
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.
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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.
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 658 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
主角形象塑造得不错,除此以外没啥亮点,战斗平庸,弹反收益过大,怪物复用严重,玩到中期就疲劳了。剧情日常白开水,很多设定就讲了个开头,剧情也是。可玩可不玩,7/10.
在比良坂学园结识了许多伙伴,度过了三个月的快乐时光,圣女露安娜真是我的最爱了,期待会有续作,毕竟感觉故事还没结束
法老控版低配P5,就是这个味
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Genres
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
Hours played at review time, across 659 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我是凯子,喜欢,爱玩 没遇到过分辨率问题(可能是昨天的补丁修复了) 好玩,一直加速回血都不需要消耗血药 就是打工赚钱太慢,来钱速度慢,得想想办法呢(可能前期就是慢的) 前期别和我一样乱强化装备,石头挺缺的 总之下班回家继续玩!
東亰ザナドゥは未プレイ。ファルコムのゲームをプレイするのはこれが2作目です。クリアまで38時間。とても面白かったです。キャラクター、ゲーム性、ストーリー、音楽、どこをとっても高水準だと感じました。キャラは主人公と主人公チームのメンバーは当然として、審議会の面々もかなり好きです。ストーリーはラノベっぽい王道寄りで、しっかりと要所要所盛り上げてくれます。アクションはかなりシンプルめ。日常パートもそこそこあるので、凝ったアクションゲーっていうよりかは迷宮の攻略を含めた学園生活を楽しむゲームって感じです。公式HPやpvを見て惹かれたなら買った方がいいと思います。
你法现在产能有限,既然要双开那只能牺牲迷城咯~你就安心成为小品作。 乍一看有点玩香草社游戏的感觉,但推动时间线的模式和好友羁绊又是P5那套。 这一代词条说是很难收集,但常玩falcom游戏的玩家都知道,你要与每一名NPC对话才配全收集...所以对我来说这倒不难。 主题曲毕竟有组乐队的好猫来唱,水平还是可以的。严重怀疑公司里有追二偶的,从伊苏10到现在已经请了不少木柜子CV来当主役,比如大伙最爱的羊宫妃娜(嗯期待你九月的发挥奥)。音乐只能说还是熟悉的风味。 场景毕竟这次多数时间都在闯迷宫,所以并不是那么让人难忘,不过京都的景色还是不错的,至少这伏见稻荷大社和原版一致(话说千本鸟居晚上去玩就和进了鬼门一样),花见小路祗園啥都不错。 战斗CG和黎界甚至和伊苏10比都有点简陋,除了开始和最后就没太多CG。战斗难度上就算是噩梦难度也是除了最终boss全都可以用脚打,最终boss其实也可以用脚打但稍微折腾些。 男猪脚的塑造确实不错,有聪明劲,但说话办事也符合他的年龄。 游戏中有诸如魔法少女亚莉莎等一系列彩蛋,甚至对话中的表情包都用的前作作品(伊苏9的表情包有点多啊,黎恩的表情包建议改为没有这个必要)。 [spoiler] 黄道带的企业比如天乃和骏河上作其实出现了名字,然后露露伊的朋友多半是谜语人雷姆(毕竟门胁舞以的这个声线还是很明显的),然后涅梅西斯和黄道带这些概念也是上一作就出现了。剧情在我看来啥也没说,两作玩完更晕了,总感觉两作之间确实没啥关联,严重怀疑是平行世界。还有本作剧情展开和界轨太相似了,前面慢吞吞的,结尾突然给你来个大的然后玩完感觉自己还是什么都不知道。最终boss格调太低,给我一种还在打中级boss的感觉。[/spoiler]
太有法社的味道了,可惜有点短,感觉应该再来个终章,期待后续
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。
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。
这真的是今年的游戏吗。防御闪避都没办法强制取消攻击动作,平地弹反和跳跃攀爬都有明显的迟滞感;空中只能平A不能重击也不能闪避;轻击的出招本来就感觉就很磨叽了,右键的重击更是又慢伤害又低。射击更是难绷,不能提前瞄准好然后射击,非要按了射击键面前出现瞄准框,然后再移动面前的瞄准框去瞄准敌人;更尼玛绝的是去那个不确定领域,绿色毒花喷一下10几秒移动能力减半,恶心谁呢?仁智勇的养成树也是一眼看到头的浅。美术音乐确实没话说,但是你这战斗是什么年代的东西啊,哪怕是十年前也比这强啊。
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