
New dramatic horizontal shoot ’em up that takes place in the same setting as Ginga Force. An immersive story that follows protagonist Natsuki. Discover the story of her past as a rookie pilot up to present day with events that are parallel to those in Ginga Force.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, French, German*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
武器・敵・ボスのバリエーションが豊富で、ステージ構成もよく出来ています。 アップグレード要素も多く、音楽やボイスも良いです。
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] Natsuki Chronicles is... a weird game. It's much better than its predecessor (Ginga Force) and improves upon that game's faults. However, it fails to understand and properly utilize its own strengths and weaknesses, ultimately resulting in a game that is not bad, but is far away from what it could have been and cannot be easily recommended to the masses. [h2]Story?... Again?[/h2] This game continues Qute's attempts at storytelling in a shmup and frankly, it has failed at it again. I don't expect shmups to do what the ALLTYNEX trilogy did, but if you are going to put a whole lot of resources and time into creating a fully voice acted story mode, at least don't give the MC's superior a Gundam villain look, and don't write the story in a way so it's clear that we are working with the bad guys from the get-go. That aside, the story narration problem from Ginga Force is still here as well. The game does feature lots of cutscenes, but it still insists on having the characters constantly talk while you are fighting the enemies. So if you do want to follow the story, you will need to constantly look at the top right corner of the screen, which means you will 100% be getting hit by the enemies if you do so. Then we have the issue of the story messing with the tutorials. The purpose of a tutorial is to teach the basics and the game's mechanics. However, Natsuki Chronicles only has you going through them whenever it wants to throw a story flashback at you. Therefore, you get these tutorials way after or way before the time they are actually needed. [h2]Forget the story, how's the game?[/h2] I would say that Natsuki Chronicles is... alright. It brings back much of Ginga Force's gameplay features, such as the customization system, with the most notable difference here being the scrolling type changing from vertical to horizontal. The game also makes some improvements to offer a better gameplay than its predecessor. Lives are replaced with a HP bar that recharges over time. You can toggle the display of bullet paths to dodge them more efficiently. The visibility is also way better here, with the exception of first level as enemies can easily blend in with the background, or hide behind the boss warning and hit you unfairly. Unlike Ginga Force, I actually stayed with Natsuki Chronicles until the very end. It's a big improvement over that game in terms of actually being decent enough to warrant a full playthrough. However, I still cannot recommend the game unless it is on sale, as a lot of things are not ideal. [h2]I expected more from a dev with such a long shmup history[/h2] The first problem is that it's not clear where the hitpoint of your ship is. This is not a vertical shmup (in which you can easily identify cockpit as the hitpoint) and also the ship's 3D model starts tilting to the sides while moving. Without an option to make the hitpoint visible, it's not easy to find out where it is. Next, the rear shot mechanic feels poorly thought out. Rear-side weapons are inferior to the ones you can equip on the front. Not only that, using them in tandem with your main weapons feels counterproductive, as doing so causes both of your weapons to lose some firepower. This means every time an enemy or boss gets behind you, you just have to survive long enough for them to change locations. Then there's the difficulty and its scaling which still seems to be busted, just like Ginga Force. Not only medium difficulty can kick your ass, but there are difficulty spikes all over the game, with some of the stages and bossess feeling significantly easier or harder than their predecessors.This can force players towards the easy difficulty to have a better time, and to prevent the equipment unlock grind from getting bad. [h2]Do you guys not [strike]have phones[/strike] love grinding?[/h2] The unlock system in Natsuki Chronicles has went through some changes compared to Ginga Force. It's better than what we had before, yet does nothing to fix the grinding. This game has two different level up systems. First, we have the "Player Level" which is the same global unlock system from ESCHATOS and Judgment Silversword. You get EXP by playing the game and will unlock new equipment as you level up. Then there's "Stage Study Level" which is a replacement for how you got extra lives in Ginga Force, and lets you get extra shields by replaying levels and leveling up. And it does not matter if you win or lose, your accumulated EXP will be added anyway. Seems good so far, but the problem is that some of the equipments are locked behind your Stage Level. The game artificially increases the playtime by expecting you to grind the stages over and over and over again, if you want to have access to more equipment. And the reward for going after them is not worth it as your unlocks will not be accessible in the arcade mode. So what's the point of grinding for equipment other than a sense of pride and accomplishment? [h2]Wait, did you say ARCADE MODE?![/h2] Yes, there's an arcade mode in the game. Arcade mode is separate from the rest of the game, having its own set of settings, rules and leveling system. In this mode, you begin the run with the default equipment, and can change or empower them by collecting pickups that drop from specific enemies. You will also begin the run with 0 credits, and will get more as you amass points through your attempts. Seems nothing special or awful, but there's one thing that prevents me from dedicating more time to playing it. This mode features an exclusive game mechanic that I DEEPLY despise: Powering down your equipment in a way that jeopardizes progress. Your shield, which is a key ability in Qute's shmups, gets downgraded just after taking three hits. And if this happens when it's at level 1, it gets disabled! Your punishment for being bad at the game is the removal of your last line of defense! In case of the weapons, they always fire with full power until you enter a critical health state, in which their power is downgraded and you are forced to continue the fight in a very vulnerable state. I know that your equipment is not going to get downgraded with each hit but still, this doesn't make sense. This game mechanic is incredibly unfair towards the players, especially the casual players and newcomers to the genre, as it punishes you for not being very good at the game. If you fail to play the game as well as the it wants you to, your weapons will get powered down and it will take much longer to defeat the enemies and bosses. While I do not think the game is bad, I honestly cannot recommend it. You're better off playing other shmup games and getting this on a deep sale if you really want it. I think the game has not utilized its qualities properly. We have a story mode with loads of content to unlock, yet it does not have the "pick up and play" feeling of a traditional shmup. We have an arcade mode with a traditional gameplay that does not allow the usage of story mode unlocks. These modes should have had a connection to allow for a unified progression path, unlocking things as a whole and for both of them. And it doesn't seem like it would have been hard to do, as the devs had used a similar system in the past. Getting rid of Stage Level and Arcade Level, and having Player Level doing the job of both, would have benefitted the game and greatly increased its replayability value. But alas, this has not happened and therefore, I don't think I will ever get the itch to return to this game. [h2]TL;DR[/h2] Not a bad shmup, but doesn't use its features properly. The grind caused by disconnected level up systems, underutilization of gameplay features and difficulty issues make for a mediocre game at best.
