
Your choices shape the world in this coming-of-age RPG. As a new arrival in a 1980s rural Japanese town with a mysterious ability to loop time, your every decision and relationship will affect the outcome of battles against the invading Kegai.
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About
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese*, Korean, Simplified Chinese, Traditional Chinese*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
Loop8 is an awe-inspiring anomaly when it comes to game design and execution. You have a neat idea: come live in a cozy town for the summer whilst navigating relationships and saving the world. If you thought "isn't that just Persona 4 but only one month?" then you'd technically be right in your assumption, but Loop8 is at an astronomically lower depth than simply "Persona at home". No, it commits the one fatal sin of any media: being mind-numbingly boring. The main character, Novus Nemo... or, Nini for short, is blander than un-toasted toast. He's a shell of what an AI imagines a real human behaves like, with non-dialogue and an expression that screams "I'm trying to imitate life, is it working?" He came to Ashihara to live with his cousin (once-removed, very important) after his parents... uh, died? I guess? I don't actually think it's mentioned why he's even there in the first place. The fact of the matter is, the only actual plot occurs in the first few minutes and it all goes downhill from there. What strikes me the most is that the opening cutscene music video is probably the best part of the game. The visuals look good and it almost feels like it's going to be interesting. They even show locations that you never see in the game itself! But, soon enough... you realize, that it's all smoke and mirrors, and the actual content of the game is shallower than a puppy's piss puddle. So Nini arrives in Ashihara and meets his cousin, Konoha, and she gets him acquainted with the town. Standard stuff, and the music and backgrounds are very pleasant. After day one of Konoha giving you the tour, your second day is spent giving you a bit of freedom to check out the town's various activities. Unfortunately, here's where the trouble begins, because this game runs on a time system, not unlike Persona, but instead of time only passing when you do an activity, it also ticks by every second you're in the overworld at all, and this can lead to some complications. What, you thought they'd pause the timer during your second day to get acquainted with where everything is? HAH! NO! On day 2, you're dumped in front of the schoolyard and told to attend supplementary lessons, but the game doesn't tell you AT ALL where that is inside the building. So you run across the schoolyard and... oh no, is that really Nini's top speed? A comfortable jog? It takes about 6 agonizing seconds for him to walk from the school entrance to the building. And no, despite him blazing around on foot in the intro, he never does that here. Not even