
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 266 reviews with recorded playtime.
Reviews
Themes across 266 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
法老控你终于出息了
很好的游戏,续篇快端上来
剧情中规中矩。战斗类银设计一般,操作有点卡手,可操作角色差异化低。综合还是推荐尝试,期待下一部。
재밌긴한데.. 궤2좀 빨리 만들어라
经典之有冰冻异常没有碎冰 经典之招式设计只看总伤不看DPS 经典之一种怪物换五色皮 ......唉,不过感觉这样的作品,玩一部少一部了
還不錯的休閑小品,打牌也蠻有趣的,期待和師姐快快打起牌來。
《亰都幻都-櫻花幻舞-》評論 京都、學院——青春日常與異常交織的魔幻故事。 因為執念,因為仍有必須回去的地方,也因為心中有想要守護的人,少年毅然踏上旅途,試圖踏破阻擋在前方的重重魔境。 作為《東京幻都》的延伸作品,本作沿用了相同的世界觀,但採用了全新的故事、舞台與人物背景。劇情以學院生活為基底,將青春日常與踏入異界戰鬥的非日常相互交織,藉由兩者之間的反差,構築出一段帶有王道色彩的校園奇幻故事。 本作主角神矢伶,是一名能夠運用靈能與過人智慧,遊走於黑道勢力之間並從中漁翁得利的少年。某次意外中,他被捲入異界,並在遭受異獸襲擊時覺醒了「靈魂裝置」的能力。 此後,他進入比良坂學園就讀,也正式展開這段由不甚平凡的校園生活與異界危機交織而成的冒險。 遊戲流程基本採用線性推進。一天之中的活動,大致包含上課培養「三德」、下午自由行動,以及在城市各處探索。玩家可以購買裝備與書籍、承接支線任務,也能利用晚間時間自動閱讀書籍,取得額外能力加成。 整體結構仍是相當典型的日式校園RPG套路,從日程管理、角色互動到能力養成,幾乎都能看到熟悉的設計痕跡。 不過,本作在戰鬥形式上確實展現了一些創意。平時探索採用2D橫向卷軸形式,進入「清除戰」,也就是異獸門區域後,則會轉換為3D自由視角戰鬥。兩種遊戲形式之間的切換,不僅帶來較為明顯的節奏變化,也算是本作相對具有辨識度的設計。 然而,本作較突出的優點,大致也就集中於此。 它的缺點同樣十分明顯。首先是相對老套的劇情架構與容易預測的發展走向;其次則是多數日式校園RPG常見的角色關係、日常互動與三維能力養成,整體都顯得較為公式化,缺乏足以令人留下深刻印象的突破。 此外,Falcom作品常見的續作伏筆與隱晦描寫,在本作中依然存在。發售後推出大量DLC額外內容,也容易讓人產生內容被拆分販售的觀感。 再加上CG與劇情過場多數採用角色站樁對話的方式呈現,演出效果相對單調,難以稱得上特別有誠意。若再算上首發時的設定問題與部分Bug,這些都成為本作較容易受到玩家詬病的地方。 整體而言,《亰都幻都-櫻花幻舞-》是一款表現中規中矩的日式王道RPG。它的故事沒有太大驚喜,系統也帶有濃厚的既視感,但遊戲流程並未刻意刁難玩家,整體操作與遊玩體驗仍算流暢舒適。 因此,若暫時不討論售價,只從實際遊玩感受來看,本作並非不值得體驗,甚至仍可稱得上是一部完成度尚可的佳作。 綜合評分:7/10。
나름실험작같은데 시작은 무난함 좀더 투자해도 좋을듯
味很正的JRPG,也很清楚怎么吸引玩家玩下去,只可惜经费肉眼可见的不足
Related
Related
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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