
A gritty and immersive story brought to life with the latest technology. Introducing "Real Time Tactical Battle" (RTTB), a new, deeply strategic, real-time battle system. The beginnings of a new Strategy RPG, crafted by a skilled and experienced development team.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese*, Simplified Chinese, Traditional Chinese*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
[h1][b]神领编年史:是史喔,是史![/b][/h1] [b]“要不就把它当作一部自走棋来玩吧。”[/b] 22h全成就白金,提前和解把难度调到最低,如果中间没有睡着挂机,应该能把成就时长压到20h以内,显然本作在rtt的范畴里属于白金神作。 [quote=回锅照烧丸子头]你是懂的。[/quote] 通关成就在倒数位的上次还是[url=https://steamcommunity.com/stats/965230/achievements/]哆啦A梦:大雄的牧场物语[/url],可谓通关即白。玩法还是蛮别致的,既不是回合制,也不算战旗,有点[url=https://store.steampowered.com/app/418240/Shadow_Tactics_Blades_of_the_Shogun/]影子战术[/url]的感觉,只是更加无脑,全队一框上去A,CD转好就甩技能,而它自称是独树一帜的RTTB,也不知在B个啥 [h1]策略性极差[/h1] 商店页面真敢说自己是[b][i]极富策略性[/i][/b],就是因为它没有我才退而求其次地将其当作一部无脑自走棋玩。 [b]一方面,描述含糊:[/b]增伤、减防的具体数值百分比不说;友方buff持续时间、敌方异常状态结束时间不明;比如副角色的功能是让主角色也能使用其他技能,但技能伤害是随副角色的属性还是主角色的?甚至连人物属性面板,技术是增加技能伤害和暴击,幸运是增加造成的伤害和暴击,我都看不懂这俩有啥区别,字面意思是后者覆盖前者吧?那后者的增伤幅度是不是没前者高呢,毕竟技能普攻全都加了耶?我连角色该堆什么属性都弄不清,谈个屁的策略性。 [b]另一方面,又一大波敌人出现:[/b]每一关敌人都有增援,你永远不知道还剩多少敌人,还是这波消灭就算完。连[url= https://store.steampowered.com/app/3590/Plants_vs_Zombies_GOTY_Edition/]植物大战僵尸[/url]都知道告诉玩家,接下来是最后一波了,而这游戏却分不清。所有关卡要求6分钟内通关,有的简单的2分半打完,有的4分半,你都没法凭借自身战力和经验来判断接下来是不是最后一波,该留状态还是大招无脑甩,尤其是前中期蓝量不多,打得一直畏畏缩缩。 除此之外,没有地形相关玩法的游戏,地图不是纯摆设吗?[url= https://store.steampowered.com/app/8930/Sid_Meiers_Civilization_V/]文明[/url]有崎岖,[url=https://store.steampowered.com/app/803600/Disgaea_5_Complete/]魔界战记[/url]有高度差,[url=https://store.steampowered.com/app/570/Dota_2/]Dota[/url]也有低坡打高地25%的MISS几率。你这自称[b][i]极富策略性[/i][/b]的游戏,隔着两排房子技能也可甩到人,敌方还真知道从天而降的炮火是哪里发来的,绕半个地图来跟你决斗,简直搞笑。 [h1]四个主角,名字加起来能有三十多个字[/h1] 分别叫作,安德利亚兹·伦达森、弗雷德莱特·雷斯塔、伊斯卡里昂·科尔切斯塔、瓦尔塔琴·雷蒂奇。 全队一共16个可操控角色,其他12人分别叫作,艾泽雷亚·维根、多诺瓦尔·塞尔翁、莉肯巴克·玛蒂亚、西瓦特·马丁、艾斯塔特·尤法、卡斯塔乌·布诺瓦、优玛莉达·巴利亚斯、卡特莉奴、特蕾米娜·安布鲁特、查佩尔曼、佐尔亚克·维根、海瑟莉亚·谢法姆。 想必对于我来说有点难记,对于大部分人来说绰绰有余吧。 我反正是,名字超过4个字,相处不到5小时的,对不起,真不熟。 玩之前瞄了眼好友,已知这游戏时长才20小时出头,主线不到15小时。开头四分钟的旁白就是,XX帝国的XX教团,由XXX·XXX带领的部队与XX国在XXX展开大战,左一个人名7个字,右一个地名5个字。被动来说,真的难记吧;主动来说,记它干嘛啊,十几小时就玩完的游戏,搞那么复杂的背景,涉及人物比上百小时的[url= https://store.steampowered.com/app/2679460/ReFantazio/]暗喻幻想[/url]、[url= https://store.steampowered.com/app/1687950/5/]P5R[/url]还多,真的不愧编年史之名,很史啦! [h1]剧情糟糕[/h1] 所有转折都在旁白的三言两语,前一关摸不着头绪是谁袭击的,旁白一语道破,下一关直接杀到幕后头目家。前一场并肩作战的伙伴,旁白说散就散分道扬镳,下一场少个人。那旁白最大,说什么就是什么呗,各种毫无征兆、铺垫的转折,观感极差。 结尾感觉少了一段,全团16人,除去主角4人,12个人的结局毫无交代,其他游戏还会放个PPT,它这是连旁白都无话可说,仿佛腰斩的漫画一般结束得草率又突兀。 [h1]两处惊喜[/h1] [b]一个是对话给钱,[/b]虽然壕无逻辑,但讲个话给你一万块,不能说是雪中送炭,简直是雪中送矿嘞。不禁让我思考,这游戏因为名称冗长,情节单调,而使我剧情看不下去只想跳,更别说找NPC闲聊,但是给钱给的太多了,甚至都不算跑腿任务,就是去找人对个话,把人拽回来了解了各人物性格,也算是个设计上的野路子。 [b]另一个是禁止截图、录屏,[/b]第七章之后,我F12截不了图,重启了三次游戏,一次电脑,还是不行。然后试着用NVIDIA APP截图,却发现被阻止,一搜才发现[url= https://www.square-enix-games.com/en_US/documents/the-diofield-chronicle-guidelines-livestreaming-posting-videos-images]原来有协议[/url]。为了防止剧透,最后一章不让截图录像,甚至不是说说而已,直接给我Steam的F12都ban了还真是头回见,各种首发游戏我都没怎么遇过,有点新鲜。 [h1]总体而言[/h1] 玩着一般。人物原画还挺好看,建模就很丑了。398不知道把钱花在哪,质量就是7、80上下一部自走棋的体验,虽然是去年圣诞-70%入手的,建议打折到30块再考虑。OST曲目就12首,水准也不高,也不知道他们把经费花在哪,难道是一个菜单就可以,但偏偏建了个模的据点吗。 P.S.[url=https://store.steampowered.com/app/1816300/HARVESTELLA/]还有一部[/url]也是SE家原价398的游戏到现在还没玩多少 P.P.S.祝SE的新IP出一个死一个(•人•`)
