
When reports of kidnappings and strange incidents begin to break out across Tokyo, Hinowa Academy's very own Xth Squad is dispatched to investigate and neutralize the imminent danger. Loyalties will be questioned and secrets will be exposed as they desperately search for the truth!
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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**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
I just can't with this game. I completed this 100% out of spite, so I admit stupidity. But you must understand, there is no goodness here. Straight up every single aspect of the game will find a way to get you angry. I can't even cover it all. It would be a book. Dozens of small annoyances become hundreds of sighs. I'll list what I feel are the top three things, but this is absolutely not going to cover everything that fails in this game. 1) The UI. This UI is a crime. Descriptions being shoved into a tiny scrolling text box at the bottom center of the screen for skill explanations. Maps not fully showing all information, despite NEEDING to use warps on tiles to progress thru certain maps. You have to just simply remember they teleport you places because the tile is empty on screen and on minimap. Crafting items, you have to constantly check each individual item one at a time to see the actual information you need, since you have highlight the junk form of it, move over to the right window for greater detail, highlight the finished product, and THEN you can actually see what it does. Even with that, the battle is still ever present to understand what on earth you're exactly getting. Abbreviations are annoyingly short and until you play for hours to remember them, you're going to get confused as to what a class actually is. You get boosts to stats with certain equipment? By how much? Who knows? UI just says it boosts it. 2) The lack of information on where to go. I would NOT have finished this game if people hadn't put up guides and memos in the game to deal with the garbage. This partially overlaps with the UI, but it wasn't just the switches that don't show up on map incident. There are instances where you have to do something and you are just not told what. To finish the game, for example, you have to go and fight a random new enemy on a completely different map to open a door. Where is it? Good luck! 3) Boring equipment. You are capped in this game twice in levels. First is 15. The endgame/postgame level cap is 40. Then you can get 99 but nobody cares then. You can increase base stats of an item up to its level if you grind the right material from enemies. This becomes a near dead feature quickly because of how infrequently you get drops that are upgrades to your earlier equipment. I finished the game with multiple single digit level equipment still. If you do your best to try to be as hardcore as possible and do these boosts for items, as I originally did? The level cap will be there to remind you to stop. I capped at level 15 HOURS before the cap raised. After first cap, you get "gamble codes" randomly on enemy drop. Use it on item to get a new item with a level increase or decrease range. A level 12 sword can become a level 15 armor or a level 9 helmet, as example. This is the ONLY way to get higher level equipment beyond level 20 or so. Gather gamble codes, save scum for upgrades. I legit think you cannot see half of the game's equipment without these stupid gamble codes, because you will just never get them via drops from enemies. I could go on and on. The beginning group you start with is a failure because they don't get the "bonus roll" stat allocation you get for making your own unit from scratch. Just keep rolling until you get +5, and it's like 5 free level ups at the start of the game. The story is absolutely trash tier and even the "ending" says outright "Wow we don't understand much at all yet" Don't play this game unless you're addicted to dungeon crawlers and you've already played everything else in your backlog. The battles can be quick as one positive point, but otherwise this thing is pitiful in every other aspect.