in the combat zones! A ♥♥♥♥♥♥, comfortable jog like he just dumped ass for the entire. Game. The lessons are on the second floor in class 1-A, the first of only two enterable classrooms. I actually took too long to get there and the game gave up and warped me to the room. Absolutely amazing. You get some more cutscenes and it all seems fine. The tutorial that comes next is to play around on the iron bars in the schoolyard, and thankfully that one's easy to follow! Mostly because there's nothing else in the schoolyard. It's just a big, empty space that you cross on foot every time you enter the school. Awesome. After the tutorial to receive a blessing at the shrine, you rendezvous with Konoha to learn about the relationship mechanic. Your only option for her is "Get to know better", with Nini thinking to himself "I just know this'll work", so you select it, and Konoha just says "Thank you!". And that's it. Then a screen pops up that shows the relationship between the two characters. Afterwards, the game tells you to try eating at the restaurant. But again, they don't show you where it is, it doesn't stand out, and time continues to tick on by. You are left to flounder around while being forced to run at the slowest speed imaginable. It's AGONIZING. That night, Nini sees a vision of a Kegai (the mythical monsters), breaking through the barrier and entering Ashihara. When you wake up the next day, the game deadass says "An entrance to Yomotsu Hirasaka (the shadow version of Ashihara) has appeared in the shrine. Nini can somehow sense this." Even the game has NO EXPLANATION as to how Nini is even a protagonist. You go there and meet up with Beni and Ichika, two girls from your class who have experience fighting the Kegai. And this is just a big tease because the game makes it out to be like they're going to be easily accessible to fight with, but no, not at all. Then, you get a battle tutorial, and if you thought that the framerate wasn't distracting before, then it kicks into overdrive here, especially with Beni. While the devs call it "artistic choice", I'm inclined to call it "we don't know how to fix this and we're all out of ideas, so just call it artistic." If you're photosensitive enough, it'll give you a headache. Anyway, the tutorial battle makes it seem like the game has depth. But no, there is no depth, it's all useless. Battles in this game all boil down to numbers. If your numbers are high enough, you win. Though I should mention that the only REAL "depth" of the combat is that attacking with friendship is neutral damage, affection is weaker but lowers the enemy's attack, and hate is the strongest but builds up to make your enemies stronger. So most of the time, you'll be using friendship, MAYBE affection if the boss you happen to be fighting goes higher than threat level 1. Also, you can't control your party members, and outside of this tutorial, if anyone dies in battle, they CANNOT be revived and you will be locked out of the true ending. So... you