
“Mercenaries Wings” is a tactical simulation RPG where you level up, equip and command a group of mercenaries to fight through the stages. Character design is by the illustrator Raita Kazama, who has spared no effort in detail to make each character expressive and alive.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese
Engagement
Hours played at review time, across 37 reviews with recorded playtime.
Reviews
OK, it's not a great game. It's a bit generic, but I would recommend it to people who really miss Final Fantasy Tactics if you are willing to play a 6/10 version. The translation is rough, the combat is exactly the same as the previous entries. Probably a literal copy and paste from them. All this being said, I enjoy it as a simple FFT-like. It has a decent job system. The game is as if AI made FFT and I'm OK with that.
After completing the first two in this series to basically ng+ and the previous iteration being almost exactly the same as the first. I am failing to see any difference between this one and the other two. I searched on google for an answer and all I can find is this one adds a leader function to the game. Thats it. Aside from that its the same leveling system, same classes, same skills, same items, slightly different maps and story. Talk about milking it. I dont get why they havent added anything in two games Upon further digging, this isnt even the more recent version. They gave it a random name so you cant tell this game was released two games ago.
[b]TL; DR[/b] If you like the other titles, you will likely enjoy [i]Mercenaries (4) Wings[/i] as well. It changed little in terms of mechanics, but it does have major changes in its presentation, some of that is better and other things are worse, which is fitting since the same can be said for the quality of the game. My actual issues with the game are unrelated to the gameplay, so if you only care about that then I guess this would be a recommendation. [b]Note[/b] keyboard only [h1] Story [/h1] The kingdom is in yet another war, and now it is swarming with rebels. The Crimson Birds are one of many companies hired to assist the monarchy, but King Harold might not be as noble as they thought, not only are their pays delayed but when they get them, they are less than what they would like. As if that was not bad enough, the King decides to give mercenaries the right to plunder liberated towns something that goes against the morals of a mercenary, apparently. Does he really deserve your loyalty? The premise is about as interesting as previous titles, a few hooks and some engaging ideas but not executed as well as I had hoped. They are definitely more ambitious with [i]the False Pheonix[/i], trying to develop more natural characters and relationships, I would say these characters are better if only because of the effort to make them seem more human but some of them are very suspect which was never the case in the [i]Saga[/i] games. Take Cecil, the main character, she is in love with Jeremy, who is her dead sister’s boyfriend, her boss, and her foster brother who raised her. Does he reciprocate? Take a guess. There is also Anemone, she should probably be in jail. On a positive note, I am very pleased to announce that you do not have to serve a tyrant, in fact you are given a choice a third in which sets you in your route, I like that. Yet there are also moments that feel far more contrived than in earlier titles, especially in the “Breakaway” route, and that is disappointing because it is the route I recommend. If you do not pick that route you enter the darker timeline where you find out whether or not Jeremy reciprocates Cecil’s feelings. Maybe just skip that. [h1] Presentation [/h1] Most of the changes introduced by [i]the False Pheonix[/i] are related to its visuals or its audio. All environments have received a face lift looking more detailed and clearer; however, the character sprites remain in the old, pixelated style which creates an odd disconnect. At least it is very easy to see your enemies, I guess. There are also the portraits, these are a lot more detailed, which is good, and they lean more into an anime style, which I am neutral on. I do think it is nice that we get some expressions that can be used during dialogue to give us some sense of mood and emotion, but um character design? What even is this? The men typically look alright, maybe a bit overdesigned for mercenaries, but then you have the women. Dear lord. Take Anemone as an example, you can see a screenshot of her on the store page, does not seem very practical if you ask me. And pretty much every other woman has the same sort of fanservicy design. If my choices are this, and what we had in the [i]Mercenaries Saga[/i] games then I pick the latter. Every [i]Mercenaries[/i] game I have played has the same issue. They blind the player with a white flash each and every time anyone gets a critical hit, as well as when other specific things happen. Glad to see that [i]the False Pheonix[/i] keeps the tradition alive. So the soundtrack is a more engaging than it has ever been, but I am not sure if it is actually good. I do think that I like the majority of the track, and I like them a lot, they fit the mood of the Chapter or are otherwise nice rhythmic songs that goes well for the combat, but then there are other songs that I just do not understand what they were thinking. I asked myself "what is this? Why is this here?" which is not something I should be doing. It is certainly a memorable soundtrack, but probably not for a good reason. All sound effects have been redone, as far as I can tell, and some of these are better but the level-up is a noticeable downgrade. There is this very clear windup to it and (others) that sort of ruins the mood and turns something that should have a bit of pomp into something anticlimactic and disappointing. [h1] Gameplay [/h1] Combat has received one new mechanic, some balance changes, but is otherwise identical. You kill your enemies before they kill you, you use positioning to your advantage, and you check the store between every battle just in case it has a good item. The new addition is the leadership mechanic, one party-member is designated as a leader, and you get a buff depending on their class. Some have per-turn healing, others simply boost your health or your stats, and some are more interesting. One of Cecil’s skills lets you move even after taking an action which can be really useful to take advantages positions or to quickly move to the next target. [i]the False Pheonix[/i] features several combat encounters that are interesting, sometimes your enemies will come at you in waves, spawn all around you, and at a few times you will need to guard someone lest you lose the mission. You also get to use your entire party, that can be a good thing because you can try them all out and you have more options in every fight, but it can also be a bad thing, because it means you will have the same party every playthrough. There are also a number of encounters that are [i]not[/i] interesting, especially the first few fights. They seemed uninspired, did not try anything worthwhile, nor did it try and push me with any sort of specific challenge. It mostly felt like filler that was necessary to keep the story at an okay pace, which is not exactly an excuse, because previous titles did try harder for their filler. I think the combat is enjoyable enough, so it is not like I hate these encounters, they are just very very bland and forgettable. While not as grind heavy as [i]Will of the White Lions[/i], it is likely that you will need to play scenarios to increase your level and unlock new skills, otherwise [i]the False Pheonix[/i] can turn into swamp. These missions are repurposed from the campaign; however, they pull from Chapters of each route meaning you will be able to play maps that would otherwise be inaccessible to you. Yet it is possible to completely skip the free-battles, since the campaign gives you a number of Puzzle-Pieces to unlock new classes or rare items and since the secret items are no longer hidden, you can always see them so there is little excuse to miss most of the good equipment.
