
Tokyo Xanadu eX+; a massive action RPG from the masters of the genre, Nihon Falcom! When high school student Kou Tokisaka encounters the nightmare realm known as the Eclipse, his world is forever changed.
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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**languages with full audio support
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
很有轨迹的味道
还算推荐,但有条件。如果喜欢falcom的rpg,并且对校园题材感兴趣,那就值得一玩。况且今年还有续作。 法老控版的p5,不过除了都是校园题材外,其他完全不像。比起p5,东迷更加中二,更加二次元。 没有p5那种社群系统,东迷的系统更偏向于羁绊系统,无法确认恋人关系,且部分角色感觉是有官配的。 玩法方面感觉是轨迹和伊苏各拆点下来缝合进来,还可以。 音乐有几首挺好听的。 部分演出有点便宜,后日谈最后spika在舞台上唱歌没人声有点难受。 配音部分有部分没有,没有全覆盖,看个人接受把。 下面有剧透。 剧情方面没什么大问题,有泪点,有笑点。玩到第5章的时候,才反应过来明日香拿的是天降剧本,整个故事就是天降大战青梅(不恰当的说法)。 普通结局很现实,很无奈,男主从青梅的死慢慢走出来,最后大概率和青梅走到了一起(青梅不死明日香真能赢吗?) 真结局很美好,很少年,用爱与羁绊的力量,改变因果救回青梅,最后大概是和青梅在一起了。 后日谈可以看到双飞结局(不恰当),青梅和天降对男主的感情也非常直接的表现出来了,不过男主依旧木头。青梅不用说,爱得深沉。明日香这里清楚地写出感情就很舒服,虽然前面普通结局就明白明日香是对男主有好感的,但不算特别明示,处在一个喜欢你,但并不一定要在一起的程度,后日谈这里就很清楚的表示出有想交往的意愿了。 总体来说还可以。
i just gave up during the intermission side story dungeon
bom jogo, quem procura algo parecido com persona achou esse jogo vai te cativar
A damm good game, and one for falcom fans. Always interesting to play a older falcom game and see as mechanics develop across games
sb游戏给我最终章卡死2回,还没有自动保存
Классная игра, на уровне других игр Фалкомов.
Tokyo Xanadu eX+ is basically Persona on the outside but Ys on the inside Gameplay Loop STEP 1. You go to school STEP 2. Talk to NPC STEP 3. Talk to NPC STEP 4. Go to work as a Kamen Rider STEP 5. Back to Step 1 The game is not "OMG THIS GAME IS THE BEST JRPG EVER I CAN BE SINGLE FOR LIFE" But it's fun and enjoyable enough if you just want to play some Action JRPG I will give this game 7/10 Just because i can't romance Yukino the MILF
Before anything else, if you're not a fan of Nihon Falcom's games, it's hard to recommend Tokyo Xanadu. It's hard to recommend this over any other Falcom game (such as Ys VIII, another action JRPG, or Trails of Cold Steel I, which was the direct inspiration for this game) or even any other game with a similar setting (such as Atlus' Persona). If I had to use a word to describe Tokyo Xanadu it would be mediocre. Even as a Falcom fan, it's hard to vouch for the quality of this game. Doubly so when compared to Ys VIII, another Falcom game that released around the same time, for the same console (PS Vita). It's honestly puzzling how worse this game is. I wouldn't contest anyone that considers this Falcom's worst game. However, I can't, in any way, say that I dislike Tokyo Xanadu. Honestly, I quite like it. The setting is not particularly original: high-school students in a modern setting that have a unique power that enables them to save the world. The characters themselves also follow typical anime tropes. Still, in typical Falcom fashion, I found the cast pretty likable with good interactions and chemistry amongst them, even if many interactions follow what you'd expect to find in many 2010s anime. Each chapter is focused on one of the characters while slowly moving the plot forward, so the pacing is slow, focused more on it's characters on the early chapters. Nothing new for people used to Trails. The gameplay feels clunky, which is weird considering this is the same Falcom that made Ys. Still, after some time getting used to it (and stop comparing it to Ys), I found the action gameplay perfectly enjoyable. It is, just like the rest of the game, mediocre. Honestly, all of this makes sense after knowing the background of the game: it was a lower budget game made primarily by Falcom's newest blood at the time. So is there any reason to play this game? Of course, if you like these lower budget JRPGs and the setting, there's a good chance you'll enjoy the game, even if not anything special. However, there's something that, in my opinion, makes the game truly standout despite its many flaws: the soundtrack. The soundtrack is the reason why I rate this game so highly in my heart. Composed almost fully by Takahiro Unisuga and Hayato Sonoda, familiar names for those who follow Falcom's music, you can feel how much they decided to experiment with their sound. It's what me and many others consider Unisuga's turning point that made him one of the best, if not the best, composer at Falcom. The tracks are individually outstanding, with each of the composer's distinct style showing through, while also being synergistic between them, creating a soundtrack that feels completely cohesive despite the distinct styles. This soundtrack is what makes even the most cliched scenes and boss battles, despite the mediocre gameplay, feel special (this is what I believe, at their peak, make Falcom games stand out). For those unfamiliar, listen to 'Morimiya is Okay!!' and 'Believe it!!' (both by Unisuga). If neither interest you, maybe there were better choices in the OST depending on individual taste or, most likely, you simply don't find it as impressive as I do. For me, this is amongst the best of Falcom's, and amongst videogame OST in general. As a long time Falcom fan, that started with Trails of Cold Steel I&II, this game perfectly brings back why I fell in love with Falcom back then. While I still like their modern games, after Trails of Cold Steel III, there was definitely something that changed and made the games feel different. Tokyo Xanadu is a game that I was only able to appreciate after many years have passed since I first played Cold Steel I. Everything I said is completely grounded on how I 'feel' about the game. Objectively, as I said many times, I think the game is mediocre and hard to recommend to most people. If you're a Falcom fan and if you think fondly of Cold Steel I&II, despite all their flaws, Tokyo Xanadu is a game worth playing. Maybe you'll find it as special as I do.