know... better to just run the game solo. Bringing others along will just slow you down. So much for the power of friendship! The tutorial fight ends with a boss you can't defeat, so you wipe and get a soft game over, or a loop. You might think, "oh, so the loop will tie into the narrative now and get the ball rolling?" Hahaha, no. No, silly child. The only thing looping is good for is to go back to the beginning of the month. And to also get to read all the dialogue you read before, see all the scenes you saw before, and relive all that ♥♥♥♥ you just went through. NO ONE remembers the loops. Not the other characters, not Nini, no one. Mercifully, your stats DO carry over, so really the only point of looping is to get strong enough to defeat a boss if you couldn't before. Your relationship with the characters doesn't either, but it DOES get put on steroids so it will get to its former value in half the time. It's a juiced up NG+. But uh... that's it. That's the flow of the game. It's broken into 5-day cycles. On the second or third day of the 5-day cycle, a non-combatant character will be kidnapped by the Kegai, and it's up to you to boost Nini's stats and go rescue them. (There's 5 of these, and then the final boss.) I just hope you accurately predicted who is getting kidnapped first, because without enough friendship with them, Nini simply kills them and they die, so you'll be forced to loop. So really, the beginning of the game is where you'll loop the most, trial-and-erroring until you get high enough friendship with the first victim to avoid killing them. Also, if you need to bring a companion in to pass a friendship/affection trial to reach the boss, you should probably avoid bringing someone who has a poor relationship with the kidnapped, because that strengthens the boss and your companion will likely die. That is THE ONLY level of strategy that really exists going into boss fights. Your main focus is just buffing your stats, boosting your relationship with the upcoming victim, and mingling with the characters that fight on the side. Actually, I just saved after each successful boss and then slept for 2-3 days in a row to see the future of who would be kidnapped and then reload and focus on them, lol. All the girls are thirsty for Nini too, despite being his cousin and even his Grandmother. Yep. I hit the character limit. The game sucks. Do not waste your money.
[h1] 이 세계는 「선택」의 연속이다. 이 게임은 「선택」하지 마라. [/h1] 내 프로필만 봐도 알겠지만 난 JRPG의 팬으로서 이 장르에 굉장히 호의적인 시각을 갖고 있는 사람이다. 설령 냉정하게 봤을 때 남에게 추천하긴 어렵더라도 나는 재밌게 하는 경우도 심심찮게 나오곤 하는데, 이건 나도 노잼이었고 남에게 추천할 건 더더욱 불가한 문제투성이 물건이다. 어차피 할 사람 없을 테고 나온지도 좀 된 게임이니 스포고 뭐고 그냥 다 쓴다. [b] 장점 찾기 챌린지: 여캐 디자인, 보스몹 디자인, 보스전 음악. 끝.[/b] 쓰고 보니 생각보다 많아서 좀 기분 나쁜데, 지금부터는 하나부터 열까지 깔 것밖에 없다. 먼저 이 Loop 8이라는 이름은 뫼비우스의 띠를 90도 돌리면 8 모양이 되는 점과 이 업계에서 유명한 엔드리스 에이트도 염두에 두고 설계한 게임이었을 것이다. 그래서일까, 엔드리스 에이트처럼 걍 존나게 까이고 싶었던 모양이다. 실제로는 까이기도 까였지만 그보다 전에 일단 묻혀버렸으니 어그로만큼은 확실히 끌었던 엔드리스 에이트에 대한 모욕이다. 먼저 기본적인 설정을 살펴본다. 1980년대를 배경으로 하여 '케가이'라는 존재가 인류를 위협하고 있다. 