Short version: This is the most nihilistic video game I have ever played. That is not necessarily a criticism. Alright, so let's just get this out of the way: this isn't a great game. The RTSRPG format is a cool concept that doesn't get a ton of airplay and this isn't exactly an incompetent execution of it, but the gameplay's a little thin - you're limited to fielding a squad of four characters so the rather large cast feels bloated and unnecessary, and each character/support unit combo (think latter-day Fire Emblem) has at most four or five abilities on shared cooldown. The diorama art style of the maps (GET IT????) is gorgeous but the maps themselves are pretty uninspired. Truly a "seen one, seen them all" type deal. Gameplay wise, the world would have been better off if SE had just remade FF12: Revenant Wings. If you want my personal favorite RTSRPG as a recommendation, I'd say Growlanser: Wayfarer of Time for the PSP. With that out of the way, I didn't sit down to write this review just to trash a mediocre if inoffensive game. I completed it, after all, which is more than I can say for many other equally monotonous games. No, I completed DioField Chronicle, and I have no regrets having done so because afterwards, I had cause to genuinely sit with the experience and while I can't in fairness call it "good", there might be two or three weirdos out there like me and for THOSE people, truly I say to you that the story of DioField Chronicle is worth experiencing. I will try to avoid spoilers. Once again, this is easily the most nihilistic video game I have ever played. It is the story of a mercenary company, and while that itself isn't an uncommon subject in the genre, DioField is unusually frank about what that entails. These people are not heroes. They aren't villains, exactly, but they would very easily be villains in somebody else's video game. They are, first and foremost, professionals. They receive orders, they follow them, and rarely if ever give any thought to the moral valence of their actions. As things begin to escalate and spiral, they continue to act in the manner most expeditious for their own company, and dispatch problems without comment. One major character is revealed fairly early on to be - for lack of a better term - an actual psychopath. Sticking with RPG character comparisons for simplicity, they remind me mainly of Racter from Shadowrun: Hong Kong: unquestionably on your side and not exactly malicious or bloodthirsty, but clearly unconcerned