随着Xanadu新作的公布,我这才想起来库里面躺着这么一个前作。吃灰的原因也很简单,实在是玩不来这种动作游戏,记得当时连第一章都玩不下去。现在耐着性子打完了2周目,是时候随便扯扯了。 [h2]战斗比较单调[/h2] 战斗占了本作绝大部分的篇幅,但是战斗系统本身却乏善可陈。先来谈谈成长路线。每名角色都有一个可以自定义的“灵魂装置”(其实就是"导力器"),可以配置不同的"元素"(其实就是"回路")。装置上还内置了3个被动技能,每名角色的被动技能都一模一样,全是和自动复活与回复相关的支持技能。每一名角色的战斗技能也都是固定的,重攻击,滑翔攻击,远程攻击这3类攻击技能完全没有任何自定义选项,不论你的角色是白板还是全套顶级装备,区别只有数值罢了。元素对角色操控性能的影响也比较有限,无非是强化一下某些技能,增加一下移动速度,扩大一下收集范围,自动回血等等,没有什么能起到决定性作用的效果。这就使得单一角色的成长路径被彻底的固化,例如出手慢的缺点永远无法改善。法老控想通过不同的角色来体现多样性?可是游戏一大半以上的时间玩家都在操作主角,这种重复单调感完全抹不去。 再来谈谈实际的战斗环节,角色躲避伤害的最有效手段就是满地乱滚,然后问题也随之而来,战斗的节奏一塌糊涂。本作中的敌人出手速度并不快,但很多情境下都是群殴战,而相对的角色的攻击动作都有较长的硬直,双拳难敌四手,战斗时只看见角色满地乱滚,趁机砍两刀就要赶紧翻滚躲避。我一周目玩的是最高难度Calamity,在这个难度下角色吃到攻击非死即残,到了后期更是经常被满血秒杀。除了敌人极其夸张的攻击力外,就是敌人个个还是伤害海绵,怎么打都打不死。BOSS的设计也非常针对近身战,很多BOSS一旦发现你靠近它,就会频繁使用出手又快,范围又广的近战攻击,玩家只能不停翻滚寻找攻击时机。因为近身战的风险实在是过于巨大,而远程攻击输出足够稳定,结果游戏整个流程中,我最主要的攻击手段就是动作硬直最小的远程攻击,硬生生把动作游戏玩成了射击游戏。这完全是没办法的事,你虽然有一些可以通过积攒点数和蓄力充能的特殊攻击可以使用,但这些都是"战略资产",不到要死的时候根本不敢随便用,相比较于那些伤害,使用这些特殊攻击时附带的无敌霸体效果才是最重要的,相当于一个紧急按钮。 自身角色受到攻击时经常会被打断动作,但你很难影响到敌人的一举一动。虽然有一些元素可以让你在攻击时有几率击晕敌人,但是这个效果理所当然对于BOSS无效,而且对于大部分精英敌人也无效,而那些小喽啰本身就会被你的攻击打出硬直,所以我一直觉得这个元素非常鸡肋。女主角Asuka是游戏里唯一可以使用Ex Skill打断敌人任何攻击的角色,单单这一条就把她焊死在了出战阵容里。 到了游戏后期,"mirage"(幻象)搭配"rakuyou"(落叶)元素,已经成了队伍出战角色的标准搭配。幻象几乎让翻滚无敌时间翻倍,使得许多很难抓准翻滚时机的致命攻击变得不值一提,而落叶使得每次成功闪避时获得的充能变成3倍,所以打法变成了站远处用远程攻击蹭一点伤害保证连击不断,并不断闪避攻击,并看着充能条蹭蹭上涨,随后开启Ex Drive冲到BOSS跟前使劲甩技能,最后赶紧拉开距离,不断重复这个过程。整个游戏后期的苦战都是这样熬过去的。嗑药也可以增加充能条,但是在最高难度下嗑药有冷却时间,而且很多时候我连嗑药的机会都没有,正如之前提到过的,后期基本上吃到精英怪的攻击就会被秒杀。最扎心的是,根本没有随便嗑药的钱,因为整个游戏一周目的财务状况非常糟糕。 90%的关卡只有一条道,还有一些关卡加入了不少恶心人的要素,要么地面结冰,要么烫脚,要么踩上去中毒,有时候再放几个类似滚石的经典机关,这就凑成了一关。