
The hero defeated the demon Guile, but lost his life in the process. Given five more days to put his affairs in order, guide him to the best possible funeral in this anti-RPG where he grows weaker.
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About


Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**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
ループ物をRPGで気軽にというイメージでしたが、ループ物ではなく、プレイヤーが周回しているだけです。 主人公がどんどん弱体化するので、イベントこなすためのルート、フラグ管理を計算して行う必要があります。 が、このフラグが問題。 女性からのクエストをクリアすると次回からクエストが変化するのですが、一度でも失敗するとまた初期のクエストに戻ります。 例えば、あるキャラには教会に莫大なお布施と納品アイテムがあるのですが、クエスト達成ごとにお布施の金額が下がるのですが、一度でも失敗すればまた最初から。 これが地味にキツイ。 ループで世界が微妙に変化していくわけではなくフラグ管理と攻略ルートを変えていくだけなので、周回がだんだん苦痛になります。 4、5週もすれば作業になってしまうんですね。 早送り機能もあって周回しやすいようにはされていますが、正直、真ENDまでの気力が持ちません。 同じ世界を繰り返す苦痛を、まさかループ物の主人公の苦悩をこのゲームで味わうことができるとは思いませんでした。 しっかりとフラグ管理して攻略していくのが好きな方ならおすすめ。 好みが分かれるゲームだと思います。
I just cannot resist when I see a new JRPG getting released, after all, my secret goal is to try them all out, as unrealistic as it sounds. Well, maybe it's not such a secret after all. Anyway, it's hard for me to properly express my experience with Hero must die. again as I rather have a love-and-hate relationship with it. Of course, I obviously ended up liking the game although it's not perfect that's fine, it doesn't have to be. I feel like this game is meant to warm up slowly to its player whilst the beginning might be very rough, however, it's a JRPG so I didn't expect anything less from it. The player plays the role of a hero who died during a fight with the demon Guile while saving the world, however, he has no prior memories except for having a girl who was very dear to him. The problem here is that he doesn't remember her face nor her name but still wants to recollect his lost memories. It comes in handy that he meets an angel which happens to grant him his wish and thus, he gets revived for five days to find his true love as well as take care of all the matters that are still left unresolved although that might turn out harder than expected. When I first took a look at the name of this JRPG I was a little bit confused. By that, I mean that it was already a quite unique title and during my playthrough, I could perfectly understand the meaning behind it. You see, this game indeed does contain an unusual concept that I never happened to come across so far as it's all about dying and retrying with the hope of achieving a better result in the end when the funeral takes place. The hero returns on Monday however, as his time is limited for five days he can only stay in this world until Saturday. I originally thought that it just belonged to the storyline but soon, I noticed that everything I did consume time and the end was drawing near with each action. That being said, the whole game is about time management. The player will most likely not reach a very satisfying end in their first playthrough although they can fix their mistakes with their experiences in the next try. The premise itself is quite unique, however, it worried me in the beginning. I found it a bit dull that the player has to go through the same thing again and again only for a different end but luckily, it's not exactly the same thanks to some events triggering randomly so it's not guaranteed that the player will happen to experience the same ones with their next playthrough. Although the game stays more or less the similar with each revival, there is always something new to discover even if they are only minor events. I'm sure anyone who is familiar with JRPGs knows that the main characters start off as quite weak most of the time and thanks to the grinding of their puppet, the player, they become stronger. Well, Hero must die. again totally throws off this concept and is actually reverted in that regard. By that, I mean that the Hero starts with max stats, and whilst he is very powerful at the beginning of the game, he noticeably grows weaker with each day to the point that he easily gets defeated by random enemies when visiting the dungeons. But that isn't everything, he also starts to forget useful spells and is pretty useless himself when the end draws near. When traveling it's important to take into account that the Hero gets tired from it and needs to take a break from time to time although that means more lost time. Indeed, time management has so much importance that grinding is the least problem of the player here. After all, it's all about completing the dungeons and quests as fast as possible. At the beginning of the game, there were no directions at all and the player has to explore everything by himself although he has a friend who keeps him company. Whilst turn-based combat is available here, it's not the main aspect of this game and it feels like it got added for either the sole purpose of having some gameplay in it or another reason to lose precious time. I found it refreshing that a JRPG isn't all about grinding for once although I have to admit that I'm not really good with managing my time either but again, the player can start right away again after their funeral anyway. The player can travel to different dungeons and cities thanks to the map where they just have to select an option although they have to go through other places first when wanting to visit a place that is a little bit more far away. Obviously, the farther away the spot is, the more time gets consumed during travel but there is a useful skill available that the player should make use of as long as it's still available. When visiting an area for the first time, the player can let themselves get educated about its story although there is an option to skip this introduction as well if they're not interested in knowing more about the cities. So, what about the aforementioned mysterious girl the Hero tries to find? Well, there is a reason why the Hero cannot recall anything about her as there are multiple girls to pursue so it depends on which route the player is taking. In total, there are over 50 different endings available including a true end. Luckily, they can all be collected in the menu where the player can replay the scenes if desired. Although this might sound a little bit overwhelming at first, Hero must die. again is a quite short game itself and only around two hours are needed for a single playthrough, yet, it offers a lot more content due to its special concept as the game isn't over when reaching the first end. Graphic-wise, Hero must die. again is quite generic and it's noticeable that this game was originally a PS Vita game although I don't mind simple graphics for a JRPG as it makes me feel nostalgic at the same time. However, I found it was very unusual at first that it's a sidescroller game and it took a while for me to get used to it. Usually, I am only used to platformers using this kind of concept although it worked well in this case too. On a piece of side information, when I was playing this game in 4k, I occurred the glitch of a black window appearing when the scene changed which greatly distressed me as only a part of the screen got covered of it for a few seconds when I just wanted to see the cutscene or go on with the game. Hero must die. again doesn't seem special at first, yet it implements an interesting premise of the death being one of the intended characteristics in this JRPG. I noticed immediately that this is by no means a generic JRPG and there were a lot of unique features that made the whole experience quite refreshing. However, whilst the gameplay might seem very repetitive at first glance, there are still a lot of events and scenarios that the player very likely won't be able to uncover after their first playthrough and thus, there are a lot of new things to experience even after reaching the first end as this game is designed to replay it a few times so the player can learn to properly manage their time. That being said, Hero must die. again is unlike typical JRPGs and might not be enjoyable for everyone, yet I enjoyed it for what it is. [code]𝐅𝐞𝐞𝐥 𝐟𝐫𝐞𝐞 𝐭𝐨 𝐟𝐨𝐥𝐥𝐨𝐰 𝐦𝐲 [url=https://store.steampowered.com/curator/34470115/]𝐂𝐮𝐫𝐚𝐭𝐨𝐫 𝐏𝐚𝐠𝐞[/url] 𝐚𝐧𝐝 [url=https://store.steampowered.com/curator/5413792/]𝐕𝐢𝐬𝐮𝐚𝐥 𝐍𝐨𝐯𝐞𝐥𝐬[/url] 𝐟𝐨𝐫 𝐦𝐨𝐫𝐞 𝐑𝐞𝐯𝐢𝐞𝐰𝐬!
