
Falcom’s latest juvenile RPG set in modern JAPAN! Based on the worldview of the "Tokyo Xanadu" released in 2015, it presents a completely original story for modern RPG players.
Modeled estimate, not a reported figure. How we estimate →
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About
An Adventure Through Kyoto and Xanadu: the Otherworld
Set in modern-day Japan, where Kyoto has become the capital, the story unfolds as boys and girls awaken as "eligibles" and travel to the other world of Xanadu.
Kamiya Rei, a boy who gained the power to fight monsters in the otherworldly labyrinth Xanadu, transfers to "Hirasaka Academy", which aims to conquer Xanadu. Alongside his unique companions, Rei will challenge Xanadu...
Key Features
Kyoto Xanadu features an innovative combat system combining two distinct actions. "2D Battle" offers classic side-scrolling gameplay as players explore the vast labyrinth beneath the academy.
Opening gates that appear at specific points within the labyrinth triggers a shift to "3D Battle", where players engage enemies in 3D combat using diverse skill attacks and technical maneuvers within the gate’s inner space.
Use points earned through Xanadu exploration and daily activities to enhance your Soul-Device! Not only does this boost the device's performance, but it also allows you to learn new actions and skill attacks.
Equip Guardian Cards obtained in 3D Battle to your character for a massive boost in power. Not only will your attacks enchantlike fire and ice, but you'll also gain access to ranged attacks distinct from standard Soul-Devices!
At the academy, set action cards before class begins. Attending classes increases subject-specific parameters based on the card's content and also changes your friendship level with other characters. As the story progresses, more types of action cards become available, adding the fun of collecting them.
After school, let’s explore Kyoto City! Gather information at tourist spots, shop in the shopping districts, enjoy dinner with classmates... how you spend your time is up to you!
The daily life segment centered around Hirasaka Academy features various content, including character chats and quests occurring throughout Kyoto City.
Engaging with these elements allows players to gain a deeper understanding of the world of "Kyoto Xanadu" and the personalities of its characters.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Engagement
Hours played at review time, across 236 reviews with recorded playtime.
Reviews
Themes across 236 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
好玩上头,法老控值得信赖
50小时通关一般难度一周目,作为轨迹凯子且玩过P5,这作可以当P代餐来玩,但是没有恋爱要素!没玩过前作东京迷城,这作是独立的,可以直接玩。游戏体验相对来说就是围绕探索迷宫、提升三维、提升角色好感度。男主高智商挺讨喜的,也很嘉豪哈哈。剧情也是法老控那个味儿,还行。 9月份空轨2nd继续前进。 不过话说回来,法老控2027你得把界轨2搬上来啊,受不了了!!!
好玩好玩
32小时+,修罗难度已爆机 整体来说及格线以上,局外养成比某年度游戏强上不少,战斗和迷宫来说就相对比较粗糙了 怪物建模400多,实际差不多80个左右然后5元素换皮。 2d探索和3D战斗都做的相对比较粗糙。地图相对较小,隐藏内容也不多,总的流程差不多在10-15小时,更多时间是在局外养成的时候看剧情和npc互动等。 打击感一般,特别是3D战斗打击反馈不太好,加上重击动作持续很长,不能取消,导致防御和一闪很鸡肋,全程更多的是靠闪避特备是入手空中闪避以后,基本大大小小战斗全靠闪避。 灵魂加速的唯一功能就是回血,持续回血,攻击回血等,其他加成几乎可以忽略不计。 难度方面:如果没有做好局外养成的话,修罗难度下属性不足会导致战斗相对比较艰难(杂兵的各种异常,和恶心招式比如自爆)。如果养成比较稳妥的话,基本上修罗难度也是碾压。
来不及为刀剑神域哀悼了,接下来登场的jrpg是 :开始游戏前先要把桌面缩放改到100%的老派游戏。 目前是经典jrpg开局,画风传统,手感挺一般,赶路清杂操作类银,boss转3d,日常不太自由。主角倒是有点搞笑在身上。看看之后剧情如何吧。 7h:目前总体还不错,当slg玩了,战斗部分确实比较一般,主要是没有打击感,加上怪呆呆的,看了成就专门重开了修罗档,也基本只有数值上的提升。 11h:后边感觉还可以,剧情挺正常,谋男主观感不错。战斗虽然还是挺无脑但音乐不错当演出也还不错。 20h:等级高了过后战斗体验有一些提升。目前看来本作除了特别穷问题不大,有一种当年玩p4g的感觉,我挺喜欢这种日常的,它的卡片系统也增加了一些策略性和联动,每次都得sl一手。系统易用性做得很好,各种快捷操作很方便,不像很多沙贝游戏在各种地方恶心人(比如某些对话不能跳过,跑图不能传送啥的)。男主目前表现智勇双全且拥有情商!!在日本游戏里非常罕见了。 45h:到后边人物性能上去了,战斗和跑图体验都提升了不少,整体可以爽起来了,但不得不说这些怪的血是真厚。剧情和人物塑造目前仍没有出什么问题,超出预期了。看看后边能否保持。
好玩爱玩
不错,先玩几章
豪玩
除了有点穷,挺好玩的。没想到falcom桑能做成这样,算是意外之喜。
我是法老控凯子
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Trends
Steam followers (game-group members) tracked daily from when we started recording.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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