
Mercenaries Lament is a tactical simulation RPG set in a fantasy world. Battles occur on quarter-view maps with height differences, where character positioning in the front, back, and side of enemy units may very well determine each battle’s outcome.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
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
This is a very bad game. I'll start by saying it has a mixed review for a reason, and it should honestly be ranked far lower. First of all, story: there basically isn't one. There's very bare bones generic fantasy plot beats and nothing beyond that. Every character is a common archetype (valiant hero that only does good, himbo airhead womanizer friend, wholesome innocent cleric girl, ect.). Between each map, you get about maybe 10 lines of dialog between characters, then you go back to the main menu. If you don't like story, hey, that's awesome, but most tactics games like Fire Emblem/Triangle Strategy tend to tell decent to really good stories, so for me, it's yet another let down. Aside from the very mid story, let's get into the gameplay. I'll begin by saying there are many, many mistakes. Most enemies have an attack with at least 4 range, so you're basically always in range of enemy attacks. If you can hit them, rest assured, multiple of them can hit you. In the same vein, virtually every enemy has more health than you, and by the mid to late game, each enemy often has double/triple your highest character's health. It takes maybe one or two attacks for them to kill one of your units, meanwhile it usually takes three to four of your attacks to kill one of theirs. The best strategy? Sit in the corner and use your only distance attacks to slowly whittle away enemy health for several turns in the most abysmally boring, cowardly way imaginable, or just accept that you're making a one-for-one trade. So what happens when your unit dies? (which will happen a lot unless you decide to sit in the corner in every map and never split up your units). They have 5 turns to be revived. If they aren't revived, they get absolutely no exp for the level. Not the most punishing, but still unacceptable if you want your units to actually get value out of the fight. But at least there's a revival spell! That only one single character gets... and that only has a 75% percent chance of working when fully leveled up... Oh, you want to be able to rely on your tactics in a tactics game? Well, too bad. Enjoy the RNG fest. I can't express how often the "75%" chance to revive an ally fails, and when it does, cool, you just wasted half your mana and got absolutely nothing out of it. Go ♥♥♥♥ yourself. There are items that you can use to revive people but you find like maybe 10 over the course of 15 plus hours? Maybe you can buy them in the store, I'm not sure, but if you want to afford good gear and upgrades you will never be spending a cent on items anyway. Speaking of RNG fests, I'm telling you, the hit odds are something else. I really have never missed more 90+% hits in my entire life. It feels heavily fixed, and considering the fact that enemies do astronomically more damage to you than you do to them, missing is catastrophic. It often immediately spells the end of one of your units unless you still have enough units left to move that turn for damage control. You can see the enemy's stats, but they don't actually tell you much at all. Oh, the enemy has 211 defense? Uh, cool. I totally understand how that relates to my attack power, yeah. No, I don't. Even your own spells/skills have no damage assigned to them whatsoever. You get the spell's name, cost, and range. That's it. How much will it do? Is it stronger than the other spells I have? Is it worth unlocking? ¯\_(ツ)_/¯ The only way to know how much damage you'll do to an enemy, or to know how much damage they'll do to you, is to get within range and almost initiate the attack. Like Fire Emblem, there's a damage forecast, but unlike Fire Emblem, the damage is RANDOM. Yes, in a tactics game, where the whole idea is to play strategically and use known information to your advantage, the damage is random, with no specification. Let's say you move in to attack a monster and the damage forecast depicts that you'll do 75 damage. Well, you will absolutely not do 75 damage. It's like Pokemon in that each attack has a damage range. The range seems to be around +/- 10 values of the depicted number. Of course, it doesn't tell you that. Imagine my surprise the first time I found that out when the game told me, "You'll kill this enemy if you attack it! :D" and then I did attack it, and surprise, the attack did 6 points of damage less than specified, didn't pick up the kill, and in turn I got killed myself. I mean really? There's nothing more frustrating than not understanding your enemy in a tactics game. In games like Fire Emblem, even when you can't always see the damage forecast, you can use the enemies' stats and your own to mathematically calculate how much an attack will do, how likely they are to hit you, and so on. The stats in this game are completely incomparable. You basically just read over each enemy, decide, "Oh that one has the most attack, I should probably try to kill it first" and that's it. You don't know how much damage any of their typically 3-7 different possible attacks will do, so strategy is nonexistent. Sit in the corner, whittle them down over the course of ten agonizingly boring turns, and then kill the weaker monsters when the most threatening have been picked off. Rinse and repeat. There's also every tactics lovers' favorite thing in this game: ambush spawns. You know, the kind that attack the turn they spawn in on enemy phase so there's absolutely nothing you can do about them? Yeah. Fantastic. In the first ten hours, I didn't lose once. Then suddenly I started getting anihilated every map, typically to three or four missed attacks back to back, ambush spawns, or an attack doing far more damage than I thought it would do to me simply because you are not given the tools to adequately understand how much damage an enemy threatens you with. There was genuinely one time that I died in this game and I felt like it was deserved. Essentially every death feels cheap. And you can certainly say that I just suck at the game, hey man, fair enough. I don't think I do, I usually love tactics games and have put countless hours into other tactics franchises with a tenth of the frustration and disappointment that this game brings. But, that's for you to decide. It's genuinely gotta' be one of the worst tactics games I've ever played. There's just nothing good to say about it. Its absolute best areas are shockingly mid, and its worst areas are unforgivingly infuriating. There are bugs too. Different items are highlighted with different colors to help you distinguish what items have special effects, so like, an item with a blue name has benefits. Well, every time you scroll to the next screen, wherever the blue item was on the previous screen, the item in the same place on the next screen is also blue now. It's not that bad, but really annoying when in the shop, and can cause you to get confused over which of your items are actually enhanced. I once had a menu pop up that absolutely could not be closed, and so I had to click out of the level and restart. Another unfathomable bug is that one character's skill, when leveled up, got worse. In this game, you can level up skills with skill points. Sometimes the range increases, sometimes the damage, sometimes the MP requirement becomes lower. Well, a Reflection skill at max level actually reduced how much damage it reflected. I promise, I didn't misread it. It didn't get a wider range and become weaker, or become less MP and get weaker, it just got weaker. I'm not sure if the text was just wrong or if the spell is actually bugged, but I never leveled it to max just in case so I can't say. This game is disappointing, and I never even had hopes going into it. I have never written a Steam review before, but this game just rubbed me so wrong it felt necessary. If I could describe this game in one sentence: a strategy/tactics game, that gives you no information to strategize with and only minimal tactics that work. Please don't buy this game. Its low score exists for a reason.