[h1][b]"A unique non-linear JRPG with the hero! ヽ(=´▽`=)ノ"[/b][/h1] [h1][b][1] Intro [/b][/h1] Hero must die(勇者死す). It's a JRPG produced by Pyramid and originally released for the mobile version(G-Mode) in 2007. A full remake(added again) for the PS Vita was released in 2016 by Nippon Ichi Software(NIS), and finally the global version is released in 2020 by Degica Games. This game takes place over 5 days with an unnamed hero after he defeats the demon-king at the cost of his life. The player hero is given the last chance to explore the world he saved, thanks to the grace of angel and god. [h1][b][2] Game Experience[/b][/h1] [b]1. The hero defeated the demon king, but peace has not yet come into the world.[/b] In recent subcultures, stories based on what happens after a hero dies are not uncommon. Such materials are treated in epilogue form in cartoons, novels, movies, and animations. In games, sometimes sequels are made with different protagonists in the same worldview. However, "Hero must die. again" has the unique game concept that the hero, who has been revived with a limited life span, directly experiences and interacts with the world he saved. What role can this hero play in a world that the demon-king disappeared? Is the world where the common enemy disappears peaceful? The game starts with this question. The shift of ideas leads to a unique worldview. Conflicts that have been suppressed by huge common enemies rise to the surface. Confrontations between different races and the infinite desires of humans begin to explode at once. For example, the king who always supported the hero and the princess who gave her a dedicated love to the hero have changed. In addition, the villages that were most damaged by monsters are still suffering from the aftereffects. The problem doesn't stop there. The hero's companions are struggling to survive among humans. In this way, the game twists a typical RPG worldview. And it says that even if the demon lord disappears, the world is not peaceful. Rather, unlike the time when there was only one cause and one solution, the conflicts were more diversified. [b]2. There's still a lot to do, but there's no time left for our hero, and it affects game quality/playing eventually.[/b] You play as a hero who can only live for 5 days, your hero begins life on Monday and dies on Saturday morning. Here the management play element occurs. You will be thinking how to spend a limited time. For example, memorizing a map to solve a dungeon as quickly as possible is one way. But the most important thing is to choose what you can do within a given time and focus on it. It may be a bit confusing at first, but you will get used to it gradually. This game is designed to play again and again for multi endings. Speaking of the genre of RPG, characters tend to get stronger as time goes by, but in this game, the main character gets weaker. In other words, it depicts the process of a hero dying slowly over five days. As you have seen so far, this game may seem to have a lot of factors that constrain the player. However, it is very interesting that it is totally up to the player what to do in such a limited environment. It presents a big goal of finding a loved one, and every town has quests to solve, but it's entirely up to the player's choice what to do or how to solve or interact with them. For example, you could just do all the work behind and go fishing for 5 days. Of course, the outcome and evaluation for that in the ending would be predictable. The epilogue funeral begins when the hero dies. Depending on how the 5 days were spent, statistics are recorded on how many people came and how many people cried. It can be a small or grand funeral. Accordingly, the contents of the conversations of the visitors are also different. For example, someone can thank a hero and someone else can blame or mock him. In other words, this is some kind of feedback on the five days of activity you have played. After watching this funeral, the game begins again. It's time to struggle again for true endings and more multi-endings! [h1][b][3] Pros (+) & Cons (-) [/b][/h1] [table] [td][list] [*][+] Attractive Heroines [*][+] Sound Effects & Music [*][+] Interesting Game Concept [*][+] Character Voice Supported [*][+] Impressive Event Cutscenes [/list][/td] [td][list] [*][-] Awkward 3D Modelings [*][-] Repetitive Play-Through [*][-] Somewhat Boring Battles [*][-] Random Events Encounter [*][-] Story Depth For Each Character [/list][/td] [/table] [h1][b][4] Verdict (Score): Game 8.5/10, Translation 9/10[/b][/h1] Hero must die. again. This is a pretty interesting anime game. The gameplay itself is plain, but the game concept and design are unique. Above all, there are many attractive heroines. However, given the limited play time and environment, it gives the impression that they have not fully expressed their charm. This belongs to the JRPG genre, but has great potential to be extended to visual novels or text adventures with these charming anime characters. Some of the management elements are completely difficult to control due to the random event counter, but once you get used to it, you can collect all the endings enough. If you would like to experience the somewhat unique JRPG, this game would be a good choice for you. Recommended! https://steamcommunity.com/sharedfiles/filedetails/?id=2080181210 [h1][b]Side Note[/b][/h1] [code]Looking for nice anime games? Let's take a look with Nyanco-chan! [b]Follow Nyanco Channel! (ฅ'ω'ฅ) [/b]https://store.steampowered.com/curator/33855818[/code]
[url=https://store.steampowered.com/curator/7520163/]You can find hundreds of other reviews through our Curator page[/url] [h1]"Hero Go Again"[/h1] There are a lot of things I didn’t really like about Hero Must Die. Again. That name for one; I’m including those game-title capital letters in spite of what it has labelled itself because a lower case letter after a full stop hurts my delicate editor sensibilities. But that’s nothing! Billed as an anti-RPG, Hero is the inventive tale of what might happen to someone after they’ve beaten the endgame boss and saved the world. In this scenario, they die from their wounds, but get resurrected by a grateful god to get their affairs in order. There’s a few drawbacks to this benevolence, however; this grace period only extends to five days before literal game over. Even so, ignoring death is no easy undertaking and, while the hero will start off in all his overpowered glory, the longer into his reprieve he goes, the weaker he becomes. He’ll forget spells, see his stats plummet and no longer be strong enough to use his epic armour or overkill sword. He’ll go from one-hit-killing more or less any cannonfodder stupid enough to stray into his path to becoming a light snack for roaming monsters. For the most part (see this bit here? It’s foreshadowing!), the way this is pulled off is really well executed. Especially in the early going of the game, time management is both crushingly critical and frustratingly difficult. Everything you do takes time; oft-ignored irrelevances like traveling to different locations aren't executed off screen, but contributes a sobering slice of your remaining life force. Want to leave the starting town and travel to the next? That will cost you 10 hours. To begin with, you can circumvent that by abusing a warp spell which takes you to any of the game’s three hubs. Just as you start to rely on it to save yourself precious time, the hero unexpectedly weakens and can no longer cast a spell of that power. Looking after a deteriorating hero soon becomes a priority. Even in his prime, he can’t just endlessly gallivant around, taking a ten hour hike and then forging into a dungeon without break. Push him too hard, and he’ll fall into various states of unrest, ranging from tired to exhausted, which destroy his overall usefulness. Ideally, you need to make strategic use of the inns that each hub town boasts, but a restful stay there will cost you a whopping six hours. There’s a constant war between how much time you have left to balance out with keeping the hero in a decent enough shape to be of worth. As his health starts to plummet, his armour might become too heavy for him to bear; do you continue to make him explore dungeons overburdened by an exhaustive weight that has the game’s best defensive stats, or do you downgrade to something lighter but less impressive in an attempt to keep him mobile? In a lot of ways, it’s a very unique and interesting dynamic. There are various side quests to undertake that allow you to collect a travelling party composed of feisty female warriors, who you’re forced to lean on more and more as time ticks