I can't recommend. I can't tell if they are dumb or intentionally making the game more annoying than it needs to be. Let me start by mentioning this: I don't put a lot of weight on graphics for these sorts of games, even pixel art can capture the old school feel well of these types of dungeon crawling adventures where danger can exist around a corner. Now, that being said, I place a bit more value on the actual gameplay and mechanics because that's what's going to dictate the flow and feel of the game. So I feel obligated to mention that ALL of your unit attacks, except for the Archer, are RANDOMLY TARGETED at the enemy row. That's right, you CANNOT select an individual target to attack unless you're using an archer. That means all your front line melee fighters and even your MAGICIAN/WIZARD magic spells will randomly target a unit in the selected row. If there is only one unit in that row, well great you know who you are hitting, but if there's 3-4 enemy units there, you have to attack and hope you chip away at the same unit repeatedly to reduce enemy numbers and thus reduce the number of enemy attacks coming at you, which is a simple yet tried-and-true strategy to reduce damage taken over time. Another annoying thing is that after battle some enemies drop a 'chest' like thing where you have to try to check for traps, disarm the trap, and then open which gets to be a slight annoyance and time consuming after a while. Then after successfully disarming the trap (or taking damage from now disarming it) you can get the contents which you THEN have to identify. If you have an academic in your party, they can do it for free, BUT they can randomly fail and also incur the FEAR status effect which will disable spells/ability usage for a while, but will wear off after you take some more steps in the dungeon. Most of the drops from this 'chest' are generally weapon junk for crafting or some consumables, or sometimes with some luck actual pieces of gear that you most likely can't wear yet because it's higher lvl than your party. I also won't forget to mention that you can end up fighting multiple waves of mobs consecutively, right after finishing off the last mob in your current fight.... suddenly the game will go "oh look, you're not done yet, here's additional enemies that you did not take into account until now because I'm adding them right now." Also, your party won't automatically level up upon reaching the exp needed for the next lvl, you have to go back to the headquarters and rest to actually level up. I can appreciate some mechanics to make the player consider the danger of further exploration vs cashing in back outside the dungeon, but man there's just a lot of gimmicky things that add up into frustration and deterrents. one of the very few cool things was that if you allow the game to connect to its network, you can use a mechanic where you, as well as other players, can leave 'notes' in a similar way that dark souls players will recognize, able to craft messages with pre-determined keywords that can help some players figure out puzzles or give clues about what they could encounter behind a door. This part is neat, but not able to really tilt the scales in the other direction against the weight of the negatives. This company has some really annoying habit of making things ambiguous for players. Even though I've played labyrinth of refrain: coven of dusk and certainly like that one better, they still leave things not mentioned to players like the 'lucky number" and how it affects their units or weapon prefixes/suffixes.
One of the best dungeon/bloober RPG's I ever played. And I played stuff like Wizardry 6, Eye of Beholder 1-2, Lands of Lore, Legends of Grimrock 1&2, Might and Magic 7 & 10, Labyrinth of Refrain & Galeria, and many others. The story is very Anime japanese high-school teen, so if you don't appreciate the genre you will not like it. Your characters are students in a high-school and half the story scenes are displayed inside the school, but the action is 99% done outside the school as some sort of special super secret evil fighting team. The story is super fun, with lots of comedy and serious moments, as expected of an Anime. For example you have the African-american English teacher in the school who is always providing comic relief due to cultural reasons, leaving you laughing on the floor. Amazingly the story makes sense and is very consistent (something very rare in most games). The gameplay was easy for me (I party wiped less than 10 times), but might be harder for first comers to this genre. Some of the puzzles/missions are old school hard, mainly due to having to search the map for the location of the event to trigger, but there is a spoiler free guide in steam that you should use to remove that kind of frustration. There are also gate spells to return to base or teleport around in the dungeon, removing a lot of tedium in this kind of game. Combat was fast, with easy random encounters never taking long. While the harder random encounters still being dangerous and requiring my attention to avoid losses. Combat can be deadly, and it's hard to resurrect in the dungeon for 95% of the game, but the game provides you the systems to avoid death with many defensive options. In my game half my team played defense while the other half dealt damage. Operation Abyss was also one of the few games that rewarded me by investing in HP. Enemies can hit quite hard if you make a mistake, so I pumped the HP stat to 15 in every char at the beginning like guides recommended but at the end of the game once I maxed my offensive stat, I was dumping again into the HP stat to make my life easier. There are two modes at the start of the game. One uses static art images for your characters and another (more ugly) allows you to see the EQ your wear reflected on your characters. I used the static images one and it was fun, but the other mode where you can see your char EQ is a lot more interesting as you can play dress up doll on your chars.
