
Souzinengi V is a full-scale RPG that carries on the traditions of RPGs from the good old days. It was made with the challenge of seeing just how interesting battles could be with standard, 5-character, turn-based combat, and whether its character growth system would be fun while remaining simple.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English
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
I tried to like this game, I really did, but it's so player hostile it just isn't worth it to keep going. The grind is utterly excrutiating and there are a host of mechanics to make it even worse. Allow me to list a few of them: -Very low drop rates for materials that you need for synthesizing equipment -The exp you gain from enemies reduces the lower their level is compared to yours, up to, I believe, only 1/10 -Every new character you gain starts at level 1, even later into the story -Yukkuri, the metal slime equivalent of this game, serve as an excuse to give other enemies trash exp rewards, which require dozens of fights to level up once. -Several encounter types of Yukkuri force an ambush, bypassing even ambush immunity, and allows them to run away before you get a chance to do anything -No random encounters and enemies don't respawn until you leave the dungeon you're in, which, even with the ability to exit a dungeon at any time, still means a lot of running and also no simple way of automating the grind -Characters not in your party gain no experience -At least one dungeon has a two party system, which means you absolutely have to grind some more hours to get your abandoned companions up to snuff (cannot be cheesed entirely by exiting the dungeon and sending the same party down the other path as the bosses of the separate roads are fought back to back and revive if you fail) -A secondary level up system that favors quantity over quality so your characters will still be trash if you just level them up quickly (at least comparatively) with Yukkuri There are also other issues, but the grind is the real deal breaker.
Great JRPG. Pretty funny banter too given the plot's paper-thin and basically an excuse to get into cool fights. Don't be dissuaded by its reputation; Easy difficulty is very accessible, Normal is fine and Hard is what used to be Normal back when it released, essentially. oh and please devs, add regional pricing!
作為rpg愛好者必須幫這個遊戲宣傳一下 首先這遊戲難度是很硬核的,不是現在大眾向的快餐遊戲 沒有補血道具只能技能回血,mp和bomb是有限資源沒有回復手段,只能脫離迷宮或是踩存檔點恢復 每場戰鬥開始都是滿血但是mp和bomb不會恢復 迷宮最後boss戰前才有存檔點,但是踩了後敵人會全部復活(類似黑魂的篝火) 路上雜兵戰都有可能導致滅團所以建議進迷宮一路逃跑直到boss前存檔點再回頭練等 有等級懲罰,等級太高經驗值會減少,反之等級低經驗值會增加 沒有中文,攻略要自己上網查日文wiki 那為什麼即使如此我還是推薦呢 遊戲製作很用心,每個人物小動作和技能都設計得很細緻 角色數量豐富但是能力各不相同,你不會在這遊戲裡看到任何角色的功能是重複的,每個角色都有不同的設計讓你可以組合出無數種打法 裝備種類非常非常多,配裝的自由度超高 收集要素超多,全收集絕對超過200小時 迷宮設計巧妙,每個迷宮主打謎題都不同(難度也頗高) 每場boss戰都需要嘗試各種組合來找出勝機 簡而言之,這遊戲可以說是rpg界的黑魂,每次滅團都讓人絕望,但是每次勝利又讓人充滿成就感 在現在快餐遊戲當道的時代能玩到這種用心做的遊戲已經相當難得,且完且珍惜,希望東方幻想魔錄W哪天也能上STEAM
一部コントローラーサポートとあり コンシューマーで出してたとのレビューがあったので箱コンで基本操作くらいは可能でショートカットとか対応してない程度かと思いましたが タイトルから操作不能でした。 推奨のコントローラー設定とテンプレートのコントローラー設定どちらも試したけど駄目だったので返品しました。 自分は寝っ転がってゲームしたい派のため、同じタイプの人にはおすすめ出来ません。
When i was a kid after i complete this game every game in my life after that not hard to me anymore
while the base mechanics are all fine and there is alot of fun to be had the whole game has so so many other issues which seem extremly stupid and backwards. here are a few examples: - no (mini)map in a game in which alot of rooms look very simular and you are stoped for 30-180s each fight every 10-20 seconds of exploration. (now granted enemys dont respawn unless you get out of the dungeon or touch a save circle) - almost all bosses are a "use this one specific tactic with this specific party setup or fail" - party memebers lvl individualy, so if you need a relatively unused party memeber you have to grind for 2-6h just for them to be on the same/simular lvl as your party - almost all enemys 1-3 shot your partymembers, doesnt matter if you have a tanky frontliner or not (and depending on your formation alot of enemys act before you) - no duplicate of gear allowed. having trouble with 1 or 2 status effects in normal/boss fights? to bad no resistance gear for your whole party. - infliction ratings are a joke. almost all debuffs you cast will not trigger, even on normal enemys unless you go for a 200-300 infliction rating (ignoring all other stats you may need in said battles) - on death effects of bosses that trigger insta party wipes failing the boss fight EVEN IF YOU USE RESISTANCE GEAR TO COUNTER THE EFFECT. having 95% + 90% resistance gear on a char to at least have one party member survive? to bad the boss ignores 50% of your resistance so have fun cointossing the bossfight untill you survive the insta death aoe. - forced party splits. mainly using 1 or 2 party setups? to bad 2 MANDATORY dungeons have you splitting your party into 2 or 3 smaller partys requireing you to grind for hours to get lvl/gear (which again can not be duplicated) - abysal drop ratings for gear that almost feels mandatory. have fun killing a specific monster out of a pool of like 10-20 monsters with a 1-5% chance of dropping the required gear/material - horrible stat scaling near the end game of the NORMAL game (not the expansion pack). you have killed every monster in each dungeon atleast once (more like twice)? to bad you are still 10lvl below the recomended lvl for the boss so go grind for another 10h to even have a chance at somewhat