away. But the longer it takes you to recruit them, the less likely you are to succeed. It doesn’t take long for those five days to come to a close and, exactly as advertised, this is when the hero keels over dead, regardless of where he is or what he’s doing. You’re then fast-tracked to his funeral, where the people you’ve helped along the way offer heartfelt eulogies (or bitter rants if you failed them miserably), the game tracks how many people bothered to turn up and – my favourite stat-- how many are grief-stricken enough to cry. There’s a brief overview on how the country fares after your passing and what kind of difference you’ve made to its development. But you’re too busy being dead to notice. That’s it. Game over. Except it’s not. The existence of a New Game + mode should come as no surprise; the entire premise of the game is to replay it over and over, slowly chipping away at all the things that need doing. Every death means a soft reboot of sorts; things change but they’re also exactly the same. And there’s the problem; the vast majority of the quests you need to undertake mean going through the game’s small collection of dungeons, which never fundamentally change. Stacking up New Game + runs means I got better at managing my time, or I could prioritise the important things to tackle at full strength, but it still means running the same crawls populated by the same pallet swapped monsters over and over again. The biggest problem Hero Must Die. Again has is that, by design, it has to be relatively short and linear because you have to be able to get through so much in so little time. But then, to rack up everything you need to do, you find yourself re-treading the same ground over and over. Maybe you have slightly different motivation or your line up is slightly different, but it’s the same underground mining complex or the same crumbling castle or the same forest labyrinth you’ve previously gutted. And so, I stopped playing. For longer than I should have, according to the guy who runs this website and pesters me ruthlessly about the availability of this review. I took some time away, did some other things and played some other games. But little thoughts about Hero stuck in my mind stubbornly. I wondered about if I did certain things differently and what the outcome could be. Exploring Hero Must Die. Again doesn’t so much as grow on you; rather, it festers. Like a fungal growth. Taking a little time away didn’t stop dungeon delves from being unsatisfying and repetitive, but watching more of the game open up and figuring out the next step of the puzzle is mildly addictive. The game does try and make things easier on you; beat a girl’s main questline once, and future playthroughs often offer an abridged version. Sultry elven archers initially demand you slog through the abandoned castle of the great evil, scrubbing it clean in your search for a mystical artefact required to save her forest. Later quests have you searching her woodland home instead. Holy priestesses want your help rebuilding a great cathedral reduced to rubble in the Great War you ended, but they require massive amounts of gold; more than you can probably accumulate in one sitting. So chip away at it in the background over several. The game rarely tells you what you have to do, making you figure it all out on the fly. You’re given one true direction before being yanked from the grave and lobbed back to the world of the living; find your lost love. But you probably won’t because all this nonsense keeps getting in the way. Each time you run out of time, and each time you watch your own funeral, a heavenly angel asks you the same thing: did you find your lost love. Each time you tell her no, she grants you five more days. The first time the hero is granted new life, the pair exchange elegant, oft overly loquacious pleasantries. Half a dozen or so revivals later, she’s suppressing an eyeroll and flitting back to the heavens before she has to suffer the same deluge of questions all over again. It’s little self-aware touches like that which became reason to press through the same monster slaughter runs. Looking to advance a girl and unlock more dialogue, or a new area to explore, or a new character to waste away your finite time on. So, sure, there’s still a lot of things I don’t like about Hero Must Die. Again, but, begrudgingly at times, I probably found even more reasons to like it then I’m comfortable with. [url=http://www.honestgamers.com/14715/pc/hero-must-die-again/review.html]// Full Review[/url]