and utilitarian about the value of human life. The protagonist maintains a professional, cordial relationship with this person until they abandon the company, are later encountered as an enemy, and killed without comment. They are never mentioned again. They are never acknowledged again. There is no consideration by the characters of what it all "meant." They don't care. DioField Chronicles doesn't care. The game proceeds in this fashion, events escalating and stakes growing, and you think there might be a payoff, that it might have some sort of moral, but that's you projecting your sensibilities on what a story "should" be. But this isn't a story. This is just a chronicle. And the ending, the thing the Chronicle exists to contextualize and "explain," to whatever extent that's possible, seems so abrupt and strange but not uncharacteristic that I still don't know how to feel about it. I am not exaggerating when I say that DioField Chronicle has the most abrupt, nihilistic ending to an epic story I've seen since Aeneas killed Turnus. So I can't in good conscience recommend this game to the average person whom I know nothing about other than that they want to play an RTSRPG about mercenaries. But any fellow weirdos, this may be worth enduring 30 hours of boring level design to experience.
TLDR: Just don't buy this game! It is completely overpriced for a short and repetitive experience that will leave you wondering why you even finished it. Read the rest for more detail if interested. I barely even played 16 hours... I finished the entire game on hardest difficulty and stand at 35/39 achievement unlocked. I just can't be bothered to 100% Diofield Chronicle for one simple reason. All battles are the SAME! On maps that look the same! Fighting a rotation of enemies that are always the same and always act the same way even when the story says they ambushed you. Then there is the aggressively average story that tries to take itself seriously and is completely disconnected from it's actual gameplay. There is nothing to say about it except that you will forget it faster than what you ate for dinner 2 days ago. With the price tag of this game versus it's length and quality it should not be above 10$. Too short, too repetitive, completely uncreative. Who would go for new game + in a game like this? I'll commend the fact that new game + is available. But it's NOT A GOOD GAME LOOP! I usually love tactical game even clunky ones like Age of Reforging: Freelands, Banquet for Fools, Lost Eidolon or even more tactical one like Cyber Knight: Flashpoint or Colony Ship: A Post-Earth Role Playing Game. All of those miles better than Diofield by the way and MUCH cheaper and longer, more creative and more unique in their own way! So go buy and play those instead if you want a worthy and fun time for your hard earned money. THE END!
