
With the fate of the world uncertain, follow the journey of Urpina, Taria, Balmaint, and Leonard as they call on their might and set out to carve a new future. Take charge and shape your own adventure with ultimate freedom of choice.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
战斗系统非常好,法术很鸡肋,没用的角色太多了(收了不练就难受)
At it's core, SaGa Scarlet Grace is four stories in one. At the outset, you get to pick one of four protagonists, either 'randomly' through the ingame quiz or directly by choice. Each protag has a main storyline, and while following it, each one also dabbles in two of the other three storylines, until they eventually come up against the end boss. Having not played previous SaGa games, I don't know if the Firebringer is a recurring villain, but in terms of the story, I'd be remiss not to mention that I was somewhat disappointed, since while he's alluded to during the main events, he largely just comes out nowhere as the big bad breaking free from his chains, while the stories largely focus on world elements working to release him. The gameplay mostly boils down to a continuous stream of fetch quests. You go from place to place, fight the enemies, move on to the next place, and so on and so forth. The world is pretty large, with 20 zones all of which have their own zonewide story as well as the elements of protag storyarcs. Where the game excels is that a lot of the locations within the zone evolve based on your actions. It's not uncommon for towns to be destroyed, others to pop up, with some events having huge impact on the entire zone while others just dabble around the edges. All told, it's a joy to explore. The combat is where the game truly shines. Each battle has a turn based timeline, and characters can move up and down it based on numerous factors, such as buffs, abilities used, or their their attunement to the elemental type of the encounter. Any time somebody or thing dies on the line, the group of characters on either side compress together, and if they're of the same faction (you or the enemy), then they unite to do a group attack. Among the standard attacks, you can try to interrupt an enemy attack, or defend another character who may be at risk of dying, or you can even attempt counter attack, assuming the enemy attacks that character to activate it. Despite the cast of enemies not being huge, you get a lot of gameplay out of the system, since even battles against the same group of monsters can play significantly differently in back to back bouts. Upon defeating encounters, your entire teams starts getting power ups, often HP gains, but also weapon skill boosts, and these level ups happen virtually every battle, so you're constantly feeling yourself get stronger. But the best aspect of the battling is the weapon skills, whereby your characters randomly get a lightbulb pop over their head after using some techniques, to then use another technique which is learned and can be used at will from then on. Factor in the multiple weapon types, and that learning combinations of skills across multiple weapons also opens up additional buff choices for individual characters, there's an awful lot of meat in a rather simple premise. That all said, to get the full enjoyment of this game you do need to have a certain mindset. This is very much a collectors game. There's 70-80 odd characters alone out in the world, all with their own voices and personalities of which they're not shy to show, and many of which can only be gained through certain protagonist following their story paths in certain ways. Across all weapons there's probably 70-80 unique skills, plus the 20 spells all with unique animations. Each protag also has 5-6 different endings based off choices they made leading up to the final encounter. There's a trading system between towns that carries over between different journeys, a giant collection sidequest to find some 20 odd items sparkling in secluded areas around the world, a host of unique weapons with weapon specific skills ... there's just loads and loads to collect, and if you want the rarer stuff there'll be a fair bit of grinding between. If you play for the four protag stories alone you'll probably get 40-50 hours of fun assuming the combat system keeps you engaged. If you're going into full achievements, expect 200 hours minimum, and that's assuming you're following an efficiency guide. If I had to criticise one thing, I'd say the design is a bit over the top in places. Some quests require defeating 5-8 battles that could have easily been reduced to 2-3. They could have also limited the primary storylines to be unique to each character, without the need for the crossovers that only exist to bulk out the levelling process. The crossover arcs each protag goes through are often just running around the world hitting the zone events with no rhyme or reason, and the story suffers for it. They could have easily reduced the skill caps from 50 to 30 and left the protag's with their own story and the option to do the common zone questlines as well if you want to level up some more, which would still leave a perfectly enjoyable game without the extra 100 hour of bloat, and allow the player to focus more on trying out different weapon types and characters. As it stands, the levelling is so drawn out that you're rarely switch your main party or weapons around unless looking for something specific. But regardless, if you're an obsessive collector like me then you'll get a lot of bang for your buck from this one.