第一场自由战斗就死机,没修改BUG前不建议入手
[h1]《佣兵之翼:伪之不死鸟》简评[/h1] [h1]前言[/h1] 本作虽为佣兵传说系列外传,延续着系列一贯的传统特色,但却在美工上有了明显的不同,在风间雷太的老师操刀下,本作立绘拉满,不似系列前三作般黯淡,而此次玩家将以强劲的雷鸟佣兵团视角讲述着战乱之中只要能抓住机遇,实力在线下“小人物”亦能成大事,而这皆凭玩家的战棋水平能否支撑众人一路前进了。 [h1]游戏内容及体验[/h1] 本作人物不多,但个个都是精英,不似同系列作品般有所取舍,领队增益效果下整体都能有着不同程度的加成,正是这些许的新玩法加入把本作直接给盘活了,而这里的活主要指的是老玩家在品味改作品系列的换汤不换药机制有所腻歪的情况的活,新玩家的话则是有了更多的策略可行性,虽依旧局限于传统战棋,但有了些许的变数在其中。 而战斗上采取一贯的回合制战棋,于历代相似就不细说了,基本打的一个群殴,即利用远程单位无伤磨血,近战单位且战且退,奶妈迅速跟上回血,我方有补给,他们靠自己之下很容易就会被歼灭,二玩家能够有一定的经验分配,使得整个队伍每个人养成差距不会太大,虽各有各的成长转职路线,但离不开等级的辅助。此外就是游戏中地形的利用如弓箭手在高处偷袭,其他单位打不到只能沿着地形摸索前进,能够给敌人造成极大的麻烦,话不多说就是干,搭配特有的我方回合倒计时复活,玩家则根据自己的实力进行难度选择,但最简单模式也不是那么容易的,虽说本作男主人设上战斗力就拉满了,蛋数值上还有着大量潜力,多周目下还能解锁更高难度,因此便离不开剧情任务之外的自由任务le,比拼数值的游戏刷才是王道。 而能力上的体现皆在于sp之中,属性的提升已经满足不了众人,唯有技能的解锁升级才是重中之重。利用好每个人手中已有的sp在其现职业上针对擅长的内容来配备技能,点数有限谨慎使用,但无需担心后续职业变动使得一切sp付之东流,游戏还贴心提供了洗点功能,世界上有了后悔药,那玩家就可以大展拳脚了! [h1]总结[/h1] 整体而言,本作在立绘上有了重大变动,日式风格下男女角色都具备相当的魅力,同时领队系统地加入使得战棋之中变化更具多样,能够看到其也在努力,蛋看到最近的系列新作依旧以前那一套,除了画面感明显进步,其他方面差别不大,如若玩家对战棋有感,本作是不错的选择。 [quote] 执笔勾墨色,挥毫著文章;阳春布德泽,璞玉生光辉 欢迎关注[url= https://store.steampowered.com/curator/44174077/]吟遊诗人的手札[/url],书游戏特色,写游戏魅力[/quote]
[quote][h1]传说中的不死鸟,涅槃重生的王国[/h1][/quote] 一直以来,我都以为佣兵之翼是游戏的第六部,然而在查询之后我才发现,我自己错的离谱。佣兵之翼是在2018登录NS,PS4平台的SRPG游戏,是佣兵传说系列第四部作品。 游戏距佣兵传说3虽然间隔仅两年,但其中的变化却是肉眼可见。虽然游戏早期上架时有些许BUG,导致游戏无法顺畅进行,但如今已经全部得到了修复,全程通关也并未遇到BUG问题。虽然游戏性分玩家,但故事的剧情毋庸置疑的精彩。 [h1]暴虐的王国注定灭亡[/h1] 最初我们只是做为王国的佣兵存在,去对抗反抗军,为王国的战争献上一份力。然而随着故事的发展,王国逐渐发不出佣金,即便是我们的队员变多,面对的敌人越来越强,王国也依然只给可怜的1000金币打发。 即将攻入王城的时候,角色的时刻到来,是继续跟随这ZZ一般的国王征讨,还是脱离王国的队伍,当然我会选择后者。然而脱离王国的代价却是意想不到的,随着队员的牺牲,故事迈入了更深层次的阶段,一场跨越十数年的恩怨也逐渐浮现。 