This dev has released the same game 8 times in a row.
Not really a commentary on the game's quality, as I only beat the first chapter. I tried to play with a controller first (PS5) and am getting double/speedy inputs on all the directional controls. I sucked it up and beat the first chapter and then tried to troubleshoot the problem to no avail. So I figured fine, I'll try keyboard - except it does the same thing. Man, I just want to play the game. Probably going to refund it until/if ever this problem gets fixed. I might give it a week or so to see if a hotfix comes in, but otherwise it makes this extremely annoying to play. Edit: As was pointed out in the comments, if you turn V-Sync off it goes to 60 fps and fixes the speedy inputs.
用键盘和手柄上下左右操作跟飞了一样,根本没法控制速度,游戏选项里也没有设置。 另外每打完一个关卡,角色都不回复MP,在角色整备阶段也不能用药品回复MP,只能在进入下一个地图开始游戏后占用一个回合来补充MP
This is more of an initial impressions. Yes, it is basically a copy and paste of the other Mercenaries games with a different story. There are some minor improvements so far. The animation feel more fluid. The menus are a little cleaner as well. That being said, this is still a 6/10 game like Final Fantasy Tactics. I am fine with this and have enjoyed the other games in the series. I do wish they tried harder to make more unique abilities but I still have fund with these games nevertheless. I recommend this game for other people looking to scratch the FFT itch while being a bit lacking and generic. I still would play more of these if they keep coming. Update: Having played further, this game does make more quality of life improvements over the others. The game has run rather smoothly. I like that choosing classes matters a little more. When you choose a class at level ten, you can't unlock the other one until you hit 15. This adds more consequences to choosing and feels more appropriate.
An incredibly basic mashup of Fire Emblem and Final Fantasy tactics game mechanics. Very paint-by the numbers; worth it only on an extremely steep sale. That said, there is definite improvement in production quality across the franchise, where the latest games are almost passable, with a quality level similar to iOS/Android games of this type.
2週目以降のレベル上げが面倒くさい。 何故レベルの項目だけ引き継ぎ無いのか・・・ 周回前提のゲームなのに何故? 簡単すぎると思ったら引き継ぎしなければいいのに・・・ タクティクス系としては面白いのに勿体ない。
这游戏有个系列,有好几款了,都是佣兵拯救世界,系统也是那个味道,基本上就是换皮游戏,打发时间还是个及格游戏。 这代的大毛病确实是鼠标飘了,作画也特别的丑。 最主要还特别“正确”,加了个又丑,还特别黑的“拉万”。
《佣兵哀歌:巫女与七煞星》可能也是一个被ZZZQ感染了些许的游戏,开局就有这么一个叫莱拉黑人女人来当队友,长得也的确是歪瓜裂枣的,让本就不怎么好看的二次元欧美角色立绘变得很不协调!(分分钟这就是让本就不够优秀的游戏变得那么多差评的原因)。 游戏整体上和前面几代并没有什么本质上的区别,同样是王道的佣兵团拯救世界的故事,增加了“僵尸”、“死神”等魔幻元素,这次的主角佣兵团名号是“银狼佣兵团”,而且也多了一个病入膏肓的病秧子队长约翰,但整体八九不离十,还是那套玩法,各种机制和操作也都是一模一样的,战场画面也没什么大的进步,有AI自动战斗的设置选项算是其中一个较为不错的设置,其他的,哎,一言难尽! 一个经典IP能够延续这么多年这么多代并不容易,但如果一味的原地踏步,终究会泯灭在时代的浪花里的!毕竟老玩家对同一机制腻歪了,老一套的玩法又无法吸引新玩家的时候,那么,惨淡的销量还能让一个经典延续下去么?当然,如果制作组觉得自己所作出的改变是添加了那么些许ZZZQ元素的话,那么很遗憾,许多玩家应该不会买单才是的!可惜了。。。这真是整个系列最糟糕的一代了。。。 [table] [tr] [th]游戏由SteamPY鉴赏家提供[/th] [/tr] [tr] [td][url=https://steamcommunity.com/groups/pyreview]SteamPY鉴赏家[/url][/td] [/tr] [tr] [td][h3]上SteamPY淘海量超低价游戏[/h3][/td] [/tr] [/table]
Another installment in the Mercenaries game series for those who enjoy this type of gameplay. The mouse works fine on my end.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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