玩不明白,完全不懂要做甚麼= =
Weak story, characters lack depth. Interesting gameplay (many complex mechanics), it's fun while it's fresh, however it gets stale once you get the hang of it. I find it overly repetitive after completing chapter 2. Interesting scenarios, but too many repetitive fetch quests just to get the scenarios moving. The pacing is too slow for little reward. The same music over hundreds of battles/ hours of exploration. This game is a grindfest: Every new character needs to be built from scratch. Weapons need to be upgraded from scratch. Glimmering takes forever for skills already learnt by other characters in the party. Learning new magic takes forever. Rank up tech and magic takes forever. The grind to get unique items/ accessories/ weapons will take up a lot of your time as well. Character models are limited, many models are repeated with different coat of paint. Romancing saga remake 2 is Way way way more enjoyable compared to this.
独一档体验的回合制rpg游戏,经费用在刀刃上的优秀作品 本作是老游戏复刻,当时的开发经费也不多,所以地图探索、剧情演出方面的确相当简陋。完全没有的地形设计、副本式的遇敌方式、PPT式的剧情过场形式、缺少亮点的剧本故事,加上老旧的贴图质量,本作的确很难对上大众轻度玩家的口味。但在游戏性方面,在局内战斗和角色培养方面,本作完全称得上精美 局内战斗部分,本作采用时间轴+共享bp资源的战斗系统,全队最多能上5人,根据速度快慢排布先后顺序,可以各角色同时使用低bp技能、也可以单角色使用高bp技能其他角色全防御,同时敌方也使用一样的战斗系统。在此基础上,本作有两个特色亮点:一是连击系统,可以额外合击一轮敌方单体,下回合技能消耗大幅降低,收益颇丰。想用好连击系统,就需要玩家对时间轴具备良好的调控能力,除了对角色运动性的调整外,各技能自带的调轴能力更加常用,一次合理的技能安排,能当回合内打出多次额外攻击,或者下回合全员使用高bp高伤害技能、继续打出连击效果,正确的策略能带来明确的正反馈;二是预备技的设计,尤其是先制技,是高性价比的伤害技能,也是大范围调轴的工具,给了玩家在回合制游戏里与敌方行动进行交互的能力。敌方同样也可以使用连击系统和预备技,玩家也需要准备防守策略,并且敌方小怪的攻击伤害都不低,玩家唯一明确的优势就是信息优势(可以先看到所有敌方单位的行动意图再决定自己的策略),信息优势必须配合正确的局内战术才能起效,因此本作的局内战斗压力不小,同时正确的思路带来的正反馈也是非常巨大的 角色扮演方面,本作的可玩内容非常丰富。角色的属性是固定的,战斗后只会提升HP值,可培养部分主要集中在技能、头衔、装备和阵型上。技能跟着武器种类走,有一套新技能闪悟机制,后续可以提升熟练度、降低消耗提升威力,每类武器的技能数量都不少,buffdebuff技能齐全,并且角色属性不同适合技能也有差异,可选项很多且基本全都有用。头衔本质是被动技能,分为角色自带的专属头衔和学习技能解锁的通用头衔,后者能鼓励玩家根据角色定位进行培养,多换武器闪悟技能。装备数量也很多,角色属性固定的情况下装备的选择和强化非常重要。阵型靠新队友和新头衔获得,并且适配不同的恩宠,在高强度战斗中这些提升也很重要。除此之外,几十个可入队角色,成倍数的丰富了角色培养的可玩性,且部分角色的入队是互斥的,选择合适的队友也是玩法之一。