이 케가이는 인간을 숙주로 삼아 괴수로 변한다. 그런 내용으로 유명한 '더 씽'을 알고 있다면 그걸 생각하면 될 것이다. '인랑' 게임과도 상통하는 면이 있다. 아무튼 캐릭터들 사이에서 괴수로 변할 1명이 5일마다 하나씩 나온다는 설정이다. 그 1명을 제한시간 5일 내에 찾아 족치면 다음 5일로 넘어간다. 즉 5일 동안 숙주 찾기→찾았으면 족치기→이기면 다음 텀으로 넘어가서 엔딩까지 같은 과정 반복. 지면 게임 오버라는 심플한 방식이다. 여기까지만 보면 그렇게 나쁘진 않다는 생각이 들 수도 있겠다. 하지만 저 심플한 구성에서 [u] 재미를 느낄 수 있는 부분이 하나도 없을 줄은 몰랐겠지? [/u] 우선 저 5일 동안 숙주 찾기라는 부분이 추리 게임처럼 보일 수 있다. [b] 전혀 아니다. [/b] 기본적으로 캐릭터 수가 적고, 그중에서 동료로 삼을 수 있는 캐릭터와 단순 NPC인 캐릭터로 또 나뉘어 있다. [u] 숙주는 저 단순 NPC인 캐릭터 중에서만 나온다. 사실상 순서만 달라질 뿐 무조건 걸리긴 한다고 보면 된다. [/u] 게다가 5일 내에서 시간이 경과할수록 힌트를 꽤 노골적으로 주는 편이고, 분명 의심한다거나 찔러보는 대사를 넣음으로써 캐릭터와의 관계도에 영향을 준다든지 그런 시스템도 충분히 구현할 법 했을 텐데! 그딴 거 없다. 그냥 숙주한테 말 걸면 바로 이벤트로 넘어가고 끝. 추궁도 없고 변명도 없다. 재미가 있을 수가?? 그러면 그 다음 단계, 찾았으면 족치기 부분에라도 희망을 걸어보자. 전투다, 전투! 아무리 다른 부분이 별로라도 전투 하나만 재밌으면 그것만으로 가치가 충분한 게임이 많은데, 당연하지만 이 녀석한테 그런 걸 기대해선 안 된다. 진지하게 "야, 전투 없으면 RPG라고 못 팔아먹으니까 대충 구색만이라도 갖춰 봐. RPG라 안 하면 이거 절대 못 팔아먹어." 라는 지시가 내부에서 내려와 만들었다면 납득할 퀄리티다. 그 정도로 성의가 없다. 우선 턴제 전투 방식인데 플레이어가 조종할 수 있는 건 주인공 하나. 동료는 데려갈 수 있지만, 알아서 행동한다. 페르소나에서 좋은 건 갖다 버리고 나쁜 것만 배워왔다. 그렇다. 일단 동료 AI가 개쓰레기다. 전황을 전혀 읽지 않는다. 그리고 주인공과 캐릭터의 관계에 따라 전투 상황이 전개된다고 입을 털어놨는데 그 정도로 거창하진 않다. 그냥 혐오하는 관계면 대미지가 좀 더 들어가고, 만약 동료 사이라면 버프를 잘 주지 않는 그런 소소한 정도다. 그렇다면 전략성은 있는가? 일단 기술의 종류가 적다. 동료로 쓸 수 있는 캐릭터는 총 5명. 그중 2명까지 데리고 다닌다. 각 캐릭터당 기술은 공격기 기준 3~5개 정도. 그외에는 버프기나 체력, 기력 회복기 정도가 있다. 그 외 특징으로는 주인공은 '견귀'라는 설정으로 동료와 적의 상태를 분석하고 행동을 예측할 수 있다. 그런데 이게 예를 들어 '몸통박치기'라는 기술을 쓰려고 하고 있다면, 그렇게 알려주는 게 아니라 그냥 타깃 아이콘을 띄워놓고 '조질게!' 정도로 두루뭉술하게 표현한다. 이럴 거면 캐릭터와 호의적인 관계일수록 예측의 정확도를 높여주는 방식으로 구현했으면 더 의미가 있지 않았을까? 그리고 예측을 한다고 해도 딱히 도움은 되지 않는 게 일단 '방어'라는 커맨드가 없다. 동료 캐릭터를 감싸줄 수는 있지만 나한테 오는 공격을 막는 건 불가. AI가 개쓰레기라 동료가 막아줄 일은 더욱 없다. 그리고 캐릭터의 행동 순번이 보이지 않는다. 이러니 뭔가 전략적으로 해보려고 해도 시스템상으로 하자가 너무 많아서, 그냥 스탯 올려서 물리로 해결하는 게 전부가 된다. 그럼 보는 맛이라도 있는가? 이 게임이 처음 나왔을 때 가장 많이 들었던 비판이 바로 프레임 드랍이다. 처음에는 이딴 그래픽의 게임에 프레임 드랍이 걸린다는 게 말이 되냐는 식이었는데 해명하기로는 의도한 바였단다. 애니메이션 같은 느낌을 주기 위해서 일부러 툭툭 끊기는 식으로 구현하였다고. 지랄났다. 기술 연출만큼은 그나마 뭐라도 해보려고 했다는 티를 냈다는 티는 나는 수준인데, 문제는 이 게임의 전투 템포가 눈물나게 느리다는 거다. 개쓰레기 AI 때문에 동료는 쓸데없는 행동을 자주 해대서 전투가 늘어지고, 행동 하나하나가 잡아먹는 시간이 꽤 길다. 그런 주제에 배속 기능은 구현해두지 않았고 상기한 툭툭 끊기는 움직임은 템포를 더욱 답답하게 느끼게 만든다. 게다가 주적인 '케가이', 몬스터의 종류마저도 굉장히 적다. 보스몹은 처음에 썼듯이 그나마 성의가 있는 디자인인 반면 [b] 잡몹은 1종. [/b] 진짜로 구라가 아니라 1종이다. 성의 있는 디자인도 아니다. 그냥 도깨비불이다. 이걸 갖고 색놀이를 해놨다. 대체 어떻게 전투가 재밌을 수 있겠나. 추리도 조졌고 전투도 조졌다. 자, 그럼 다음 시스템을 보자. 이 게임에서 강조하는 것은 '인간관계'로 '카렐'이라고 불리는 시스템이다. 마치 게임이 아니라 현실의 인간 같은 복잡한 관계를 구현한 것처럼 떠들어댔지만, 실상은 매우 조악하다. 캐릭터와의 관계 파라미터는 우정, 애정, 혐오 3개로 끝이다. 순탄한 클리어를 위해선 당연히 혐오는 올릴 필요가 없다. 반대로 우정과 애정은 조건 따져가며 엔딩 수집하려는 의도가 아니면 기본적으로 높아서 나쁠 게 없다. 이 3개의 파라미터는 오직 캐릭터와의 대화, 그중에서도 제안을 중점으로 변동한다. 전투나 이벤트를 통해서도 조금은 변하긴 하는데 별 비중은 없다. [b] 그러나 그 제안의 퀄리티가 흡사 90년대 미연시에서도 쉽게 보기 힘들 구시대적인 방식이다. [/b] 예를 들어 제안 중 '칭찬한다'를 선택한다. 상대 캐릭터는 이에 좋다고 답한다. 우정이 꽤 오르고 애정이 조금 오른다. [u] 이게 끝이다. [/u] 제안의 종류가 캐릭터마다 다르긴커녕 죄다 똑같고 그에 대한 캐릭터의 반응도 어떤 캐릭터든 캐릭터당 좋다는 대사 하나, 싫다는 대사 하나로 고정이다. 심지어 제안의 수는 최대 10개 내외로 많지도 않다. 그나마 제안 중에서 놀러 가자든지 단련을 하자든지 같은 메뉴는 이벤트가 뜨긴 하는 것이 최후의 양심이라 할 수 있겠다. 게다가 남캐건 여캐건 간에 애정이 우정보다 높으면 '약혼자', '애인' 같은 호칭을 관계로 달아놔서 보기 좆같게 하고, 여캐와는 애정이 어느 정도 높아지면 '무조건' 연애 노선으로 흘러간다. 