Sin duda unos de mis juegos preferidos del último año, se siente increíble jugarlo, sentir un progreso luego de perder y mejorar tu armamento, pensar en que arma y escudo pensar en cada nivel es algo que nunca había experimentado antes en un shmup. El diseño es increíble, combinar un mundo 3D con una protagonista en 2D le da una estética que me agrada bastante, por no decir los diseños de cada disparo, es tan variado, se siente muy original y auténtico cuando lo jugué. Tenía la ilusión de “platinarlo”, me pase del stage 1 al 10 en todas las dificultades pero no me dio el logro, asumo que los niveles de entrenamiento cuentan para el logro, no pensé que contará…no se llaman stage como los niveles tradicionales, me desilusiono mucho completar el stage 10 en extremo después de una noche y ver que no me daba el logro, siento que esa parte no fue tan clara, quizás fue mi error por no contar el entrenamiento como parte del modo historia.
[h1]Yeah, "easy mode" [/h1] Still waiting for the easy mode made for fat, old dads who’ve already downed three beers.
高速弾を追えない目になってしまったおじいちゃんの感想。 Ginga Forceプレイ済。 Ginga Forceは縦シューで、Natsuki Chroniclesは横シューだ! そこになんの違いも(略) ドラマティックシューティングは家庭用なら進化の枝も伸びてもいいはずだ! 長時間遊んでしまった・・・。けど、ステージバランスの関係でおすすめできない。 良い点 ・兎に角遊べ。死んだらシールドやパワーアップしてまた遊べという明るい(そのうちクリアできるだろうからw)発想 ・ステージと装備の組み合わせを楽しめる ・Ginga Forceと似たプレイフィールで同じ世界観なのが感じられた 残念だった点: ・Trainingステージの融通の利かなさ ・自機の当たり判定が分かり難い(結構大きい?) ・撃ち込んでもあまりメリットがないように感じる Training2ステージのバランスが酷すぎる。このステージだけで合計約40時間プレイした。途中から道中職人みたいになってしまったw ボスで即死亡。 攻略法的な敵の倒し方があったりするのだが理解し難く、気にしないでプレイだと自由度が低すぎるように感じた。 家庭用なんだから難しくても一通り遊べて(コンティニュー有で得点加算無モードに入って練習できるとか)、ゲームオーバーに拘らない体系のほうがあっていると思う。
Natsuki Chronicles provides an easy to play, but hard to master gameplay, making shmups more accessible then ever, with a story mode, that while simple, manages to delivers a compelling plot. Each chapter is very short, so it's easy to learn the ropes of that specific level, combined that you can tailor suit your weapons for that stage as well, and select a difficulty that you seem fit for yourself, makes this game very welcoming to any type of player. The graphics are nothing too crazy, none of the ship designs stand out to me, but as any good shmup the music is stellar, definitely a strong point of this game. Natsuki Chronicles strikes a good balance for seasoned players, controls feel very smooth, you've two different speed setting so you can have one dedicated to reposition your ship, and another for more precise controls. The upgrade system is interesting, the more you play the game, you can unlock different upgrades in the story mode, that work as a level select for you to practice that arcade run.
Easy to get into beginner friendly shmup with good quality of life options. Banger soundtrack also.
Positives: An affordable bullet hell with an attractive female heroine & persistent progress in the form of an upgrade-able ship. Has re-bindable keys & uses standard ABXY icons so that it's easy to understand. Challenging even on easy mode. NItpicks: Personally I prefer 2D sprites to this 2.5D stuff but apart from that small nitpick this is a solid game.
Its a fun game, it plays a bit differently from most shoot em ups though. In this game if you fail a mission you get mission xp for upgrades and an extra health tab for that mission. Meaning if you fail a lot you'll keep getting more tabs. So basically any level can be beat with enough patience. Its made in a way were you're guaranteed to beat story mode with enough patience and grinding. However the missions are still hard so expect to either win or lose, until you get it right. But each time you lose it'll get easier. If you feel the story modes to easy however Arcade modes much more challenging cause you have to do all levels in one go with a collect powerup system. So there's still some very challenging replay for shoot em up fans.
de mis shmups favoritos de siempre, y jugarlo a 360Hz es maravilloso
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