[quote] 加入[url=https://steamcommunity.com/groups/ADZZW#]爱の榨汁屋[/url]&关注[url=https://store.steampowered.com/curator/34815366/]爱の鉴赏家[/url],用爱品鉴世间作品,用心流淌真情实感。 [/quote] 英雄必须再死?姑且这么翻译吧,一般来说,英雄不都是永垂不朽,天下无敌的吗,为什么会死呢,何况还是再死(看来没少跟死神打过交道),莫非这个英雄有点菜?别急,先听我讲完下面这个故事。 某日,英雄跟兄弟伙一起讨伐魔王,一路上过五关斩六将,轻轻松松来到了魔王的大门前,谁知魔王却拿英雄的心上人为由,要求与英雄进行1V1对决,心疼爱人的英雄当然不顾一切危险,独自进入了魔王大殿。一场激烈的神仙打架后,魔王虽被成功击杀,但同时英雄也为此付出了性命。[strike] 英雄既然已死,那么游戏也就Game over了。[/strike]英雄的故事本来应该告一段落了,不过上帝被他的视死如归的勇气所感动,决定给予他5天的生命,让他在这5天内好好处理剩下未了结的事情,争取在最后进入天堂的时候能不留任何遗憾。 https://steamcommunity.com/sharedfiles/filedetails/?id=2033998586 [h1] [u] 第一次失败的案例 [/u] [/h1] [olist] [*]死而复生!?我又活过来了!虽然没有完全搞清楚状况,但是能受到幸运女神的眷顾真的很不错(快吸一吸)。距离真正的死去还剩下5天的时间,我该做点什么呢,既然击败了魔王,不如先去找国王领赏吧。 [*]国王得知我复活的消息很是高兴,为了让我更轻松地消遣日子,他非常小心谨慎地递给我了一根鱼竿(就这?真的大丈夫?)。 [*]算了,英雄应当心胸开阔,钓鱼就钓鱼吧,正好城内有一条河,就去那里钓鱼大展身手吧。第一次抛竿-你没有抓到任何东西,第二次抛竿-你没有抓到任何东西,第三次抛竿-出现感叹号了!出现感叹号了!-隔了一会-你没有抓到任何东西....好吧,看来我不适合钓鱼,说着便把钓鱼竿丢弃了。 [*]既然我是英雄,那么复活后依旧是英雄吧,让我瞧一瞧自己的数据,攻击999,防御999,力量999,速度999,敏捷999,甚至连金钱都是99999,看来我不仅是个英雄,还是个大富翁啊。 [*]突然想起天使有提到过,随着时间的流逝,我的能力会越来越弱,既然时间不等人,那就赶紧行动起来吧,既然不知道做什么,那就走一步算一步吧。 [*]一路上我遇到了不少妹子,英雄也是人,是人就有七情六欲,碰上这么好看的妹子怎能不搭讪,何况里面大部分都是我的旧相识,那么问题就更加好办了。不过她们似乎都遇到了一些棘手的事情,见到妹子有困难,岂能袖手旁观,无论是Sarah提出修建教堂的24W金币跟没听过,但很重要的玉柱,还是Liu说的拯救森林关键中的关键-风之珠,还是Marianne说的能让一个村活过来的三颗元素宝珠,我接,我接,全都接了,你们就等着听好消息吧,我就算走遍天涯海角,也要把它们全部找到。 [*]世界如此之大,在各区域之间行走需要消耗时间,既然包里有钱,那就呼叫马车吧,花点小钱不痛不痒,还能节省时间(我就是个天才)。 [*]怎么坐完马车主角还疲劳了?怎么走着走着,打着打着也疲劳了?需要休息吗?我这样问自己,不过休息需要消耗不少的时间(本来时间就不够花),不行,英雄不能轻易叫苦喊累,就算是累死,我也不会休息的。 [*]英雄休息后,精力充沛,继续周游世界。虽然期间会遇到不少的怪物,但我的实力太强了,一刀一个小朋友,简直不要太轻松(这不会是一款发泄游戏吧)。 [*]果然天使没有骗我,日子一天一天地过去,我的身体一天不如一天,腰酸腿疼,力量下降,防御下降,敏捷等其他的全都下降了,打起怪物可谓浑身无力,之前的一刀999变成了现在的9,不仅如此,我的大脑也在退化,记忆力也是一天不如一天,一会忘记这个技能,一会忘记那个技能,看看时间,已经是最后一天了,尽力了,这个世界,再见了~ [*]5天时间到,英雄去世,国王浓重地举行了葬礼,曾见过面的妹子也来参加了,面对着英雄的遗像,她们也说出了一些心里话,一些人是珍惜,一些人是无奈,还有一些人是痛恨,的确,之前答应了你们的事情没能完成,都是我的错,我不该食言,是我辜负了你们。 [*]我跟天使站在一起,俯视着王国,看着他们举行的葬礼,直到结束。天使问我,你是否遇到了你心爱的人,我答道:有。天使又问,你在人间还有遗憾吗,我沉思了一会(果然还是放不下妹子啊),我答道,有。于是天使愿意再给予一次重新来过的机会,我便又一次开始了新的旅程。 [/olist] https://steamcommunity.com/sharedfiles/filedetails/?id=2033996766 [h1] [u] 正确的打开方式 [/u] [/h1] 天使说的话十分重要,游玩前请在菜单中找到天使手册进行阅读,上面很清楚地说明了游戏的具体玩法(不这样做,就会出现上面那样的葬礼结局),以下为简要总结。 [olist] [*]除了对话框聊天,以及状态道具栏查看外,其余像是场景内闲逛,遭遇怪物,大地图内行走等都会消耗时间,随着时间的消耗,英雄能力会越来越弱。 [*]变弱后的英雄需要根据情况更换能适应的装备,否则更容易疲劳。 [*]主角初始拥有少量传送石(不消耗时间),风宝珠也有记录+传送的能力,部分角色也有只需要消耗MP就能使用的传送能力,比如Vivi以及Zoro(需要先将其攻略,把他加入到队伍后才能使用) [*]跟怪物战斗可以获得金钱,运气好的话也可以刷到必要的任务道具(机率极小,不推荐),闲麻烦也可以直接选择逃跑,没有惩罚,除了剧情战外,100%成功。 [*]当完成各女主角色并拉近队伍后,可以送礼物或者完成特殊事件进行攻略,可以送武器增强她们的能力(需要注意,送出更换的装备会直接绑定替换且不能还原),毕竟她们不会随着时间而弱化,后期主要还得靠她们。 [*]虽然大部分女主的任务不同,但是期间需要的物品却有一定的重复,同一任务道具也有多种来源,所以任务的交付顺序也并不固定。 [/olist] https://steamcommunity.com/sharedfiles/filedetails/?id=2034006092 [h1] [u] 7.5/10 [/u] [/h1] [list] [*]+反传统RPG的题材很新颖,是作者在见证了生活中的老人病逝以及自己随着年龄增加后体力不支等种种经历后想到的,其中也在其他动画或者影视中找寻灵感,比如童话故事《快乐王子》等,不说这题材是否有意思,就这种敢于尝试的做法还是非常值得肯定。 [*]~咋一看本作是RPG,实际上是策略游戏,玩家需要在5天时间内规划好自己需要完成目标的先后顺序,利用各种强力的道具,恰当使用伙伴的能力来尽可能地达成一个比较完满的结局。 [*]+本作具有一定的趣味性,地图虽然很小,但是地图内也有值得探索的东西,特别是多任务道具来源以及不同先后交付顺序就足以显示出本作的重玩性,内容其实也不算少。8名女角色可以攻略(其中两名为隐藏角色),每位女主有着不同的剧情,其配音表现也十分不错。 [*]+/-本作主要的玩法是通过不同的流程方式来达成不同的葬礼结局,总共50个葬礼结局等着去探索,听着貌似很多,但是大部分葬礼的表现形式没有区别,仅仅是台词不同而已,少了一点生动形象,不过最后统计哭泣跟不哭泣哀悼者的设定很有趣,每次看的时候都会怀着一种期待。 [*]-界面立绘还不错,但3D形象缺少吸引力(不过很有DASH的味道,作为热爱DASH的我来说,还是很能接受此类画风),战斗系统过于简陋(技能来点不一样的特效呀),怪物种类单一(基本上都是换皮怪),地图设计也缺少探索的欲望。 [*]-流程引导很差,仅有一本记录做过什么的日记本以及玩法说明的天使手册,对于游戏中完成任务需要的关键道具如何获取,这些道具应该被使用在什么地方等,没有进行任何说明,一切都需要玩家自行探索。对于初次游玩,时间被严格限制的玩家而言,其体验无疑是非常糟糕(何况本作售价并不低,谁也不愿意买一款游戏5天后就没有了,还玩得不明不白)。 [*]-界面简陋,很多设置都存在缺陷,比如购买商品的时候没有批量操作,对话没有快进或者跳过选项等。 [/list]
[後半に日本語レビューあり] [h1]"Where It Ends, It Begins" — A Reverse-Growth JRPG[/h1] The hero who defeated the demon lord Guile paid for that victory with his life. With five days granted by the gods, he must face the people he loves, the problems left unresolved, and the future of the world he saved. This game traces its roots to a 2007 feature-phone title, passing through a full PS Vita remake in 2016 before arriving in its current form. That Shoji Masuda's experimental game design has finally reached a modern PC audience, transformed along the way, speaks to the durability of its core concept. That concept is simple and singular: begin at full strength, and grow weaker with each passing day. Not