히로인을 고르고 말고 할 게 없다. 애정이 높으면 그냥 걔랑'도' 사귀는 전개가 되는 거다. 이 점 때문에 중반을 넘어 전체적으로 두루두루 친해진 상태가 됐으면 [b] 나랑은 모두 사이가 좋은데 자기들끼리는 묘하게 원수들이 많은 상태를 피할 수가 없다. [/b] 그리고 캐릭터들과 전체적으로 관계가 어느 정도 진척되었다 싶으면 새로운 난관이 찾아온다. [b] 바로 끼어들기다. [/b] 내가 누군가랑 말하려고 하면 [u] 근처에 있는 것도 아니면서 [/u] 쏙 끼어들어서 대화를 진행 못하게 막고 시간을 잡아먹는다. 심지어 이 끼어들기의 결과는 [u] 대체로 안 좋다. [/u] 내가 A와 대화하려고 하는데 B가 끼어들었다고 치면, [b] 십중팔구 B에 대한 나와 A의 우정, 애정이 떨어진다. [/b] 캐릭터 관계에 따라 오를 때도 있지만 그 수치가 매우 미미해서 도움이 안 된다. 그냥 내가 하려던 거 하는 게 훨씬 낫고, 캐릭터와의 우정, 애정 수치가 엔딩 조건에 영향을 미치는 게임이기 때문에 오히려 성가시다. [u] 하물며 최악인 건 발생 빈도마저 높다. 현실적인 인간 관계? 내가 A랑 말하려고 하는데 거기에 대고 B가 6번이나 끼어드는 게 현실적인 인간 관계? [/u] [h1] 가장 큰 문제는 이 게임이 루프물이라는 거다. [/h1] 위에서 말한 고통스러운 과정을 '반복'해야 한다. 그 과정에서 유저 편의성 따위는 당연히 갖춰두지 않았다. 거의 텍스트 어드벤처면서 RPG라 해서 팔아먹으려고 전투인 척하는 그것만 살짝 얹은 주제에 '백 로그', '키워드 설명', '이벤트 통 스킵' 등의 기능은 생각조차 안 한 듯한 예술적인 편의성을 자랑한다. 편의성 문제는 여기서 끝이 아니다. 이 게임은 주제도 모르고 유저한테 매우 불친절하다. 예를 들어 주인공의 능력치를 올리려면 특정 오브젝트와 상호작용을 해야 하는데, 튜토리얼로 철봉만 처음에 알려줄 뿐 나머지는 유저가 알아서 다 찾아야 한다. 그러면 좀 눈에 띄게 만들어야 할 텐데, 물론 눈에 띄는 것도 있지만 서점의 잡지 같은 건 정말 눈에 띄지 않는다. 거기다 '밋치'라는 캐릭터가 있는데 [u] 이름값 한다. 밋친년이다. [/u] 위에서 말했듯 애정이 어느 정도 높아지면 여캐들과는 기본적으로 연애를 하게 된다. 얘도 그건 다르지 않다. [b] 문제는 이 밋친년은 자기 말고 애정이 더 높은 캐가 있으면 주인공을 칼찌한다. [/b] [u] 심지어 존나 자주 한다. [/u] 운이라서 막을 방법도 없다. 세로 신공으로는 안 되고 그냥 적당히 다른 이벤트 보고 와야 한다. 세이브를 쓸데없이 자주 하게 만드는 지뢰. 다른 부분에서는 꾸역꾸역 '이 능력 없는 새끼들' 하면서 넘어갔는데 이 부분을 겪으면서 '아, 이 새끼들은 능력이 없는 게 아니라 그냥 감이 없는 거였구나'라는 생각으로 바뀌었다. "어, 그 뭐야. 요즘 얀데레였나 멘헤라였나 그런 게 인기라매? 그거 좀 넣어 봐. 칼부림? 야, 그거 요새 좀 핫하더라. 그것 좀 넣어 봐. 이런 깜짝 이벤트 넣으면 유저들 깜놀하고 낄낄대겠지? 이슈 좀 되겠지?" 라는 안일한 생각이었으면 이해 [h1] 가 되겠냐? 이런 씨발 한 번으로 끝나야 낄낄대고 끝날 거 아냐. 하루가 멀다하고 푹찍악인데 확률을 대체 씨발 몇 퍼로 해놓은 거임?? [/h1] 게임계의 유명한 격언으로 영자 월급을 랜덤박스로 줘야 한다는 말이 있는데, 이거 디렉터는 옆 사람한테 말 한 번 걸 때마다 50% 확률로 칼찌당하게 해놔야 함. 씨발 통아저씨도 이거보다는 안전하겠다. 그러면 선생님, 스토리는 어떤가요? 일단 한국어판의 문제점인데 [b] 지나치게 음차가 많다. [/b] 물론 번역이란 게 어려운 문제고 직역도 의역도 완벽한 해결책이 될 수 없는 마당인 건 맞다. 게다가 이 게임은 80년대 일본을 배경으로 해서 일본 문화가 매우 짙게 묻어나오는 게임이다. 하지만 그런 사정을 감안해도 아무리 그래도 음차가 심해도 너무 심하다. 예를 들어 마을 이름이 아시하라노나카츠 마을이다. 웃긴 건 말하는 걸 들어보면 '노'는 없다. 별별곳곳에서 음차로만 표기된 명사가 너무 많다 보니 관련 지식이 없으면 스토리 이해도 더 어렵고 흥미도 떨어질 수밖에. 그렇다고 스토리가 좋냐고 하면 뭔가 설정은 거창한데 제대로 풀어나가는 게 없달까, 빈 수레가 요란한 느낌이다. 주인공은 케가이를 피해 도망간 '희망'이라는 이름의 우주정거장에서 왔고, 우주는 시간의 흐름이 달라 무려 주인공의 할머니가 젊은 여캐로 등장하고, 어째서인지 주인공을 아빠라고 부르는 동년배가 있고, 요괴인지 신인지 알 수 없는 동물귀 여캐에, 자기는 할 일 다 하고 나면 곧 죽을 운명이라는 무녀 등등. 이런저런 갖춰놓은 건 많아 보이지만, 스토리 플롯은 사실 매우 단순하여 그냥 위에서 말한 숙주 찾아 조지기 과정을 반복하다가 최후에는 '전혀 예상치 못했지만 사실 누구라도 예상할 법한' 최종 보스를 찾아내 어떻게 할지 결정하는 것이 끝. 단점이라 할 정도는 아니지만 장점이라 할 것도 없는 시나리오다. 진짜 열심히 깠는데 이마저도 줄인 거다. 솔직히 사기 치려고 한 거 아닌가 싶다. 테일즈 오브 시리즈가 자주 하는 이상한 장르명 붙이기에 동참하여 쥬브나일 RPG라는 이름을 내세웠는데 보통 쥬브나일 RPG라 하면 페르소나 시리즈를 연상한다. 날짜 개념이 있는 게임이겠다, 캐릭터와의 관계도가 있는 게임이겠다, 그런 효과를 노리고 지은 장르명이라 생각한다. 솔직히 JRPG의 팬으로서 이건 페르소나를 넘어서 JRPG에 대한 모독 수준인 작품이다. 대외적으로 이미 평가를 조진 게임이라 할 이유는 없겠지만, 굳이 고통을 겪어보고 싶다면 말리진 않겠다. 참고로 찐고통은 위에서도 말했지만, '반복'에서 나온다. 조건만 잘 알면 1회차에서도 진엔딩 보는 게 어려운 게임은 아니다. 1회차만 딱 하고 나면 그냥 적당히 못 만든 졸작이다. 적어도 나는 그 정도 소감이었다. 올클을 하기 위해 반복 과정에 들어가는 순간, 상기한 저 수많은 좆같은 순간들이 일회성으로 지나가는 게 아닌 무간지옥으로 되돌아오는 순간, 여러분은 진정한 루프 헤이트의 세계에 입성하게 될 것이다.
