
The second chapter in one of the most loved and respected Japanese shooting game series ever:The Tale of ALLTYNEX by Japanese indie developer SITER SKAIN. Carefully crafted play experiences, destructive fun, and absorbing gameplay have made the ALLTYNEX trilogy renowned in shooting game communities.
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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
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
[h1] You don't know what good shmup looks like? Play RefleX. But don't sweat too much or the floor is gonna get wet. Use shield to reflect enemy's projectiles. Don't get hit too much or durability will get bonkers. Multi layered boss fights. Interesting stages keeping your eyeballs at the screen. Decent music. Enemy formations are different each time so prepare to get surprised. Difficulty is ok unless we're talking about final stages... Overall decent vertical shooter. Play it before you die or regret not playing. [/h1]
[h1]道中はそれなりに面白い[/h1] <昔買ってレビューを書いていなかった作品。通常のレビューより簡素> オプションにはキーコンフィグしかない質素な仕様。 ゲームそのものはショットと反射バリアで戦う仕組みとなっている。 全体のゲームデザインは決してつまらないわけではないが、所々で気になるところがある。 まずボスが長くてダルイ。 1セットの攻撃をだいたい3セットぐらい戦わされる。 道中では前触れもなく後ろから敵が出てくる初見殺しがストレス。 それから肝である反射バリアだが、反射していてもどれぐらいダメージを与えているのか、そもそも当たっているのかわかりにくく専用の効果音を鳴らすなどして知らせてほしかった。 そういった「プレイ体験周り」に粗を感じたのが残念。 とてもではないが繰り返して遊びたいとは思わなかった。 普通にプレイできて道中も普通に戦えて楽しめただけに惜しい作品だった。
Yes, this game need a lot of reflex just like the title. For me who don't have a lot of experience in "Danmaku" this game is hard but also fun. Worth my money afterall.
kolejny shoot-em-ups [i](SZMUPS)[/i] - naciskasz i się strzela :) [b]moja ocena to 5/10[/b] plus: +muzyka +tarcza którą można odbijać pociski :] minusy: -brak ustawień poziomów dźwięku -sterowanie padem działa, ale nie działają ukosy :) (czyli np. prawo góra) -brak rankingu online
Reflex is a unique shoot 'em up with a shield mechanic made by Siter Skain in 2008. It has eight stages to get through with a length of about 45 minutes. You can take seven hits until you game over, your life recharges to full at the beginning of areas five and seven. One extra continue is earned on each game over. Your shield can reflect blue attacks and delete red bullets, missiles and physical contact will pass through, it recharges faster when the shot button is released. Killing enemies with reflected bullets or lasers in quick succession will give a multiplier starting at 4 and capping at 64. Killing enemies with your shot shortly after reflecting will keep that multiplier going until the orange bar depletes. Scoring does not help survival play but it gives the game longevity after beating it. It has memorable moments such as a scripted event where your ship explodes but you come back with more firepower and infinite shield. The downside of this sequence is that you will also game over in one hit, memorizing every hazard on this part is mandatory for a one credit clear. The music is great, the fast scrolling background and warning sound effects before each boss fight will send shivers down your spine.
まだ20年以上前の開発中当時からずっと遊んでいたので、同人版とは別にsteamでも買ってみました。 自分のマシンではWindows10由来での透過不良とは別に、OSかハードウェア相性?で画像が真っ白な四角で表示されるという不具合があり、なおかつ透過不良対策で付属するようになったdgVoodoo2(D3D9.dll等)を有効にすると今度は画面が真っ黒なままになってしまう(効果音等は鳴るのでゲームは進行している)という状態でした。 いろいろ試してみて、dgVoodoo2の古いバージョン(2.4~2.5系)をNotifications.txtをもとに配布元から取得し、exeのあるフォルダのdllファイルおよびdgVoodoo.confと差し替えることでうまく起動するようになりました。dgVoodoo.confは配布元版に付属の設定エディタで適宜編集するといいと思います。 上記症状で1年くらい解決策を探したので、もし同じ症状の人が居れば一助になればと思います。 個人的にはそこまでしてでも、未だにたまにプレイしたくなる作品です。
Mais um shoot'em up pra quem gosta de shoot'em up. Muito bacana o jogo. Recomendo.
所以说原作reflection在哪里
最高にカッコイイ演出系STG。 背景で語るストーリー、シームレス風のステージ展開、そして怒涛のラストと、演出に関しては最高としか言いようがない。 システムも特徴的で、文字通りシールドで敵弾を反射するシステムはシンプルながらかなり楽しい。 そしてこのシールドを駆使して、高密度弾幕を大胆な動きで突破していくのがまた楽しい。 ゲーム性としてはかなり覚えゲー寄りだけど、弾幕STGのような精密操作や気合避けがいらないので、練習すれば必ずクリアできる絶妙なバランスとなっていておすすめ。
I like simple shoot 'em ups, and RefleX is a simple shoot 'em up. That said, it still has some rough edges that spoil my enjoyment of the game overall. The game is called RefleX due to the game's gimmick that your spaceship is equipped with a reflective shield that also draws power from the ship's guns until depleted and has to recharge. Giving the ship a weaker shot until it does. Which offers a decent risk reward to relying on the shield too much. Where the game gets even trickier is that only blue enemy projectiles can be bounced back. When they do, it is for massive damage. However, some enemy attacks go straight though the shield as well. So the player has to constantly weight the use of the shield vs. the limited time it lasts, the time it takes to recharge, weakening the guns until partly charged and watching out for enemy shots that go right through. Even as a shump player of the ABS (Always Be Shooting) school of play, I can respect this mechanic to have me let up on the trigger for a bit. Where I think the game loses me is boss fights are just a little too long for me. I get that the player is suppose to puzzle out when to use the reflex shield to bounce attacks back, but I find stage boss fights cycle through their attack sequences a few times before I can put them down. Worse than that, because RefleX gives the player a mostly invincible bubble, the game has no issues throwing enemies at them in any direction. And many enemies just loiter at the bottom of screen where the player just has to wait to attack them. End of stage bosses love to use the play area against the player by trying to ram into them, staying at the bottom of the screen where the ship's guns do nothing. It is bad enough the bosses love to move to either the plane above or below the player where they can't be shot. But a good portion of the reason boss fights take so long is they are in a position where the player can't attack them beyond reflecting attacks back at them. And I don't take kindly to STGs abusing the player's play area against them. If the player is flying this advanced spaceship, then why are fenced in where the enemy ships use this against them in what should be open space? I understand it is just a game, which is why I accept some play area shenanigans. But RefleX takes it too far. Which is maybe my biggest issue with the game. It feels way too gimmicky. The reflex shield isn't just an alternative to many shooters bullet canceling bombs. It is a core mechanic the player has to master and memorize when to use it best. Enemies use the confined area of the player because the game knows they are confined. Not because they have an attack pattern that herds them into bad positions/routes. This all rubs me the wrong way. That said, the game is okay enough that I can give it a weak recommendation for shump fans. However, I don't think a modern gamer is going to become a STG fan playing this.
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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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