growth — regression — is the heart of this game. Time management is the essence of the gameplay. The hero's action capacity and combat ability decline daily, so the question of what to prioritize is always present. Eight heroines across the world each carry their own circumstances and story, and covering all of them in a single run is impossible. Quest completion, depth of bonds with heroines, resolution of outstanding problems — the accumulated weight of these choices ultimately converges in the funeral. The many funeral endings reflect the player's values and decisions like a mirror. With each cycle the optimal path updates, and heroines married or companions recruited in prior runs carry forward into the next, giving repeat playthroughs genuine depth and new discoveries. The staff roster deserves attention. Shoji Masuda — known for Linda³ and Oreshika: Tainted Bloodlines — handled the original concept, game design, and scenario. Music is by Kenji Ito, renowned for the SaGa series; his score draws out the emotional nuance of each scene and fits the game's atmosphere well. The CG carries the anime style of its PS Vita origins, and is charmingly put together. A voice cast including Tsubasa Yonaga, Asami Imai, and Rie Murakawa gives the heroines a convincing presence and supports immersion in the story. There are concerns. Combat is conventional turn-based fare, positioned as a secondary element to the time-management puzzle, and players expecting hard-edged RPG battles may find it lacking. Quest completion conditions for heroines and branching triggers are notably opaque; reaching optimal routes without a guide requires considerable trial and error. Given the long road from a feature-phone title to PC port, some roughness remains in scaling and display behavior, and it is worth knowing this going in. Personally, the lack of transparency around quest conditions feels like it pulls slightly at the experience. The reverse design of a hero who grows weaker still stands as something singular in the JRPG landscape — a crystallization of Shoji Masuda's experimental spirit. For players who love resource management and cycle-based puzzles, or those with an affinity for Masuda's body of work, this is a title that can be particularly recommended. HHF-chan's comment: "It's a funeral time-management RPG! All that flag-juggling has me scrambling around in a total paniic — and then... diiing~!" [h1]「終わりから始まる」逆行成長JRPG[/h1] 魔王ギールを討ち果たした勇者は、その代償に命を落とした。神々から与えられた「残り5日間」を使い、愛する者・解決できていない問題・世界の未来に向き合うことになる。本作は2007年のフィーチャーフォン版に端を発し、PS Vita版(2016年)でのフルリメイクを経た集大成版にあたる。桝田省治の実験的なゲームデザインが、形を変えながら現代のPC環境にようやく届いたという経緯は、そのコンセプトの強度を物語っている。本作の根幹にある発想はシンプルかつ独創的だ。最強状態からスタートし、日を追うごとに能力が衰えていく。「成長」ではなく「逆行」こそが本作の核だ。 ゲームプレイの本質は時間管理にある。勇者の行動力と戦闘能力は日々低下するため、限られた時間の中で何を優先するかが常に問われる。世界各地に暮らす8人のヒロインはそれぞれ固有の事情とストーリーを持ち、全員に深く関わることは一周では不可能だ。クエストの達成、ヒロインとの絆の深さ、未解決問題の処理。これらの取捨選択の積み重ねは、最終的に「葬式」という形に集約される。多数の葬式エンディングは、プレイヤーの価値観と選択を鏡のように映し出す。周回を重ねるごとに選択の最適解が更新され、前の周回で結婚したヒロインや勧誘した仲間が次の周回に引き継がれる設計が、周回プレイに奥行きと再発見性を与えている。 スタッフ陣の顔触れも見逃せない。『リンダキューブ』『俺の屍を越えてゆけ』を手がけた桝田省治が原案・ゲームデザイン・シナリオを担当し、音楽はサガシリーズで著名な伊藤賢治が手がけている。場面の情感を的確に引き立てる楽曲は本作の雰囲気とよくマッチしている。CGはPS Vita時代の出自を感じさせるアニメ調のスタイルで、可愛らしくまとまっている。代永翼・今井麻美・村川梨衣ら豪華な声優陣がヒロインたちに確かな存在感を与えており、ストーリーへの没入感を支えている。 懸念点もある。戦闘はターン制の標準的な仕様で、時間管理パズルの添え物的な位置づけになっており、硬派なRPGバトルを期待すると物足りなさを感じる可能性がある。またヒロインのクエスト達成条件や分岐トリガーが著しく不透明で、攻略情報なしでの最適ルート到達はかなりの試行錯誤を要する。フィーチャーフォン版から長い年月を経てのPC移植ゆえ、スケーリングや表示周りに移植由来の粗さが残る点も事前に承知の上で臨みたい。個人的には、このクエスト情報の不透明さが本作の体験の足を若干引いているようにも感じた。 「勇者が弱体化していく」という逆転設計はJRPGのジャンルにおいて今なお唯一無二の存在感を放ち、桝田省治の実験精神の結晶だといえる。リソース管理・周回パズルを愛するプレイヤーや、桝田省治作品の系譜に親しみを覚える層には、とくに勧められる一作だといえる。 HHFちゃんコメント: 「葬式タイムマネジメントRPGね。フラグ管理であたふたチーンだワー!」 [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]
Hero Must Die Again é um remaster de Hero Must Die do PS Vita que era remake de um jogo para celulares no Japão de 2007. Assim como outros jogos de Shoji Masuda que poucos no ocidente conhecem, este aqui tenta reinventar a roda dos JRPGs. Em Hero Must Die Again o protagonista possui 5 dias de vida, ele começa muito forte e vai enfraquecendo até o dia da morte. Esse jogo tem diferentes escolhas e finais que você pode ir rejogando em novos ciclos, não é um JRPG longo e os personagens são bem cliché de JRPGs com visual de anime mas mesmo assim é um jogo que vale a pena comprar em promoção caso você goste de jogos de nicho japoneses.