・マップ構成が大味だったり通路だけのマップがあったりしてダンジョンを探索する楽しさに欠ける ・中盤以降、強敵相手の戦闘の最適解がピンポイントすぎてパーティ構成の自由度が実質的に低い ・メインシナリオの進行条件に確率で発生するサブクエの完了を入れるんじゃないよ ストーリーやキャラも個人的にはうーんだったけどその辺はまあ個人の好みなので評価の対象にはしません。 3DダンジョンRPGだからというくらいの理由で手を出そうとしているならお勧めしない。 同ジャンルでもっとマシな作品はいくらでもあるので
Everything was just as I expected until the 3000 battles achievement, what a grind! But everything else was fun, I did skip a lot of dialogue after the first half of the game was done, very predictible stuff all around. But its al old game, back then, these tropes werent as blatant as they are now. If you like the genre, try it out.
Insane difficulty spikes late on; Not recommended unless you really like grinding.
すっごい悩んだ結果、不満点は多くあるが楽しめたのでおすすめにしてある。 しかし、かなり人を選ぶと思う。 GOODポイント ・戦闘が比較的高速。 ・ストーリークリアまでのバランスはまあまあ良い(一部強雑魚がうざったいが) ・ダンジョン攻略の難解さ(メモをDLすると一気にヌルゲー化するけど…) ・コード(アイテム)がざっくざく落ちるのでトレハン大好きなお友達にも安心 ・キャラメイクが割と細かく作れる。フレーバーとはいえ、こういうのは必要だし好き ・ムラマサがある BADポイント ・とにかくシステムとUI周りがダメ。他にも状態異常や強化システム、ゲーム内ヘルプを見てもさっぱりわからない事が多い。攻略サイトを読み込んで自分で理解する姿勢が必要。 ・よくわからん殺しが多い。王騎士もいきなり即死する。特に戦闘速度が速いからって流しているとなんで死んだのか理解できない。 ・上の二つの項目につながるが、とにかく説明不足。なぜ即死するのか? 即死攻撃? 魔法? 防御貫通? 割合ダメージ? 何が起きたのかさっぱりわからない。わからん部分は最後まで雰囲気でプレイした。 ・学術士必須のゲーム構成。 ・装備強化する為に素材が欲しいが、素材は強い敵がいる所で無いと出づらい。(というか全体的に強化素材が渋い) ・ストーリー。元々分割されている作品のリメイクだから仕方ないが、終わり方が尻切れ。あと、一部味方NPCの考え方がさっぱり理解出来なかった。そいつの為に味方が一人犠牲になっているが、その事にも以後何も触れず。 ・敵キャラ割とグロい。ホラー寄り。 総評 ウィザードリィ好きにはお勧めするけど、世界樹とかのライトな3Dダンジョンを想像してる人にはお勧めしない。 あと、ストーリー気にする人にもあんまりお勧めしない。 どのゲームにもいるけど、いきなり出てきて意味深な台詞吐いていなくなるキャラ。しかもそれを何回も繰り返す。マジでやめてほしいね。
『Wizardry』の皮をかぶった『ととモノ』と思わせて3Dな『セブンスドラゴン2000』。 厨二病満載の設定から用語や人物まで出てくるので、痛い人には限りなく痛く、はまる人にはとことんはまりそうな、そんなゲーム。クラシックで始めるとキャラを作るだけで2時間以上軽く超過し、返品の機会を逃すのでお試しならノーマルなモードで始めることをお勧めします。といってもキャラのステータスは選んだ性格とクラスでほぼ決まるのでプレイヤーが悩むのはやたらに選択肢の多いキャラの皮の設定で、声といい、どこかで聞いたような、偏ったようなのが多いので悩んだ甲斐があったかはあなた次第。デフォルトのキャラも存在しますが、そんなキャラでゲームを始めるのはこの手のゲームへの冒涜というもの、可愛い子には旅もとい冒険をさせろ、わかってるフラグには自分から突っ込むのがお約束。ネーミングにはこだわりを持っていた方が楽しいものです。 若干、操作がわかりづらかったりするところもありますが、そこはヘルプものぞきつつ、慣れも必要です。でもこの手のゲームのお約束ごとも守っているので(カニ歩きとか)、3Dダンジョン物に慣れた向きには説明の必要もありますまい。 レベルが足りなくて、せっかく作った武器が装備できないのも後の楽しみと思えばレベルアップも頑張れるってものです。もっとも、そのレベルアップが本家並に遅いのでコツコツとダンジョンに出たり入ったりを繰り返し、HPとMPを回復してちびちび進みましょう。 東京の未来は君たちにかかっているのだ!
