
High speed kinetic action. Danger is the best offense!
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English**languages with full audio support
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]«Risk System»[/h1] [b][i]Скролл-шутер в ретро стиле с необычной механикой стрельбы. Корабль стреляет сам! Чтобы повысить мощность атаки нужно подлетать вплотную к противникам и собирать энергию вражеского поля.[/i][/b] Геймплей: https://youtu.be/MYwib4pp2hg [h1]Сюжет:[/h1] Сквозь Пространственные Врата раса энергетических паразитов нападает на человечество. В роли пилота экспериментального корабля, способного поглощать энергию паразитов и использовать для питания систем вооружения, вам предстоит остановить вторжение и спасти мир! [h1]Геймплей:[/h1] Мы можем управлять движением корабля, но выстрелы нам не подвластны. Корабль стреляет сам! Нам надо наводить его на врагов, уклоняться от снарядов, а для того, чтобы повысить мощность выстрелов придется подлетать к соперникам вплотную и подзаряжаться от их силового поля. Поэтому игра называется «Система риска» - каждый раз необходимо рисковать жизнью, чтобы получить больше энергии для корабля. [h1]Графика и звук:[/h1] Типичный ретро/олдскул, графика пиксельная, но не режет глаза. Выглядит все достаточно приятно, только меню слишком неудобное и невзрачное. Зато неплохо нарисованы, анимированы и озвучены главные герои игры. Музыка понравилась, жаль, что играет она слишком тихо. [h1]Итог:[/h1] Игра необычная и сложная. Всем любителям жанра рекомендую, особенно если вы любите соревноваться с другими. Попытайтесь набрать как можно больше очков и сравнить свои результаты с лидерами. [i] Обзор был написан для группы [url=http://steamcommunity.com/groups/Obzzor4ik]Обзоры Онлайн[/url]. Почитать другие отзывы можете[url=http://store.steampowered.com/curator/28776273/] тут[/url].[/i]
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Risk System[/h1] Instead of banking solely on age-old nostalgia or jaw-dropping modern visuals Risk System delivers what old arcade aficionados might really want out of a shmup, a solid and unique new mechanic that pushes the player to take high risks in exchange for unrelenting power and exhilarating score chains. Boasting an outstanding gritty pixel-art style with a decidedly retro style of sci-fi space opera ship designs, Risk System has a certain 90's anime flavor to its presentation that along with this new and fast-paced brand of shmup action makes the whole thing pretty irresistible . [h1]Risk & Reward Shooting[/h1] Just as its name implies, Risk System features a death-defying risk and reward mechanic that incentivizes the player to take acrobatic feats. While the mechanic of grazing bullets to achieve higher scores and multipliers is not new, Risk System evolves and enhances this risk/reward idea with an incredibly slick and responsive dodge control as well as a table-turning finisher that depends on the energy gained from skillfully grazing bullets. This graceful display of bullet-grazing skill also gives the player quick bursts of powered shots, so pilots who take the highest risks will come out with the most impressive scores and times. Risk System is pure acrobatics as you dance and weave in-between a dazzling ballet of bullets, saving up energy for the boss-shredding Barrier Breaker and taking a quick and triumphant win. [h1]Sound and Visuals[/h1] Dissonant and eerie celestial electric vocals in the synth-y and arcade-y background music hearken back to the iconic space opera feel of Darius Gaiden, and in general channels the energy of Zuntata's extensive history in shmup soundtracks. Fans of Taito classics will feel a warm nostalgia to the strange sci-fi sounds here, and its all propelled along with its gameplay into a modern age with heavy beats and pulsing rhythms. This is a classic shmup soundtrack by every means. The visuals feel absolutely genuine to the late 90's era of arcade shooters, and has elements of high quality anime in the character designs. Also impressive are the big-robo enemy designs, complete with a giant wall-riding mech spider boss that feels like something right out of Ghost in the Shell. Risk System clearly wears its pop-culture influences on its sleeve, and wears it well. [h1]Final Thought[/h1] Risk System is an arcade and shmup enthusiasts retro dream come true, the outstanding opening animation, the high-energy soundtrack, and stylish anime presentation all give the game a sort of late 90's Neo-Geo feel to it, like an early Cave shoot'emup a la ESP Ra.De. The dodge system accelerates the age-old shoot'em'up mechanics with a slick and much faster paced style of gameplay than retro-minded players are probably used to, and that just serves to make Risk System a worthy modern upgrade to a genre that has withstood the tests of time. Absolutely recommended. [i]This review made possible through the consideration and contribution of the developer/publisher. Email electrickeishock@gmail.com for requests & promotions[/i]