fun combat, but the story fell flat
The DioField Chronicle is a mid-budget fantasy RPG by Square Enix that distinguishes itself with unusual real-time tactical combat. Between battles, you manage your party, unlock abilities, and upgrade equipment, followed by short, fast-paced skirmishes. One of the stronger aspects of the game is the constant sense of progression. There are five base ranks, which increase over time and grant passive buffs such as earning more XP or gold. You can also upgrade abilities, equipment and passive bonuses for each character, and even summons (powerful one-shot abilities) can be enhanced. Unfortunately, the upgrade menus are scattered across different NPCs in the hub, which makes navigation cumbersome. Additionally, the passive character upgrade menu is hidden in the equipment menu. I also miss the more detailed ability descriptions with exact numbers. Without these, comparisons are more difficult than they should be. Another notable feature is the binary class system. Each character belongs to a class, and you can select up to four main characters for each mission. Each main character is supported by a secondary character, whose abilities are added to the mix. Since abilities are tied to weapons, experimenting with different combinations of characters and equipment is one of the most interesting aspects of the game. However, the first half of the game offers a limited set of options, so I often found myself using the same abilities and tactics repeatedly. Fortunately, more options open up later in the game. Nevertheless, if you complete all the side quests, you will probably have maxed out most of the weapons and abilities by the late midpoint, which undermines the sense of progression. The game allows you to replay missions as often as you like in order to earn money and XP, as well as to complete any optional objectives you may have missed. However, this is a double-edged sword. While it is nice to have the option to level up by grinding, this undermines the game's economy and difficulty. Combined with the ability to revive your characters for free and unlimited times during missions, the game can become too easy. The weak enemy AI is another factor: most units stand still until provoked, and even in scripted events where they charge, they lack coordination. I only encounter occasional spikes in difficulty in the final mission of each chapter. I found the optional objective 'Do not let an ally fall' the most challenging element in the game. The missions lack variety. The objectives are repetitive ('Defeat all enemies'), and the same assets are frequently reused. While there are some attempts at variety, such as escorting a carriage, defending a fort, and boss fights, these rarely feel distinctive. Most enemies do not require different tactics. The result is repetition, though the short mission length alleviates this to some degree. Combat plays out in real time. Issuing orders freezes the action, allowing you to chain moves and set up flanking manoeuvres. However, the game never fully pauses when commanding multiple characters — time always moves forward slightly — which can make encounters feel hectic, particularly when attempting to manually dodge enemy special attacks. Positioning is vital: back attacks deal extra damage, and certain classes are particularly effective against specific enemy types. Moreover, dodging enemy special abilities is crucial, as these are the most dangerous due to their high damage output. Unfortunately, the controls are not always intuitive, as they take some getting used to. For example, I sometimes selected multiple units by mistake, or found it difficult to see which unit was currently selected when several were clustered together. On the plus side, combat missions are quick, usually lasting under ten minutes, and you can even speed up the game. The setting combines medieval fantasy with hints of futuristic technology. The political narrative centers on warring kingdoms and shifting factions. In practice, however, new houses and characters are introduced too quickly, with little build-up, making it difficult to form emotional connections. Early dialogue often feels flat, filled with small talk or references to people and places without context. As the cast grows, most of your recruited characters fade into the background, leaving only a few who remain relevant. Waltaquin is one of the few memorable characters, but most of the cast lacks depth and a real personality. The main story improves midway through when it narrows its focus to a few characters, creating more personal stakes. Overall, the main story feels a bit too artificial, with conflicts arising too conveniently. The ending also feels rushed, with little buildup and an absent arc. Cutscenes are fully voiced, while NPC conversations outside of cutscenes are silent. The voice acting performances are good. Unfortunately, the staging of cutscenes feels too static; most scenes consist of characters standing still while talking. Another minor issue is that the initial load times for cutscenes could be faster. Visually, the game is mixed. The characters, lighting, and effects are well designed. The costume designs deserve special praise. However, the environments are small and plain, and interiors often appear sparse with little detail. An interesting visual design choice is the odd scaling of the characters in relation to the environment during combat, which keeps the view clear. The soundtrack is decent, but limited. There are too few tracks, though this is not a major issue since the music mostly stays in the background. The sound effects are fine. Only certain lines of dialogue, such as "Long live the Empire!" after every enemy takedown, quickly become annoying. The DioField Chronicle is a solid tactical RPG with an uncommon real-time combat system and mostly satisfying progression mechanics. Its short, snappy missions make it easy to pick up and play, and while experimenting with character and weapon combinations can be enjoyable, it rarely feels essential. Unfortunately, the game never reaches its full potential: the story is basic, missions become repetitive, levels and enemy types are frequently reused, and the weak AI offers little variety in tactical challenge. Fans of political intrigue and lighter tactical systems may still find it worthwhile, but do not expect the depth or personality of Square Enix's stronger titles.
玩法单一就罢了!还整神人剧情,编剧你到底想什么?第一次见到如此逆天的转折,伏笔一点没有回收,降低期待了也能喂我吃大的,史低三折依然不推荐入手!
