
Sacred Tears TRUE brings both traditional JRPG elements and fresh and unique features such as a deceptively simple but deep card battle system, redistributable skill points, and graphics by Takashi KONNO, and music by Hiroyuki Ojima and Shimotsuki Haruka.
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Languages: English
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Hours played at review time, across 40 reviews with recorded playtime.
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Reviews
[b]Playing status:[/b] finished the game with all [url=http://sacredtearstrue.com/objectives]objectives[/url] completed, defeated the ultimate boss [h1]Intro[/h1] [b]The Sacred Tears TRUE[/b] is an [i]RPG Maker[/i] game with card-based battles. It offers 24 main chapters along with 23 side chapters, each can be finished in ~30 minutes. [b]Pros:[/b] - Each chapter only lasts for ~30 minutes - Unique battle mechanics - A lot of secret areas to explore - More than one way to solve a problem along with different rewards [b]Cons:[/b] - Too many battles - RNG-based battles - Most quests revolve in talking to everyone in the town to proceed [b]Specs[/b] Intel Core i5-9300H 2.40GHz, 8GB RAM, NVIDIA GeForce GTX 1650 [h1]Should you buy this game?[/h1] [b]Yes.[/b] [i]If you want to play RPG Maker games with good art, music, and unique battle mechanics, buy this game at a sale. You might want to use guides to finish the game though.[/i] [hr][/hr] [h1]In-Depth Review[/h1] [h3]Visuals[/h3] This is one of the higher-quality [i]RPG Maker[/i] games that I have played in terms of visuals and sounds. The graphics might be blurry, but everything was made in great detail to compensate for it. Almost all animations, even if it's just flipping books, are animated to make it clear as to what the character is doing. Other actions that can't be portrayed by the sprites are replaced by great-looking cutscenes. The cutscenes themselves look rough at first glance, but they give a unique style to the game. Emotions are captured perfectly with the varying colors that help to enhance them to their fullest. It makes you feel like you were playing JRPGs from the old times, especially with the music that accompanies them. [h3]Story[/h3] The story might be a hit and miss to some people. It tells about the life of two people on day to day basis, whether it's about their friends or jobs. At the same time, the main plot will progress right behind the scenes to create tension for the final battle. However, the story feels rushed at the end with the amount of explanation in the final chapter. Other threats that were built up to that point were also scrapped at the end, making everything feel weird. The game feels like a part of a greater universe of some sort because of it. On the other hand, the bonding between each character is great. There is no right or wrong in their actions, even the main characters. You'll take a liking to all characters on each side of the conflict, whether it's because of their personality or relationship. To be honest, I would prefer if the game was focused more on this side without the main plot. [h3]The Game[/h3] [b]Gameplay[/b] The game has 24 main quests and 23 side quests in total, where the latter one will be unlocked after you fulfilled certain requirements. Each quest can be finished in ~30 minutes, save for the very last main quest that can take longer depending on how you approach it. They all focus on one objective where you need to either explore a new area or simply just talk to everyone in the town. There are more than one ways to solve your objective. You can try to force your way through or try to get some help to open a locked door. The most straightforward way usually gives less to no reward with some penalties, so you might want to be thorough before making a decision. Although this looks clever, this adds another problem to the game. https://steamcommunity.com/sharedfiles/filedetails/?id=318639965 You will be forced to talk to everyone in the town to progress sometimes. Since you need to find out how to solve your objective to get the most reward, talking to everyone in town is unavoidable. However, the town is very vast - there are 4 blocks with numerous amounts of buildings and people to enter and talk to. It can be tedious talking to them every time you are stumped. Moreover, some NPCs will give the same dialogues, furthering no reason to talk to them over and over again for a slight chance that it might change later on. [b]Combat[/b] Combat is unique. You have a set of cards with different icons and points in them. You can put 3 cards into play each turn, pitting each of them against the enemies'. The higher point card between the two will then be active, doing an action based on its icon. Since you can't see the enemy's card at