Loop8 might be the funniest game I've ever played. Is it good? No. Is it fun? Sometimes, but never for the right reasons. But I can't deny that while playing it, the strange mixture of how the game handles how it tells you it's story, along with the baffling combat system didn't make me laugh. You should play it, but not to enjoy it traditionally. After all, hay is for horses.
[h2] 不建议除粪作猎人外任何人尝试的失败作 [/h2] 虽然画风不错,虽然著名cv,虽然请了据说业内大手子写剧本—— 但这游戏在作为游戏的根基的设计理念上出了毛病,明明是2023年出品却还不如2003年摸索期的游戏业界做出来的,无聊程度不下于步行模拟器 在重复中收集信息是轮回系作品的看点 · 但把整个故事切碎了放在[b]不能跳过重复信息,也没有词典辅助记忆,甚至不能回看的对话[/b]里,是完全失格的做法 好感系统本身是过去业界就使用过的遗产 · 但把好感加入战斗计量,配上简陋的战斗系统导致了灾难性的表现 事实上,这个强推“人际关系影响战斗力”的游戏最佳的战术是[b]不带队友自己单挑[/b],相当讽刺 时间管理是给予玩家紧迫感和考验的要素 · 但1秒=1分钟,[b]从校门走进教学楼就浪费20分钟[/b]那纯粹是脑有贵恙 至于感人的结局? 当你为了全结局收集,反复sl共计殴打[b]14次[/b]倒霉蛋最终boss[spoiler]女主角[/spoiler]就不会感动了,我觉得更像是一种迫害 …… 你问为啥是好评?好评是给顶着以上雷点,还坚持打完13x50的弱智全收集奖杯的自己的
In the span of 10 hours i entered a relationship with my first cousin, some random nerd, my grandma who is my exact age because of time travel, and a 6th grader. I then killed my cousin, and then got a bad ending because i killed my cousin who i loved apparently. Overall slightly worse than gex
Have to assume the game was bugged or something, because outside of the first scripted fight, I couldn't find nor trigger any other fights. Did loops, did death, did relationships, etc. Nothing. No barrier, no magatama fight, no orbs, nothing.
Loop8: Summer of Gods is a game built on a foundation of atmosphere and ambition, presenting a time-looping JRPG that blends school-life drama, supernatural conflict, and an unmistakable sense of summer nostalgia. Set in 1983 in the quiet seaside town of Ashihara, the game creates an intimate world where golden sunsets, cicada-filled afternoons, and meandering conversations shape much of the experience. You play as Nini, a boy with supernatural insight and a precarious destiny, tasked with protecting his new home from the destructive forces of the Kegai. It is a premise rich with emotional potential, and Loop8 leans heavily into its mood, drawing players in through warm lighting, detailed character designs, and a soundtrack steeped in longing. One of the most engaging aspects early on is the town itself. Ashihara feels alive in a gentle, understated way: classmates gather near vending machines, shrine paths wind quietly into the forest, and the town cycles through a rhythmic daily routine that captures the feeling of a summer that stretches lazily yet meaningfully. The game’s social system encourages you to spend time with other characters, strengthen bonds, and explore their personalities. Actions like studying together, sharing conversations, or passing time at local landmarks feed into the time-loop structure, rewarding emotional investment while also building the stats needed for future confrontations. The voice acting and character animations enhance these interactions, making everyday moments feel personal and sincere. Where Loop8’s uniqueness becomes most apparent is in its structure. The narrative unfolds through repeating cycles of days, each loop giving you a set amount of time to prepare before the next supernatural crisis hits. On paper, this design promises a compelling puzzle: learn from past failures, alter relationships, and refine strategies to eventually break the cycle and save the town. Certain progress carries across loops through a system of blessings and enhanced bonds, allowing you to gradually strengthen Nini even if an attempt ends in tragedy. This creates a sense of incremental growth that mirrors the trial-and-error nature of time-loop stories, giving each run a layer of narrative purpose. But while the concept is strong, the execution rarely reaches its full potential. Much of the gameplay leans into repetition— revisiting conversations, retracing routes through town, and repeating many of the same small interactions across each loop. Early loops feel refreshing, but as the hours pass, the repetitiveness becomes increasingly noticeable. The combat system struggles to carry the weight of the game’s tension, offering only limited control and little mechanical depth. You can direct Nini’s actions, but allies act autonomously, and battles often devolve into unpredictable exchanges rather than thoughtful strategy. Without equipment choices, skill customization, or meaningful tactical options, combat feels flat compared to the richness of the game’s setting. Narratively, the game wrestles with consistency. While the cast is large and distinct, character arcs sometimes fail to develop meaningfully before loops reset, making certain emotional beats feel abrupt or unearned. Some events trigger unexpectedly or in ways that feel disconnected from your actions, creating a sense of uneven pacing. The central mystery surrounding the Kegai and the nature of the loops offers interesting ideas, but the storytelling falters in balancing slice-of-life