内,释放出一个回响领域,给队友歌声的鼓舞。(说人话就是移动的领域型buff姬)当然,不仅玩家阵营有歌姬(吧),敌方阵营也有,同时,既然是歌唱,现实中都有和声,游戏中自然也有,当两位歌姬的回响领域重叠时,处在其中的区域会获得梦幻回想的效果,原本的buff会有更强的效果。 并且,游戏还有一点也做得很细节,当触发梦幻回响时,如果玩家仔细听的话还真能听到合唱。 毕竟是妖精嘛,本作的乐曲质量也可以说是优质,作为闲暇时的bgm相当不错。
Grafika: 5/10 Serio gra wydana w 2022 czy 2023 i nie można było dodać lepszej grafiki? Już wiele gier anime oferuje zdecydowanie lepszą grafikę. Soundtrack: 6/10 Część ścieżki dźwiękowej została wzięta z poprzednich wersji gry. Ogólnie jest ok, ale też i nie urywa 4 liter. Fabuła: 7/10 Tyle ile zagrałam to mogę ocenić fabułę jako dobrą, są zabawne smaczki, ale i też czasem zdarzają się dialogi, które praktycznie nic nie wnoszą do gry. Chaptery rozbite na kilkadziesiąt części moim zdaniem za dużo... Gameplay: 5/10 Eh i tutaj muszę dać niższą ocenę - brak mapy wprawdzie same dialogi, miasto lub walka znana z różnych gier izometrycznych RPG jak Disgaea, Agarest i nie tylko. Tutaj moim zdaniem zaliczyli dołek ;/ Cena: 4/10 Polecam zakupić grę na dużo większej promce, doceniam humor zachowany tak samo jak w pozostałych częściach, ale to nie wszystko by mnie zadowolić. Optymalizacja: 8/10 Jeśli chodzi o wydajność to stoi ona na dobrym poziomie. Zużycie 10-15% na RX7900XT przy rozdzielczości 2K. Ocena ogólna: 5.83/10 Niestety ta część względem poprzednich części (F i F Advent Dark Force) zaliczyła downgrade i nie mogę tego polecić ze względu, iż przeszli na gorszy w mojej ocenie system walki - bardzo krótkie chaptery i brak wprowadzenia jakiejkolwiek innowacyjności względem poprzednich części do gry (niby zmienili system walki, ale co z tego skoro jest gorszy). Mam wrażenie, że Iffy przez ostatnie 3-4 lata tworzy coraz to gorsze gry. Neptunia Sisters vs Sisters też były okropne. ;/ Mimo tego trzymam kciuki by w końcu wymyślili coś co mnie zatrzyma na dłużej.
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