first, you can try to predict it based on the color, adding strategy elements into it. It was fun trying out the mechanic, although it will soon become another source of problems as well. Combat is RNG-based. You might have several cards in your hand, but that said card will be replaced after use. Since the card replacement is random, it can be better or worse than your used card. This causes issues in boss fights, especially if the fight takes too long. The game can screw you up by replacing your cards with 1-point cards over and over again, and the only thing you can do is by loading your save and hoping for the RNG to be better. Luckily, the game also tries to mitigate this by giving a lot of health potions drop in battle. Everything becomes more manageable later on, although you might still need a bit of luck to defeat the harder bosses. https://steamcommunity.com/sharedfiles/filedetails/?id=318640007 There are too many enemies to fight. Despite using touch-based encounters, enemies tend to be placed in narrow places with almost no way to run from. You'll have to engage in combat most of the time until you get sick of it. Although it might give a reason to build a better "deck" before going to boss fights, it hinders explorations sometimes. I was too lazy to go outside the town since I don't want to keep on fighting battles. Moreover, enemies are scaled based on your level, so leveling up will just make normal enemies stronger. [b]Length and Difficulty[/b] To be honest, I'm not sure how long I spent finishing the game. I forgot to close the game launcher several times whenever I wanted to take a break. I estimated the game to be ~20h long if you use a guide, longer if you decided to explore everything on your own. Most of the additional time will be spent talking to the townfolks to finish quests, however. The game isn't hard, but it can be annoying due to the RNG factor. You need to save after almost every battle just in case the RNG screws you up and kills you in battle. I couldn't count how many times I had to load my save because of this. https://steamcommunity.com/sharedfiles/filedetails/?id=581653344 [b]Problems[/b] One cutscene has texts that are hard to read, even on the lower resolution. [h1]Conclusion[/h1] [b]The Sacred Tears TRUE[/b] is a hit and miss to me. It's a high-quality [i]RPG Maker[/i] game with a lot of customizations, whether it's for the graphics or the battle system. However, some mechanics can be problematic sometimes. It can be tedious to talk to all townfolks in almost all quests and reload your save file just because the game decided to give you low point cards in battle. Luckily, both of these points can be addressed by using a guide and health potions - the latter are abundant in the game. For me, the most memorable thing about this game lies in its cutscene visuals and music. People who like to play JRPGs will feel at home with the quality, especially those who like to play games with similar visuals. However, although it has a great quality for the price it offers, you might want to be wary of the cons before buying. [quote]Visit SaveOrQuit.com for detailed game reviews, posted daily![/quote]
Beautiful graphics... interesting storyline... numerous side missions... All held back, by the combat. The system works well on paper. The player receives a 'hand' of cards, and chooses three to play. The cards are compared to the choices of the enemy, and combat plays out depending on who has the better cards, and which cards were chosen. Block attacks, make regular attacks, make special attacks, or get an ally to cast a spell (or, in the instances were said ally is unavailable, use the spell cards to negate the enemy attacks). The goal is to bring the enemy's HP down to zero. However, the execution leaves more to be desired. After the first few chapters, the difficulty of the battles ramps up greatly. Even with the 'tells' of enemies helping out, I was forced to rely on working to get the levels of my cards up to 5/S for bosses. and cards are consumed after use. Why not level grind? I did; the enemies scale with the player (an early-game side-boss became a common mob after reaching late in the story). To make matters worse, the only way to really effectively use the main character after a point is to place everything into Health and Attack. And then, if you haven't planned ahead, you can still get screwed over by getting stuck with all low-powered cards. If you have patience, the story and visuals are great, and a few missions don't require combat at all. However, you will have to struggle with the combat system to advance; if you can't handle it, avoid. Disclaimer: I got this shortly after it arrived on Steam, and although I haven't played it in years, I remember enough of it that its mixed potential remains in my mind.