Такого рода аркады находятся далеко за пределами моей реакции. [h1]Abstract[/h1] This kind of arcade is far beyond my reaction. Works fine on Ubuntu 16.04 [h1]Горизонтальная стрелялка[/h1] Тут внезапно есть намёк на историю, но к сожалению я о ней могу только догадываться, так как я так и не понял как убить самого первого босса… Вероятно тут следовало бы сказать что-то вроде «старость — не радость», но я никогда не мог похвастаться успехами в играх требующих отточенные спинномозговые рефлексы. Игра получена рамках кураторства [url=https://store.steampowered.com/curator/26105178-Linux-%25D0%25B8%25D0%25B3%25D1%2580%25D1%258B/]Linux игры[/url]. Я запустил её, чтобы проверить работоспособность. Вроде работает как надо. [h1]GNU/Linux[/h1] Был многократно убит на ноутбуке со встроенной видеокартой Intel® HD Grapics 4400 в окружения Ubuntu 16.04. [h1]Обзор входит в список [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1103944566]Игры, Linux, Steam, обзоры.[/url][/h1]
Risk System is an extremely unique shmup game that rewards the player for grazing bullets by drastically improving shot damage and charging your super meter. The entire game is designed around this mechanic and honestly, it's incredibly satisfying. The game is brilliant and has something for every player: new and experienced.
I can't go full screen OR figure out the second boss. However, the game is really cool despite that and I am hoping they address some of these issues. An excellent start. https://youtu.be/8HyXjoNhR2k
This game is a dream to look at, with some of the most beautiful pixel art I've seen in years. Solid voice acting and nice music add onto that to make a quality game overall. The anime intro is a nice touch that makes it feel like you're really playing a Japanese game from the glory days of the 90s. It plays similar to classic games like R-Type, but with a twist: you can power yourself up by hovering near enemy projectiles (without hitting them!). Hence the name of the game: you're rewarded for taking on some level of risk. Cool concept that makes for a fun game. Difficulty-wise, it's just right, at least from what I've played so far. I was never good at bullet hell games at all, and while it's very challenging and levels take a few tries, it's easy enough to be doable. Highly recommended. Games like this are what make indie gaming great.
risk system是一款横版弹幕游戏,体量上属于小游戏,流程一命通关的话大概在半个小时内能够打过,但是前提必须是技术不错的玩家,像手残如个人这样的要重复死上N次才可能通关。 画面、音乐这些就不提了,整体全程就跟商店页面看到的视频差别不大,大家点开视频看下大概就能了解。介绍下机制。主要机制有几个,第一个是本作名字的危险系统,通过尽可能靠近敌方弹幕能够迅速增加炸弹的能量以及加强自己的火力输出。第二个是翻滚系统,玩家可以使用侧翻来上下快速翻滚。 这样的机制设定让游戏中玩家需要主动作死,贴着敌人的弹幕进行输出冒着这种风险才能迅速的清理掉某些比较肉的敌人,全程需要保持注意力集中。因为本作的弹幕体积算相对比较大的,速度也并不慢,不注意的话很容易一下就game over了。BOSS尤其后面的尤为需要注意迅速积攒能量来释放无敌的炸弹来通过弹幕,个人这样的手残死了相当多次,好在存档点比较多,重新打基本也并无太大损失。高玩们可以自行尝试下挑战高分也就是不贴近弹幕收集能量,让屏幕中的敌人积攒很多,然后只凭翻滚系统进行躲避,这样可以增加分数的倍数。 The risk system is a indie STG. If you can pass the game in one life, it can be played in half an hour. The picture and music are not mentioned. The whole process is not much different from the video seen on the store page. You can probably understand it by clicking on the video. Introduce the settings. There are several main settings. The first one is the dangerous system of the name. By as close as possible to the enemy barrage, it can quickly increase the energy of the bomb and strengthen its own firepower output. The second is a rollover system where players can use the rollover to quickly roll up and down. Such a setting make the player in the game need the main action to go ahead, attack in enemy's barrage to quickly clean up some of the strong enemies, and the whole process needs to be focused. Because the volume of the barrage is relatively large, the speed is not slow. If you don't pay attention, it is easy to gamer over. In particular, in BOSS battles you need to pay attention to the rapid accumulation of energy to release the invincible bombs through the barrage. I have been killed many times. Fortunately, there are more saving points, and there is not much loss in restart. [code]欢迎来到双语评测: [url=https://store.steampowered.com/curator/34337823-Silent-Curator/]Silent评测[/url] Welcome to the bilingual reviews: [url=https://store.steampowered.com/curator/34337823-Silent-Curator/]Silent Curator[/url][/code]
Risk System is one of those hyperfocused labors of love that come out, don't sell much but eventually become someone's "hidden gem", the kind they'll always bring up when discussing underrated games. Admittedly, this one veers on the "style" side of the eternal "style vs substance" argument, and its visuals and presentation sre polished well beyond what you'd expect from a 2-man project. Still, despite the core systems being well executed, there's details (like the player ship having a bit of inertia to it, a *big* no-no in this genre) the make the overall gameplay a bit..divisive. If you're a purist, chances are you won't like this as much as i did. If you're new to shmups, this is your entryway.