warmth with apocalyptic urgency. As a result, the emotional impact lands in pockets rather than as a cohesive journey. Technical drawbacks also affect the overall experience. Slow movement speed, frequent loading transitions, and intermittent performance quirks disrupt the game’s flow, particularly when you are required to traverse the same areas repeatedly. While later patches improved some of these issues, the underlying pacing concerns remain. Still, even with its mechanical shortcomings, Loop8’s presentation remains consistently striking. The lighting, color palette, music, and character art work together to create a dreamlike atmosphere that lingers long after you put the game down. Ultimately, Loop8: Summer of Gods is a game defined by its contrast between extraordinary promise and uneven execution. Its world is enchanting, its characters earnest, and its themes emotionally resonant. Yet its systems lack the refinement needed to deepen its core ideas, and its repetitive loop structure turns what should be a compelling cycle of discovery into an experience that sometimes feels stagnant. For players drawn to narrative-driven JRPGs with strong atmosphere, beautiful visuals, and reflective storytelling, Loop8 offers something special—something heartfelt, even if imperfect. For those seeking robust combat, strategic complexity, or a loop mechanic that continually evolves, it may fall short of expectations. It stands as a memorable but flawed summer—one worth experiencing for its mood and ideas, even if the mechanics do not quite match its vision. Rating: 5/10
[h1][i]“I got it from good source, say your prayers and goodbyes The world is gonna end tonight~ 🎶”[/i] ~School is Cool[/h1] Japan. Thanks to being a closed country for quite some time, it's known for doing things differently. That's exactly why its culture is so popular. This game, though? Well, it's very, [i]very[/i] Japanese, but the thing is, it actually does try to be more different than usual. I mean, let's just admit it, lots and lots of Japanese games feel exactly the same nowadays. Personally, I can't even tell the difference between, say, [b]Operation Abyss[/b] and [b]DEMON GAZE[/b]. [b]Compile Heart[/b] keeps producing games that look and feel identical, [b]Nippon Ichi[/b] is known for that, [b]KOEI TECMO[/b]'s [b]Atelier[/b] series is, like, a never-ending thing too... Like that famous song says, “[i]People buy, money flows, it just works.[/i]” Now, [b]Loop8[/b]? Like I said, it tries to be different. [i]Unfortunately.[/i] The game follows the liminal spaces concept. The one you can see in, say, the [b]Severance[/b] show on [b]Apple TV+[/b] and [b]Kane Pixels' Backrooms[/b]. First, you're supposed to go through the “normal” world and interact with people. And then, you're supposed to dive into a “mirror dimension” and slay some monsters there. Sounds cool. Unfortunately, exactly like its concept, the game has a dual personality. The setting is downright fantastic. Like I said, this game is very Japanese and it has, like, everything you may ever want. It has that dude that just came back from space, it has one of those small towns in which cicadas never stop crying, and it has a railroad that looks like something that came directly from one of [b]Makoto Shinkai[/b]'s animated movies. It's a beautiful thing. Totally love it. But all that beautiful stuff has a reverse side. And that side smells like bull. Despite having some length (don't expect a proper JRPG here, though; if you know exactly what to do, you'll be able to beat this game in, like, 7 hours), [b]Loop8[/b] is tiny. Actually, the whole world here is just six small locations: Shrine, Main Street, Home, School, Road to School, and the Beach ([i]Rockin', rockin' and rollin'~ 🎵[/i] Ahem! Sorry). That's the whole thing. Also, there are only 12 NPCs. 13 if you count some sort of a magical squirrel or whatever. Which, technically, isn't a problem. Not everything should be huge. Heck, personally, I believe that every new game requiring 100+ hours to beat has become quite a problem nowadays. The problem with [b]Loop8[/b] is that... Well, as the title suggests, it's one of those loop games. Remember good ol' [b]Shadow of Memories[/b] (known as [b]Shadow of Destiny[/b] in the US)? Or more recent [b]Deathloop[/b]? That's the stuff. Except while [b]Shadow of Memories[/b] was an adventure game and [b]Deathloop[/b] was an FPS, [b]Loop8[/b] is some sort of a mix between a JRPG and a visual novel. With visual novel part being the main dish. This means you'll need to talk to people. A lot. Like, [i]a lot[/i]. Actually, that's, like, 90% of the gameplay here – walking around and talking to people. One of the NPCs gets possessed by some sort of deities called [b[Kegai[/b] and your goal is to find out who (repeat until credits will start rolling). You won't find out in time – the world will end and the game will loop. You will – you'll need