До сих пор цепляет своей атмосферой, будто заглянул в старую добрую фэнтези книгу. Сюжет закручен вокруг магии, тайн и эпичных противостояний - ничего супер оригинального, но подано с душой, за развитием событий следишь с интересом. Графика, конечно, не блещет современными эффектами, зато стиль выдержан отлично: всё такое ламповое, с приятной цветовой гаммой и проработанными деталями мира. Управление местами кажется слегка неуклюжим, будто персонажи немного «вязнут» в анимации, но к этому быстро привыкаешь и перестаёшь замечать. Из плюсов - саундтрек: музыка действительно создаёт настроение и добавляет драматизма в ключевые моменты. В целом, если любишь классические RPG с упором на историю и не гонишься за графикой поиграть можно, ну а если вам это важно, то проходите мимо… ░░░░░░░░░░░▄▄ ░░░░░░░░░░▐▓▓▌ ░░░░░░░░░▐▓▓▓▌ ░░░░░░░░▐▓▓▓▓▌ ▄▄▄▄▄▄▄█▓▓▓▓▓█▄▄▄▄▄▄▄▄▄▄▄ ▓▓▓▓█░░░░░░░░░░░▓▓▓▓▓▓▓▓▓▌ ▓▓▓▓█░░░░▓▓▓░░░░▓▓▓▓▓▓▓▓▓▌ ▓▓▓▓█░░░░▓▓▓░░░░▓█▀▀▀▀▀▀▀ ▓▓▓▓█░░░░▓▓▓░░░░▓▌ ▓▓▓▓█░░░░░░░░░░░▓▌ И если этот обзор наберёт 50 лайков и 10 наград - куплю все дополнения и сыграю 100 часов. Улучшу значок до 5 уровня и схожу в монастырь помолиться за разрабов, чтобы они делали только крутые проекты…
Я бы лучше купил WinRAR.
RPG in the style of classic turn-based role-playing games, focusing on combat, exploration, and character development in a fantasy world ✅Interesting concept of playing as a guard, hero, or thief in the city ✅Diverse types of enemies ✅Ability to make decisions that influence the storyline ❌Pixelated and outdated graphics ❌No voice acting for characters (text only) ❌Exploration limited by mission requirements and skills ❌Lack of connection with characters reduces immersion and enjoyment ❌Weak narrative: missions and storylines end abruptly, without explanation ❌The price is too high ❌❌ Verdict: [strike] Terrible [/strike], [b] Bad [/b], [strike] Mediocre [/strike], [strike] Decent [/strike], [strike] Good [/strike], [strike] Very Good [/strike] (Rating scale for tested game) [quote] If you'd like to see more of my reviews, you can find them on my curator page:[url=https://store.steampowered.com/curator/45994324/admin/reviews_manage/]CuratorKingViking[/url] and on my group: [url=https://steamcommunity.com/groups/CuratorKingViking]GroupKingViking[/url] If you have any questions about my reviews, feel free to ask. I'm happy to answer them. All reviews are my own!! Best regards, King Viking Bezimienny, Polish Game Reviewer. [/quote]
子供の頃は一番お気に入りのゲームでした。是非「Indeterminate plus alpha」と「女神の涙 true」(日本語)も配信してください。Steamなら友達にも紹介しやすいので。
I hate to do this, I wanted to enjoy the game. I can't recommend this because I have had input issues when starting the game. Can't move up or left, everytime I start the game, the cursor would freak out unless I hit right or down, after that, nothing works but those two. I tried restarting steam, restarting the PC, reinstalling the game, tried to search for the controller files to see if I could change the input, no avail. I am going to keep digging into it. I also searched the community about this and found only a very small handful of those with the same issue, six years ago, all stated what I have done. I cannot recommend this because of this bug. I hope this gets fixed or I may have to figure out how to get a refund.
This was a fun game. It had a great story, a good art style, and some nice music, especially the ending music. At first, the mechanic of using cards in battle seemed a bit weird, but I came to be quite fond of it. It was certainly more unique in that aspect, and the animations of the attacks were awesome looking. In fact, the animations in general were great, and the fact that they get better as you upgrade them is a nice detail. Speaking more about the story, as I said, I think it was great and it had some funny dialogue. There were some parts that weren't that amazing, but overall it was quite good. I think it's the game's best feature. It only was sometimes grindy to try and get some good rolls on the cards before going against a boss, but luckily enough, that only happened 4 times and only towards the end of the game, so not as bad, with the boss fights being quite tough but giving a great feeling when you finally defeated them. Speaking of bad stuff, I did find quite a few bugs, some typos, and some bad design. For example, in Main Chapter 15 there will be a cutscene at the start but the text isn't that readable because of how low quality it is so it made me have to reset to reread multiple times just to be able to understand it and finally I thought the game was a bit too open as in it wasn't very clear on what I should do or go to unlock side chapters which made me a bit paranoid if I was missing any of them or any other bonus thing with it not being apparant until you finish the chapter, or in some cases until several chapters later, I often found myself with 2 seperate guides open just in case to check before I progress the story if I had missed anything, so it is definitely a bit confusing at times. Overall, it has a great story and it was a lot of fun, despite it sometimes being confusing.