reliably fighting the boss (which again has a ♥♥♥♥♥♥ of debuffs which removes your power from your party's equipment slots) - most bosses use aoe attacks nonestop (quite a few of those attacks also have 1 of the many "you lose x turns of action and/or the current turn, cause you know we need 5 status effects which effectevly are the same "you dont do ♥♥♥♥ for this turn" effect) the list goes on and on. i gave up at stage 21 (final stage of the base game) right before the actual final boss, since the boss before it just would require me to grind for another 10h to beat and aparently (if you look up a guide) the boss after that one requires you to have 2 full partys, so no im not going to sink another 10-20h into grinding out a second party (again) all in all nice idea but horrible decisions in its mechanics. 4/10 go play a different game unless you fancy yourself mindlessly grinding for hours in a SINGLEPLAYER game and get thrown way to many status effects at your face.
GoSV is what every JRPG should be
Extremely bad game. 1. Far too much grind. 2. The game is like 15 hours, but the time is bloated by the grind. 3. Unbalanced. 4. Skills you need earlier are locked in like the 30's. 5. Extremely luck based, doesn't matter if you have like 95% res. You'll hit the limit eventually. 6. No items to restore MP or Bombs, only at save points or world maps. 7. Dungeons are long without a map, a lot of stumbling which is annoying. 8. When you reach stage 21, everything is just too strong so you run. When you reach the final boss, it is three long phases. Problem is, you don't recover resources. On top of this? Extremely luck dependent, can get petrified with 95% resistance plus other things to reduce it, thus ending the run. 9. Extremely low drop rate for everything. I am done with this damn game, didn't even finish. There are more problems, such as the horrendously bad story, but I am done. Edit: Beat the game, still awful. To give a more thorough review. Story: A mist incident that draws others to their death. However, it typically affects Youkai. That’s about it. The story is just plot centered, the characters are really just barebones. On top of this, battles just happen. It makes absolutely no sense at all. It is just fights for the hell of it. Now, I know Touhou does this, but at least the reasoning in other games makes sense. On top of this, Reimu just jumps to conclusions. She is supposed to be very intuitive, but here she isn’t. System: Augmentation - You can level up a separate thing to get up to 99 points to distribute into categories. Not bad, but it takes forever to level this up. Formations: Overall, kinda pointless in most cases. There are a few that are useful, but in the end. For instance, if you use a death resist formation, it doesn’t really do anything. It is half baked. Levels: Takes forever to level up, because the game uses a system where you get less exp the further your level is from the enemy. To make worse as mentioned, needed skills are in like the 30’s, but unless you grind for hours. This is more towards the end game of things. Even with this, the game itself is just luck based. Further problems: I don’t think it is understood how probability works. You can have 95% of a resistance. However, by natural law. The more something is done, the higher the chance for it to fail or happen. So say if there is a 5% chance of not getting petrified, if it is constantly used. You will be petrified in time. Also, bosses can have resistance pierce or something. Essentially, it cuts your resistance by 50%. Another extremely poor design, it is like. What is the point? It effectively goes down to a coin flip. You get immunity, but from what I could tell at stage 21, that this is designed for post game. As a result, you cannot get it, so it is useless. And even then, it is just a pointless grind. Last Words: These randomly charge, only Sanae can raise the rate, but even then. It is random. Something that is essential to the system itself is random. Many times it doesn’t trigger at all. Drop Rate: I mentioned this is extremely low. It is between 1% to 4% typically for the needed material. This isn’t even accurate, as this would apply if every encounter was the same. Let alone, it does not factor into the time spent per encounter. In reality, the rate is far lower. Final battle: For some reason the boss is immune to Reimu, so anti-climatic from the start. This aside, her one use here. Is her null to physical/magic to party. However, the third phase of the boss fight. It is kinda random when they use an attack that does 777 damage to the whole party. On top of this, they can recover 10k HP. There are ways to prevent this end of things I think, but I am not sure about this. I just got lucky. The final battle makes you create two teams. However, instead of maximizing how much you can do. You have to make the choice to switch to the second team, and it can only be done once. Hence, even less strategy can be used. Because one, you can only do this once. Two, if the first team is wiped, you just lose, it does not change to the second. End note: The game tries to pretend it has depth, but really. It forces one way to do things, already defeating the point of a strategy game. Second, if you lose an essential character, the run is just over. This is a terrible game, very player hostile, and doesn’t do anything right on the RPG side, and not even on the story side.