本作的敌人采用动态等级系统,而技能闪悟、装备升级、头衔阵型恩宠获取都会增加战斗次数,错误的培养路线会让战斗实际难度越来越高,因此角色培养的挑战性也比常规rpg游戏更高 游戏性方面还是能挑出一些毛病,一是技能闪悟路线、属性对技能的影响方式、装备的获取和强化路线、头衔阵型恩宠的获取方式、角色的入队条件等等都需要玩家自己试出来,而可玩内容多、战斗难度不低的情况,没有外部攻略资料的话一周目爽度会打折扣;二是连击系统的额外合击对象不是由玩家自己决定的,貌似角色智力属性会影响ai的选择,但本作局内战斗强调策略,不能自己选就很不爽;三是没有地图传送功能,重复跑图比较多 总的来说,沙加绯红的游戏性在rpg游戏历史中也是t0级别的,游戏流程可长可短,无论是速通主线还是多战斗多培养都有不一样的乐趣。鉴于本作系统与常规rpg的差异不小、难以路径依赖,更推荐rpg老饕来尝试
うーん、ネット接続していないと まともにプレイできなくなります。。 なんだコレ。。。 良い作品なだけに残念です。
weird combat
神ゲーでした。鬼のようにバトルが作りこまれたゲームです。 プレイヤーに攻略させる手順も練られまくっており、完成度が非常に高いゲームです。この後にサガエメラルドビヨンドをプレイしたのですが、どうしてもこの作品の凄さと比べてしまって見劣りを感じてしまいました。 ただし難易度が超爆裂に高いので、RPG初心者にはあまりお勧めしません。メガテンや世界樹が好きというユーザーであればとても楽しめると思います。
個人的に圧倒的におすすめ。PS4で多分200時間くらい遊んだので、steam版で恒久的に遊びたくて購入しました。 一言で言えば、延々周回して遊べるゲームこそがサガの面白さである。 ロマサガ1,2,3、サガフロ1、ミンサガ、サガスカ、エメサガ、どれをとっても延々周回することが前提のゲーム性である。特に攻略サイトが無かった時代には最適解を自分や友達と情報交換しながら何度もクリアしたりやりこんでいた。現代においては攻略サイトのおかげで最適ルートが提示されているが、それでもなお、周回を何度もできることが近年のサガシリーズの魅力であり、最近発売されたロマサガ2リメイクは駄作と言わざるを得ない。 サガスカはそういう意味で周回要素が多く、いろんなパターンを楽しめるザ・サガと言えるサガシリーズ代表作である。4人の主人公の一人だけでも6周くらいやらないとキャラやストーリーを全回収することは出来ないだろう。攻略サイトみながらでも混乱する分岐が多々ある。すばらしい。 そして、飽きの来ない戦闘システム。ここが今までのサガシリーズとは違い、ポチポチ強い技打ってればいいってわけではない部分、頭つかなわないゲームに慣れてしまうと、相当疲れるところ。 ただ、それもほぼHARD以上なので、normal以下は強い技を使ったり、インタラプト回避してるだけで普通に勝てるので、ここで脳死状態でレベリング、素材集めが出来るように計算されている。 よくストーリーが難解っていうが、周回をすることが前提のゲームなのだから、当たり前である。各主人公にのみ発生するメイン、サブストーリーがたくさんあって、そんなイベントあったのか!!こいつ仲間にする方法はこうだったのか!!と素材集め、武器強化、技ランク強化の周回している中で発見できるようなシステム。完璧である。 一番面白いのはミンサガ、その同列に並ぶのがこのサガスカである。ロマサガ2リメイクでスクエニのゲーム作りの執念はもうないことを確認した。エメサガも周回要素はあるが、1周回で得られるものがあまりに少なく、サガスカのストーリー分岐部分を根こそぎそぎ落としてしまったような内容で、戦闘こそ面白いが、その戦闘をする動機があまりにもないゲームであり、だから人気が無いといえる。 良く言えばサガフロに最新戦闘システムと周回要素をふんだんに盛り込んだのがエメサガ。はまる人はサガフロ1が好きな人だろう。 サガスカ、ミンサガ、ぜひプレイしてもらいたい。この中毒性を体験してもらいたい。
皆さん エンディングの後日談を読むために周回しましょう。 笑ってしまうものや悲しいもの、いろいろなテイストのテキストが感動を誘います。 特に、(バルマンテじゃない)マリオンの後日談は毎回心がほっこりします。 また、15人目の紹介が終わったタイミングとエンディングソングのタイミングが絶妙で、 瞬きの許されないエンディングになっています。 (なぜサガエメで同じようにしなかった、と、いらつきを覚えたのは今は昔) 最後に タリアの声優さんに合掌。感動をありがとう。
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Languages: Japanese*, English**languages with full audio support
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