[quote]感谢其乐Keylol鉴赏家提供的游戏[/quote] [quote] [h1][spoiler]史上最惨英雄[/spoiler][/h1] [h1]Hero must die. again 英雄必须再死一次[/h1] 本作是由Pyramid, G-mode制作,Degica发行的一款反传统RPG游戏。身为主角的勇者在一场与魔王的战斗中和魔王同归于尽,然而因为勇者无畏的精神,上帝派天使前来赐予勇者五天的生命来了却尘事。但此时的勇者早已失去记忆,只记得最后与魔王战斗的场景,他将用这五天的时间去做什么呢?一切都由你来决定~ 游戏一反常规RPG越刷越强,不到结局便没有上限的设定,在玩家游玩初始便为最强,随着时间流逝逐渐失去力量,直至五天时间结束周目完毕。但纵观整个游戏流程,似乎就只有这么一处新奇的地方,RPG系统的其他部分甚至还不如同种类游戏,尤其是战斗系统,十分无聊,音画表现也中规中矩。 对于喜欢RPG游戏的玩家来说,本作可能是一款十分新奇另类的游戏选择,一反常规RPG玩法,抛弃以往刷刷刷的设定,让玩家更能专注于在大地图中对于世界的探索,但游戏其实在实质上的内容很少,战斗次数也并不会因为反RPG的设定而得到极大程度的降低。除此之外,游戏还不提供官方中文,不熟悉英文的玩家游玩起来肯定有些别扭,如果不是对这一题材特别感兴趣的话,不推荐购入。 [h1]👉前言👈[/h1] 在一开始看到游戏名字Hero must die. again的时候,我怎么也不会想到勇者会用这样的死法再死一次。 勇者凭借一己之力击败魔王,拯救了王国,但他也为这场战斗付出了沉重的代价,那就是他的生命。不过正当勇者奄奄一息之时,天使找到了英雄的灵魂,向他传达了上帝的指示。鉴于他的勇气,上帝给了勇者额外五天的生命,让他可以了却尘事,再一次游历这个被他拯救的王国。但此时勇者已经失去了对于王国的所有记忆,甚至连他最心爱的女人都不记得了,唯一记得的就是最终与魔王决战的场景(原来魔王才是真爱,雾) https://steamcommunity.com/sharedfiles/filedetails/?id=2025327601 在这五天里,勇者的力量会随着时间的流逝逐渐减弱,如果想要找回自己的挚爱,那必须抓紧时间。考虑到时间有限,上帝便将世界变得只有白天没有黑夜,如果勇者感到疲惫只需休息一下,之后便可以接着赶路(我真的佛了,省事强行不做夜晚场景?) 从周一早上到周六早上,勇者将如何度过这漫无目的的五天,是抓紧时间找到自己的挚爱?还是继续利用自己的力量为王国铲除邪恶?又或是摸鱼闲逛浑浑噩噩度过?一切都由玩家来定夺。 https://steamcommunity.com/sharedfiles/filedetails/?id=2025326869 [h1]👉一反常规👈[/h1] 之所以起这个标题主要是想说一下游戏“反常规RPG”这个标签。玩过日系角色扮演RPG的玩家肯定也都知道此类游戏的套路,剧情主导,战斗填充,边边角角的地方再放点儿收集就好了,更重要的是,只要肯刷级,再强的敌人也都是弟弟。但在本作中,战斗的意义被极大地缩小了,因为对于玩家所扮演的勇者来说,“出生即最强”。在一开始,勇者保持着击败魔王前的最强状态,不放技能单单平A都能锤爆一队敌人。但随着时间流逝,勇者的各项属性(生命、魔力、攻击、防御等)都会下降,甚至连技能都会遗忘。原本勇者在击败敌人的同时还能保住队友不受伤害,但到了后来两个队友都保不住自己,以往刷级那一套根本用不上... 除此之外,游戏还特意加上了疲劳度系统,当勇者赶路或是战斗的时间过长,勇者的状态便会从正常逐渐便为疲惫的惩罚状态,此时便需要停下休整。(休整分为两种,一种是在旅馆内,每次六小时,休整后小队状态会回满;另一种是在战斗地图内,在暂停界面手动休整,每次三小时,相比第一种效果略差,是找不到旅馆的备选方案) https://steamcommunity.com/sharedfiles/filedetails/?id=2025297797 通过这些设定,游戏模糊了等级概念,极大程度减少了玩家每周目的战斗次数。没有剧情引导,玩家的探索更加自由,NPC的任务可以有选择的接受,完成与否也不会影响游戏的正常进行。不过也正因此,让我在一周目游玩时没有较强的目的性,的确是在瞎逛,不清楚npc位置以及任务点,浪费了大量时间,只能二周目再来。 https://steamcommunity.com/sharedfiles/filedetails/?id=2025287192 https://steamcommunity.com/sharedfiles/filedetails/?id=2025286350 队伍里的勇者只会火系技能,老头子就是个纯辅助,面对其他属性的敌人打不出克制,所以就需要招募其他npc进入队伍。然而招募其他npc又要先完成她给的任务,一来二去又一周目走完了。相比常规RPG,游戏每周目时间都缩短,下一周目比前一周目有更强的目的性,但一周目更比一周目无聊,玩完之后感觉我tm有这时间还不如等攻略出来后一条条线完成 ,时间投入多,收益颇少,成就感很低(可能还是俺太菜了?) [h1]👉平平无奇👈[/h1] 游戏有着反常规RPG的噱头,新颖程度上超过了同类游戏,但回归RPG最基础的内容,却做的不够好。剧情没有深度、内容衔接不流畅,武器道具的丰富程度、战斗的有趣程度等等方面都差强人意。 战斗方面普通的不能再普通,小队没有站位可言,地图内敌人重复度高,技能单一,我方可采用的攻击手段少的可怜,更何况还有一个随时会忘记技能的主角。人物的技能伤害也毫无规律可言,感觉一塌糊涂。还好战斗次数较少,每局速度较快,要不多打几场感觉都要tm吐出来。 https://steamcommunity.com/sharedfiles/filedetails/?id=2025312789 游戏的音画表现还算可以,人物场景的建模质量中规中矩,大概是地雷社那个水平(价格也挺像,就不知道会不会打骨折了)不过在精细程度上仍待加强。大地图中每个城市都是一样的配置,几个商店、旅馆再加一个npc,甚至场景都感觉是套娃,零零散散分布,探索欲望全无。 https://steamcommunity.com/sharedfiles/filedetails/?id=2025316941 https://steamcommunity.com/sharedfiles/filedetails/?id=2025288660 https://steamcommunity.com/sharedfiles/filedetails/?id=2025304670 [h1]👉总结👈[/h1] 反常规的RPG玩法的确在游戏开始有着足够的新意支撑着玩家持续探索,庞大的世界地图看起来也很唬人,但指引不足,内容不够丰富,战斗系统太过简略的弱点在一周目时就都暴露无遗。看看隔壁的地雷社不仅有nz还有骨折,本作116块的定价玩起来真的不香。想要买来尝鲜的玩家请提前做好后悔的准备,反正在攻略推出之前我估计也不会打开这个游戏了。 [/quote]
[h1] Hero must die. Again评测[/h1] 《勇者必须再死》是一款由Pyramid与 G-mode共同开发,Degica发行的一款RPG游戏。游戏最大的噱头就是勇者的逆成长机制,游戏的结局也是葬礼而非凯旋。这部作品其实是很早以前在07年底发售的《勇者已死。》的重制版,而我们眼前这部重制版作品其实也是15年就已经在PSV平台发售,最近才在NS与steam发售而已。 [h1]游戏内容[/h1] 勇者为了拯救世界与魔王斗争,击败了魔王自己却也丧失了生命。上帝为勇士的所作所为所动容,于是再给了勇者五天的生命来了却人世间未尽的遗憾。但是此时的勇者早已经忘却了一切,除了自己与魔王战斗的场景~~~ 这种逆成长的方式在不少影视作品中都有出现,葬礼时的悲壮气氛在影视作品中都有非常明显的体现。该作的最后其实就是勇者躺在棺材中,这五日中结识的众人都来对勇者进行凭吊。其实就是对于玩家的结局评价~~~ [h1]游戏机制[/h1] 有一说一,该作的最大噱头不就是这个逆成长机制吗?刚开始的无敌到后期基本靠队友,其实整体的游戏难度也是在逐步递增。游戏初期有顶尖的素质,HP999,MP199,攻击防御等一众属性皆为999,但是到了游戏结束之时只剩下1HP与1MP,其他数值也低的难以直视。因为这个机制,战斗的意义大幅度降低,毕竟战斗手感也不咋地~~~ 战斗还是传统的RPG战斗方式,没多大新意,最多就是要考虑到勇者这个前期主C到后期弟弟的因素。初始队伍真心很拉,所以要去招募其他NPC来壮大实力,但是要NPC加入要去做他们的任务,而游戏中又有该死的体力机制,所以一来二去人没招几个,勇者先领了盒饭~~~ [h1]音画体验[/h1] 很多地方都用漫画的方式来带过,希望能够更多cg吧。场景建模中规中矩,人物模型也是一般般的水平,画面也就那样。 人人都有配音,倒是cv阵容挺豪华的,代永翼、今井麻美、村川梨衣、最上嗣生、五十嵐裕美、加隈亜衣、松井恵理子、行成とあ、福圓美里、藤田咲、金元壽子、高垣彩陽、後藤ヒロキ、拝真之介。 [code]欢迎参观我的: [url=https://store.steampowered.com/curator/33217084]真实评测[/url] 喜欢这篇评论,也麻烦点个赞,让更多人能够看到。[/code]