anime rpg sıradan bsait kötü
The Sacred Tears TRUE, developed and published by AlphaNuts, is a retro-inspired Japanese role-playing game that attempts to merge classic 16-bit era sensibilities with a distinctive card-based combat system and episodic storytelling structure. Built with clear affection for traditional JRPGs, the game centers on a pair of young protagonists navigating a bustling city filled with guild work, personal drama, and a larger narrative involving ancient relics. While its presentation evokes nostalgia through pixel art and structured chapters, it simultaneously experiments with unconventional mechanics that set it apart from more formulaic RPGMaker-style titles. The story follows Seil and Seana, two resourceful youths who operate as members of a thieves’ guild while also managing their own investigative work. Their city, Genoseed, serves as the primary hub of activity and acts almost like a character in its own right. Rather than following a strictly linear progression across continents or sprawling overworld maps, the game unfolds through episodic missions that highlight both personal character moments and escalating plot developments. These episodes are divided into main story arcs and optional side stories, offering a rhythm that alternates between lighthearted slice-of-life interactions and more serious revelations tied to the mysterious Sacred Tear. This structure gives the game a television-like pacing, where each chapter feels self-contained while contributing to the overarching narrative. Character interactions form a substantial part of the experience. Dialogue is frequent and often dynamic, with non-playable characters reacting differently depending on your progress in the story. This design choice encourages revisiting familiar locations to uncover new conversations and subtle world-building details. While this adds depth and personality to Genoseed, it can also slow the pace, especially for players eager to advance the main storyline. Navigation occasionally requires speaking with multiple NPCs or revisiting areas to trigger events, which can feel immersive for those who enjoy thorough exploration but potentially tedious for those who prefer streamlined quest markers and clear guidance. Combat is where The Sacred Tears TRUE most clearly diverges from traditional JRPG conventions. Instead of selecting standard commands like attack or magic from fixed menus, players build and utilize a deck of cards representing different actions. Each turn requires choosing cards that determine offensive or defensive outcomes, creating a system that blends turn-based strategy with elements of unpredictability. The interplay between card types introduces tactical considerations, but the reliance on random draws can sometimes undermine careful planning. In tougher battles, especially against bosses, luck can play a significant role in determining success. This combination of strategy and chance makes combat feel unique but occasionally inconsistent, particularly for players who prefer complete control over battle outcomes. Visually, the game embraces classic 2D sprite work reminiscent of older console RPGs. Environments are colorful and structured, though not overly elaborate, reinforcing the retro atmosphere. Character portraits and illustrated chapter artwork elevate the presentation beyond basic pixel art, adding personality and emotional expression to story scenes. The soundtrack further enhances the nostalgic tone, delivering melodic themes that complement both exploration and combat. The music plays a crucial role in maintaining immersion, providing energy during battles and warmth during quieter narrative segments. Progression is steady rather than expansive. The game does not emphasize massive open-world exploration or intricate skill trees; instead, it focuses on completing episodes, improving card decks, and strengthening party members incrementally. This keeps the experience contained and manageable, though it may lack the sweeping sense of growth found in larger-scale RPGs. The episodic format also means that gameplay sessions can feel bite-sized, making it accessible for players who prefer structured chapters over sprawling adventures. Ultimately, The Sacred Tears TRUE is an ambitious indie JRPG that blends nostalgic design with experimental mechanics. Its strengths lie in its character-driven storytelling, episodic pacing, and distinctive card-based battle system. At the same time, its slower navigation, occasional pacing issues, and reliance on randomness in combat may divide players. For fans of retro aesthetics who appreciate narrative focus and are open to unconventional battle systems, it offers a memorable and heartfelt journey. While it may not reach the refinement of major studio RPGs, it stands as a creative and earnest project that aims to carve its own identity within the genre. Rating: 6/10
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