同じようなゲームを大量に作っているメーカーの作品の一つ。 ウィザードリィライクの3DRPGで、ここの開発としては原典寄りの方。 原作が2008年の携帯機なので、現代の感覚からすると厳しい内容が多々あるが、それを味として楽しめる方向け。 UIがかなり劣悪、もしくは一般的な感覚から離れすぎているので、やりたいことが直感的にできない。 クラスシステムがサブクラスやスキルと魔法の拡張もないクラシカルなタイプで大分シンプル、そして戦闘が単調。 ダンジョンのギミックは、この手のゲームに慣れている人ならばたいしたことはないが、知識がない人には厳しいかもしれない。 つまり、初心者向けでも、経験者向けでもない。 ストーリーは中二病的ライトノベル系。 何かすごい相手に戦えるのは主人公達だけ、細かいことは気にするな、というノリについていけるか人を選びそう。 味方の男性キャラクターには魅力があるが、他の登場人物の底が浅く、物語の説得力を大きく欠いている。 所謂、盗賊の調整は良好。 この手のゲームで原典やそちら寄りの作品では盗賊が事実上必須だが戦闘ではまともに活躍しない、がよくある。 今作は盗賊に鑑定と重要な支援スキルや魔法を持たせており、常にちゃんとした役割が持てるようになっている。 敵の出現数が多すぎる。 武術士以外にまともな範囲攻撃がない期間がかなり長く、その間も敵が総計20匹以上とか出現したりする。硬さもアタッカーが複数回攻撃しなければ倒せない程度ある。 魔法が回数制なのもあり、範囲魔法がまともに機能するのはゲーム後半になってから。 そして終盤は魔法の回数が実質無限になるので雑に消し飛ばせる、と極端に過ぎる。 雑に小ボスが再登場する。 イベントで討伐依頼が出る敵を一度倒すと普通に雑魚として出現するようになる。 やたらタフで倒すのに時間がかかるだけなので面倒。世界観的にもおかしい。 大ボスが弱い。 補助をかけていざ全力、となったあたりでもう倒せてしまう。 逆に雑魚が強い。 前述の通りやたら数が多く、範囲攻撃を連発されて壊滅ということが普通に起こる。 先制されて後衛が蹂躙されてどうしようもない、状態異常が通って半数が一度に行動不能、なんてケースもままある。 レベルキャップの位置が悪い。 前半はlv15のキャップがあるのだが、この状態は正直戦闘がつまらない。lv21~2でまともなスキルや魔法が増えるので、ここをキャップとしてほしかった。 後半のキャップはlv40だが、そこに到達する前に全コンテンツをクリアできてしまい、存在意義がよくわからない。 メモ機能が不便。 ダンジョンにメモを書いて置けるのだが、某世界樹の迷宮のようにマップに書き込むタイプではなく、現地で足元に設置するタイプ。 つまり、テレポーターで移動した場合、移動元に座標を書き込んだりできない。 マップからメモを確認できない。 装備強化のバランスが悪い。 装備を強化するのにアイテムレベルに応じた素材を要求されるのだが、中盤あたりからコストがあまりに重くまともに強化ができない。 結果、前半で手に入れたlv10~15程度の強化しやすい装備を、中盤以降で手に入る装備が超えることが困難。 終盤に差し掛かるまで大半が前半の装備となっていた。
前半のレベルキャップはストレスだった 序盤であんまりレベル上げすると後々経験値が虚空に垂れ流しになりイライラするハメになるのでレベル上げは中盤にとっておきましょ ダンジョンや戦闘バランス自体は良好なのでDRPG好きなら楽しめるはず クリア後にやることがあんまり無いけど続編のオペレーションバベルがあるからOK バベルはかなり遊びやすくて楽しいよ
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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.
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