I had this on my Wishlist for some time, and finally got around to trying it out. While I have yet to reach the true ending, I wanted to express my thoughts with the hours I had so far. As the game says, you’re Hero, the main dude who killed the demon lord and saved the world. Sadly, you also died doing so, and God has given you 5 days to spend your life however you like. You have the freedom to go anywhere and do what you like; explore, battle, and relearn about the world Hero had forgotten whilst finding your one true love. You start overpowered, max gold, full equipment and skills- a pretty much end game level character. And, as the days go by, you’re weakened and stripped of your skills and weapons, your stats decreasing to a point you can literally have 1hp and 0mp. Thankfully, you can hire party members to join you in your final moments, practically carry your sorry butt through the end. (Thomas will always be there to help serve you at the start of every new game, but many will have to have a quest completed to join.) Like every JRPG, it’s your regular turn-based system- attack, spells, defend, and so on. It’s simple to the core, and more of authentic pleaser as you’ll usually want to end battles in 1-3 turns. Its big focus is on magic elements, as enemies will be Fire, Water, Wind, or Normal type in varying ways. (Basically Rock-Paper-Scissors.) Nothing spectacular, but this game is meant to be faster pace than thought provoking because time is constantly moving, even during the battle! Most of the game will revolve doing small quests and searching through dungeons, memorizing the layouts, what items lay within and how to obtain them. Events change every playthrough, so it’s best to keep an eye out for things you didn’t see before. Hero will die, a lot. So don’t feel stress if you can’t complete a certain quest in time or struggle within dungeons (due to a bad party set up or lacking damage.) Explore and experiment, and see what kind of endings you can get doing certain things, because there’s a lot of them! Oh, the game also has a neat little save replay, so you can look back on all the things you accomplished in your five days and how many people mourned for your lost (Like a point system). It can be a good motivator to see how many points you can obtain in the end. Off the subject of the gameplay, the visuals are quite pretty and the battle animations are nice to watch when selecting spells or attacking. It’s that usual JRPG look you get from many other games- Elf Forest, Mountain Volcano, Dark Lord castle, and so on. And the map is pretty small, so you won’t have too many areas to visit either. It does its job, but it’s nothing to write home about. Characters are hit or miss, many not really given much in background to stand out from the usual stereotypical JRPG trope (Haughty Elf Girl, Loli Merchant, Brawny Muscle girl, etc.) You can marry any of your female party members though, which is pretty neat. Sadly, Thomas and Zoro are only for an achievement. There are some pleasant musical beats and sounds, but nothing that really stood out to me besides the battle music- which is a given for most RPGS. Again, it does the job well enough. While the core concept is pretty cool on its own, it may not be for everyone, maybe even frustrating if you don’t know how to handle it. Same with the time limit- but I feel the game gives you plenty of time to do everything, especially if you abuse magic and items to move around. I’d probably wait for an even bigger sale off, as even 20$ seems a bit high for a quite repetitive game. But, if you like the concept, and if you don’t mind repeating certain things to the point of perfection, I’d give the game a chance. You can easily get through your first playthrough in less than two hours, so if it doesn’t come to your liking then, you can refund it. Slightly Recommended
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