游戏内有一个异世界开放场景宛如世外桃源般美丽,但这个场景只存在于羁绊剧情里,所以为什么不能以这个为基础设计一些比较开放的关卡,而不是只端出来横平竖直的模板迷宫。 [h2]平淡的日常[/h2] 这就要聊聊游戏另一大部分了,法老控的游戏对于NPC的刻画也不遗余力,每段剧情过后都可以期待很多NPC会有新的对话,这本身没有什么问题,但这里要提到一个词:"过犹不及"。游戏前中期我还热衷于NPC全对话,但我逐渐发现95%的对话都是毫无营养的对话,因为这些配角们本身并没有那么多的故事能填满整个游戏流程,而你们在整个游戏流程里面低头不见抬头见,NPC们自然只能使劲找话说了,到了游戏后期我已经懒得逐个找NPC对话了。 造成这个问题最主要的原因是故事的舞台被限死在了"Morimiya"(杜宫),同一条购物街整个游戏流程要翻来覆去不知道要来逛多少次,连唯一一次外出泡温泉也在杜宫内......说真的我受够了重复逛这些同样的街道。而同样的问题哪怕在近10年后的界之轨迹里实际上也存在,同样的首都街景玩家已经连续逛了3作,真的是受够了。拿闪之轨迹1举例,主角们除了平日里在军官学校上课外,每章还有固定的外出环节,每一次外出都是一次全新的体验,极大减弱了游戏流程中被限制在同一个故事场景中的单调感。本质上还是追求极致的资产复用,连正作都不得不这么搞,更何况这个试水性质很重的"新IP"了。本作原本可以效仿一下这些做法,例如在流程中混入一些其他城市与地区的事件,既然“异世界”的事情在全世界都存在,为什么主角不能去别的地方看看? 可是你看,零之轨迹和碧之轨迹不也是只有一座主城,为什么不觉得单调?Crossbell是大国角力的最前线,还有野外空间可以练练特支科的腿脚,更不用提形形色色的角色与极其精彩与紧凑的剧情了。而杜宫就是一座平静的卫星城,最大的事无非就是偶像团体有新的演出了,剧情里看似涉及了不少的人物,连黑手党看似都参活了进来,但全都没有多少着墨。更不用提游戏里的3大主要"地下结社"(Zodiac,Nemesis,Church),连个影子都看不到,几乎只活在背景板里,非常让玩家失望。换成轨迹系列,法老控起码能安排10个影帝角色。 [h1]本作潜力未得到充分发挥[/h1] 多打磨一下战斗系统,给每名角色增加可以自定义的技能,例如主角Kou可以把范围重击变成集中于前方的单点重击,Yuuki可以把远程攻击改成召唤浮游炮持续攻击; 多设计几种被动技能,例如Shio可以在遭受致死攻击后硬撑10秒而不倒地,Sora可以用独特的小跳躲避攻击又不至于拉开太远的距离,Mitsuki在重伤后触发一个能阻挡3次伤害的屏障等等,这些都远比无脑地瞬间回血有特色多了; 平衡一下群殴的难度,增加一些战场上可以利用的环境要素,例如定时爆破桶,冰冻陷阱等可以用来削弱与隔离敌人,凭什么所有陷阱只对玩家生效; 开发一下角色之间协作的机制,例如可以强化切换人物的功能,换人时可以发动一次特殊攻击,根据换下的角色给予不同的增益Buff,例如暂时增加暴击率等; 如果可以引入时下动作游戏最流行的“parry"(弹反、招架)就更好了,玩家可不想只能满地打滚,能见招拆招,操作的上限一下子就拉高了。 至于游戏剧情,我最大的期望就是扩大一下游戏的舞台,名字叫东京迷城不代表只能困在杜宫这一个巴掌大的地方吧?最起码安排一个主角们参观Zodiac总部的情节吧,哪怕你以后不准备在同样的世界观出续作,稍微挖点坑总没啥坏处吧?这不是你法老控最擅长的故弄玄虚吗? 总的来说,在游玩过程中时常感到失望,觉得法老控应该可以做得更多,做得更好。 现在Xanadu新作也已经发售了,不知道法老控重启这个IP到底下了多大的决心,想想还有点小期待。
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