Good but not great. The gameplay is good for a real time strategy rpg, but the character progressions all over the place. You get most characters skills around chapter 3 (there are 7 chapters in total), so after that there's no real feeling of "growth" other than buying better equipment and eventually buying character perks (which are really scarce). Not to mention that the rooster is about 16 charcters but you only get to bring 4 in each mission. Overall a good casual game if you are into tactics rpgs, just don't expect anything amazing.
[h2] This game has a good story but the gameplay will wear you out. Whether or not that is worth it is up to you, but I'm slogging through to see what happens [/h2] I am currently in the last chapter of The Diofield Chronicle, and I fully intend on finishing. That being said, I am reviewing now, as I am so close to being burned out on this game, I don’t know if I can make it. I did a lot of optional grinding, so that’s why my hours are up there. This game is fun for a while, but eventually, combat turns into a complete slog. The storyline, however, as well as the artwork, I have found to be enjoyable. The English voice acting is excellent, and everybody has a voiceover, which is nice. If you have ever completed Drakengard, then you will understand pushing through mediocre gameplay to finish a good story, and that is what this game is like. The story, in my personal opinion, is riveting. While not all likable, the characters are all portrayed well. I also found the story to be a mature and classic tale of medieval fantasy warfare and political intrigue. The battle system does have positives. I found it enjoyable for a large portion of the game. Combining skills and using your characters well on the battlefield feels good. Kite with a tank, sneak up from behind with DPS, you know the deal. This does become formulaic, and instead of variety, later enemies have more HP. Even so, I had one particular character who became quite powerful and has been a treat to use throughout my playthrough. I do wish the rest of my characters felt as weighty. Speaking of, there is so much to do in terms of leveling and skill building. You have weapon research, leveling your summons (Shoutout to my boy, Bahamut!), AP, and SP. You level up individuals with AP and SP are used to level up skills, many of which are used by multiple characters. I goofed off with this stuff and actually felt a little under-leveled at one point, but now that I have dialed in all, I hear in my headphones is “LONG LIVE THE EMPIRE”. This game has great ideas that don’t feel fleshed out, and combat that is almost good. Still, I like the story, and I paid $9.99 for it, which I am quite happy with. A fine game. Just fine. EDIT: After beating the game, you need to load your clear file and go the library in Elm. Go read the character codexes, and they will have updated with a ton of info left out.
The "Mixed" review rating is very appropriate. This is a mixed bag. The elevator pitch of the game is "Fire Emblem with real-time combat instead of turn-based", and it fulfills that function very well (even if all resources are weirdly restrictive: for example, you'll only unlock ~3 out of 10 of each character's unique passives at endgame). The story falls flat in a few places (the ending, for example), but there are some fun characters and interesting dynamics between them. Overall, I'm glad that I got to experience it for its unique ideas, but my recommendation is really just for those looking to try something different within the genre. Otherwise, there's too much jank that would frustrate everyone else. [spoiler] Square, I put all of my experience points into that character. You can't just remove them and tell me to use the other one that's >10 levels behind. You just can't do that. YOU ESPECIALLY CAN'T DO IT TWICE. [/spoiler]
I will say to pick it up on sale because it certainly has it's fair share of flaws but overall it's decent. The combat is auto-attacking while casting skills as CDs allow with an emphasis on positioning(back attacks) and a lot of the skills are quite cool - Though come later in the game you ultimately will be using the same 4~ skills or so on repeat which yeah gets repetitive, similarly the encounter design is also repetitive (Units spawned at start of stage->Kill them->spawn in next batch of units->repeat) saying this however the maps themselves are really cool looking so props for that. I think overall the art direction is one of the games best points, the portraits and whatnot are really well done and at least in my opinion the in game models are also quite good. There is also a base you return to between missions where all of your units hang out and you build up the facilities overtime, quite cozy and I enjoyed it. The story is heavily political and I enjoyed it a lot - With a really cool twist at the end! Leading up the finale you're aware of a few possibilities that the story might go in but I truly think the actual ending will surprise you. Overall I think the story is told really well and is interesting - One downside being a lot of subtext and information is in the library at the base which I fear a lot of players may not interact with unless they're curious. It's a fun time with some good characters, good art and good story but also fairly repetitive gameplay and honestly boring sidequests but I think the pros outweight the cons.
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