A cool shmup with a system that's very similar to Psyvariar, but instead of the Buzz/Risk mechanic allowing for survivability, it increases firepower and the actions available. Because of this, the game is more about taking risks and improvisation, rather than just finding the right spot on the screen to shave bullets. The barrel roll compliments the Risk Shot mechanic by letting you shave a bullet to build meter, then cut through the entire screen like a sword because of massive damage multiplier on Risk Shots. Stages seem to be speedrun friendly, as enemy waves aren't tied strictly to a set spawn time. Some waves will spawn early if certain enemies are defeated quick, such as the huge frigates in the background on stage one. The secret(ish) score mechanic in the game revolves around not picking up energy refills and leaving them on screen as long as possible whilst you still shoot enemies. This keeps the multiplier increasing steadily until you want to 'cash out', but doing so means barrel rolling up and down the screen to avoid it colliding with your ship. Easier said than done but an interesting part of the game. Will be good to see how much stages can be milked from this. Pixel-art is great, and art direction in general is very good and does a good job of feeling like a Japanese-made anime shump. I'm not keen on the typeface used in the menus but it is in-keeping with the aesthetic and is at least a pixel-art font so that it ties it all together with the rest of the art. I was disappointed at it not having the anime opening. Maybe just as the second attract mode piece? I dunno. Would have been a nice touch. Shooting feels really good because of the effects in combination with the sound. Good soundtrack too. The controls do a good job of making you feel like you're piloting a ship and not a cursor on the screen due to the inertia of the ship. This is a blessing and a curse as making sharp movements becomes harder to do than in, say, a game like Gradius where the ship responds instantly to the input made, which can initially lead to a lot of hits taken. I do think this is a very conscious design choice though, as it means that moving is always a commitment and ties in with the game's theme. There are a few input glitches in the menus when using a DualShock4. The game cursor only moves on negative edge but I imagine this will be fixed soon. All in all, it's a great concept and a very polished, well-executed package. I don't think it's a new concept, but the game/dev clearly understands the genre and the lessons learnt from years of classic shumps to distil the ideas well enough into something that feels unique and fresh. It gets two Bamshews out of two.
Disclaimer: My scores/reviews are almost always based on having bought the game at close to the "lowest historical price" on steam at time of purchase. Quick score: 4/5 Pretty good shmup. Solid gameplay and great visuals, with 1 major caveat. The ♥♥♥♥♥♥♥ flashing is WAY TOO MUCH. Like holy hell dude, you probably don't even need to be epileptic for this game to give you a seizure. The bloom effect and the flashing on every single enemy bullet shot, enemy hit, enemy explosion, special ability....literally every visual effect in this game is cranked up way to damn high for no reason. Even just watching the trailer is kind of painful to look at and almost stopped me from trying the game at all lmao. Otherwise a very good game. But I think this game could legitimately cause eye damage from playing it long term and I'm not joking. The game has settings for screenshake, it should really have a setting to reduce the flashing. A casual playthrough would only take about 90 minutes, instead if you want to reach the true ending and final boss (all A rank requirement), that would make take 3 hours. And then for me personally all mission S ranks including Trophaeum took about 12 hours, though your mileage will vary on that one. I choked for several hours in a row on a couple levels. If I had 1 more minor complaint it's that the bullet patterns and enemy pattern variety is pretty low and and tend to repeat a lot.
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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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