to fight the [b]Kegai[/b] in order to save your friend (and again, repeat until everybody will be saved). Or not. Because saving somebody requires a certain amount of friendship. And again, you're on time. And [i]man[/i], the time flies here. In other words, there's a big chance you won't have enough time to build up your relationship. And if you won't – you'll lock yourself out from the perfect ending. But that's OK. I mean, seven hours of gameplay, visual novel elements... That's how it's supposed to be. As a person who can't stand so-called Kinetic Novels (those with no choice and/or alternative endings), I fully approve that. [i]But[/i]. As you can easily guess, six areas and twelve characters just aren't enough to keep you entertained. And to make it worse? Those characters kind of suck, really. The characters are nobodies. Actually, they're just shallow archetypes with no personal touch whatsoever. This here is our usual tsundere, this here is megane-kyara... Why should you care? Saa... Moreover, the majority of the dialogues here are just meaningless crap. Some of those (not all, far from it) would work as a part of the atmosphere building, but as for the proper story? There's close to nothing. Also, there's no direction in all that. And as a result, the whole game is just you, walking around six places that you quickly begin to hate, talking to twelve nobodies about nothing. Should I say that it's boring as heck? Annoying even. [i]Extremely[/i] annoying. Especially thanks to how random this game can be. For example, there's that one character that can randomly kill you. Just because. And yes, aside from other things, [b]Loop8[/b] is one of those games that make everything too vague and then keeps inventing rules on the go. Enjoy. Ah, and don't even think you can just talk to people. Dialogues here require wasting two of the core stats: stamina and energy ([i]please[/i], don't ask). So, it's not like you have an infinite amount of attempts. Moreover, you'll need time to build up the other stats, without which you won't stand a chance in battle. And, [i]of course[/i], when the game loops, you lose everything. Sounds like fun, right? Well, it's not entirely true, since there's going to be a chance to get permanent boosts, and after you make some progress, reaching the same amount of stats during the following loop will be twice as fast, but still, adding loops to the formula that felt like a torture already? It is a bloody nightmare. I mean, [i]come on![/i] Not only do you lose all of your progress, you'll also need to go through every bloody dialogue all over again! [i]All of them![/i] And it's not like you'll need to do that once; you'll need to do that six times (because that's how many bosses are there)! [i]Six f*cking times!!![/i] No, seriously, I don't even remember another game that bored or annoyed me that much recently. [b]Loop8[/b] made me suffer so much that the feeling was almost physical. Which is rather ironic, since [b]Loop8[/b] is a game in which a bad joke you hear from an NPC can physically harm your character (and yes, aside from normal talking, there are lots of random things involved that will make it even worse for you). I do believe that people behind this project had a beautiful picture in their heads. And like I said, on the surface, [b]Loop8[/b] is beautiful and looks like a perfect present to everybody who loves Japanese culture. Unfortunately, everything (no, seriously, [i]everything[/i]; I can't name a single redeemable feature here) that lies underneath is terrible. Not only is [b]Loop8[/b] a bad game, it's the worst [i]kind[/i] of bad game. See, when you're a gamer, a bad game is not necessarily bad. To you personally. Think about it. You weren't born yesterday (with all due respect to our younger audience, I'm talking about a certain time frame here); I'm sure you can name at least one game that is technically bad, got lots of negative reviews, etc., yet you still loved to overcome the challenge there. In my opinion, a bad game can be a good thing sometimes. All that AVGN-like “[i]A-a-a-s-s-s!!![/i]” stuff, rage quits, the emotions... It only contributes to the moment when you finally win. It increases the amount of dopamine you get as the reward, and as a result, beating the bad game can feel much more satisfying than beating the good and smooth one. The problem with [b]Loop8[/b] is not that it's bad. The problem with [b]Loop8[/b] is that it's boring, uninspired, and [i]extremely[/i] unrewarding. I'm always ready to forgive some video game crimes. But I'm not forgiving [i]that[/i]. Stop it now~ 🎵
本作は敵を倒すことで強くなって強い敵を倒すハクスラRPGとは趣を異としておりロアに特化している。ゲームシステムや演出はそこにある世界や人々を強調しており、JRPGをプレイしたというよりはファンタジー小説やTRPGのルールブックを読んだ後のような印象を受けた。 ゲーム要素としてはコマンド戦闘部分よりもキャラクターとの関係を深めたり特訓してパラメータを伸ばす育成シミュレーション部分が大きいが、このゲームの芯は世界やキャラクターの背景を下敷きに夏季の田舎町での人間模様を思いのままにメイクしていく箱庭遊びだろう。
魔戒咕噜都自愧不如
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