脱离王国之后,我们被王国追杀,然而面对成顿的敌人偷袭,我们能做的,也只有坐以待毙。但死亡并不是终点,随着主角团灵魂坠入地狱之后,传说中的不死鸟就在我们身边出现,给我们带来的不只是新生,还有两个漂亮的小姐姐。 同时还给予我们一则预言,扶持正义的国王,我们的旅程才会进入终点。游戏的故事虽然有两个不同的线路,但个人比较喜欢脱离的线路,脱离线路给我的感觉才更像佣兵,从军线总觉得有点怪怪的,和人设有点不符。 [h1]加强体验的改变[/h1] 游戏战斗的变化也是比较大的,本作在系统上也是初次进行了增强,主要分为亮点。第一就是本作比较1、2、3代增加了领队系统,每一个角色都可以成为领队,同样也给我们带来不同的收益。即便是同一个角色,他的领队技能也会随着职业的变化进行改变,领队开场就要选择好,正式开启战斗就不能变更。第二点则是把曾经需要探索的隐藏点,直接改成了明雷摆在我们面前,瞎猫再也不用去碰死耗子,回合时间也不用再献祭给盗贼。 [h1]最后[/h1] 《佣兵之翼》的立绘也做出了很大改变,但战斗和演出的表现并没有太明显的进步,就不多说了。整体玩下来要比前三部作品节省许多时间,当然和较少的关卡也有一定的关联。 虽然在游戏性方面本作并不突出,只能说中规中矩,但对于喜欢玩传统日式SLG的小伙伴来讲,还是相当不错的一份自助餐。而后续的两部作品《佣兵烈焰》和《佣兵重生》则是有着更大的进步,体验顺序也如我在这里举的例子一般,希望大家能在游戏中寻找到属于自己的快乐~ [quote]加入[url=https://steamcommunity.com/groups/feizhai]肥宅聚集组[/url],这里是游戏肥宅与咸鱼萌新的聚集地。 关注[url=https://store.steampowered.com/curator/28359939]肥宅鉴赏家[/url],一起当肥宅w[/quote]
四代佣兵比三部曲剧本好了一点点,玩法还是老样子没啥进步,游戏中规中矩6/10分。
第一場戰鬥打到一半就完全無任何反應了阿 怎麼玩
没有玩过前作,但是也玩过不少战棋类的游戏了,这个无疑是我玩过最让人火大的作品。本来觉得美术挺出众的,结果普通难度打到第四章,越玩越觉感觉到游戏方方面面的恶意。 感觉游戏最大的问题是敌人强度过于的高但是玩家又没有太多平衡的手段。第一章之后大部分章节除非反复刷级,不然对手比玩家起码高出三级,这三级的差距导致玩家在基本数值上基本被压制,主要近战角色就连单挑都没有把握能赢,结果导致战术几乎只能是主坦走到最前方敌人攻击范围内,一个个勾引出来然后群殴。其次,就算主坦等级比对面高两级,属性优势仍然很小,被小怪背后攻击仍然直接掉一半血,脆皮的后方角色甚至可以被一击死。加上近身不影响角色移动,如果有多个敌人接近,背靠背围起来在很多时候是唯一选项。其他战棋常见的增援,埋伏,集团进攻啥的机制虽然暂时还没见到,但是也不知道这种敌我强度对比要怎么做,侧翼一旦暴露基本就是团灭。所以整个游戏玩到现在给人一种特别死板的感觉。 其次,技能等级本来是个很有意思的机制,可以让角色有不同重心也能给玩家更多自由。但是升级技能之后MP消耗也跟着涨,而且技能每次释放可以选等级的效果,这样实际操作起来就很繁琐了。 最后UI方面也有不少问题。首先作为移植作没有鼠标支持都是小问题了。人物状态和升级不能按人物翻页,装备属性对比要额外菜单啥的感觉都带来了很多额外的操作。战斗动画慢且不能跳也不能加速,每次崩了重玩很难受。 可能还是会试着继续玩下去吧,毕竟已经不能退了,而且美术风格和奇幻设定都还是讨喜的,但是玩起来确实很坐牢。
操作感も悪いですし、動きも悪いです。 なんか劣化しています。
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