너무나 익숙한 아는맛이군 ------------------------------------------------------------------------------------------------------------------------------------- 자 일반 창신연기와 창신연기 v의 다른점 일단 창신연기v는 스위치판을 이식해온 버전으로써 일반 창신연기와는 다른 시스템이 있습니다 1. 초반 모코우 뱌쿠렌 영입 불가능 이건 좀 단점이 될수있습니다. 초반에 묘렌사에서 현실시간으로 한시간을 기다리면 뱌쿠렌이 영입이되고 아큐한테 말걸면 미궁의 죽림이 열리면서 모코우를 영입할수가 있는데 이 버전에선 몇시간을 기다리던 뱌쿠렌 영입이 불가능하고 아큐한테 몇번을 말걸어도 모코우를 영입할수가 없었습니다. ( 나만그런건진 몰?루 ) 2. 던전 탈출 기능이 생김 원래 창신연기에선 던전에 나갈려면 던전 출구까지 니게로하는 방식이였다면 창신연기v부터는 던전탈출 단축키가 존재하므로 길을 해맬필요없이 바로 탈출이 가능해졌습니다. 대신 창신연기는 스테이지 퇴장후 일정 걸음을 채워야 몹이 젠이되는데 창신연기v는 나가는순간 그리고 중간 회복진에서 회복을 하는순간 몹이 리젠이됩니다. ( 이건 나가면 다시 몹을 잡으면서 진행을 해야하는 단점이 있지만 그만큼 파밍에 이득을 줄수있는 요소라 생각합니다. ) 3. 스킬 탭 추가 기존 창신연기에선 일반 스킬이던 스펠카드던 6~7개까지 사용이 불가능한데 창신연기v 부터는 스킬탭 스펠카드탭이 추가 됨으로써 캐릭터가 사용할수있는 스킬의 양이 더 많아졌습니다. ( 스킬 6개 스펠 6개 라스트 스펠 2개 총 14개의 스킬사용이 가능. ) 4. UI 이건 개인적으로 기존 창신연기에 찌들어서 그런지 뭔가뭔가한 영역 뭔가 적응안되고 불편한거같은 느낌이 있습니다 ( 특히 몬스터 도감 ) 5. 스킬 이팩트 변경 네 말그대로 스킬 이펙트들이 변경됬습니다 뭔가 좀더 간지나게 바뀐거같기도 하고 아닌거같기도 하고... ------------------------------------------------------------------------- 자 그래서 값어치를 하냐? 재미가 있냐? 일단 턴제 JRPG장르이고 어느정도의 노가다를 즐기는 유저라면 재미있게 플레이 하실수있을꺼같습니다. 전보다 파밍 난이도도 내려가서 난이도가 높았던 이 게임의 난이도가 좀 더 내려간느낌도 받았고 이게 창신연기 잔서 , 주말 시스템이 다 포함되있는건진 모르겠는데 개인적으로는 26000원 어치의 값어치는 한다라고 생각합니다. 아무튼 재미있음 님들도 하샘
Touhou SouzinengiV -The Genius of Sappheiros-, developed by ハチクマソフト and published by mebius., is a deeply system-driven turn-based RPG that prioritizes mechanical complexity and strategic planning over accessibility or narrative depth. As part of the broader Touhou fan game ecosystem, it draws from a familiar cast and setting, but its real focus lies in constructing a layered combat experience that rewards careful preparation and experimentation rather than quick adaptation or casual play. The story serves more as a backdrop than a driving force. Set within the world of Gensokyo, it revolves around a mysterious disturbance that compels a large roster of characters to investigate and confront its source. While there are moments of personality in the dialogue, the narrative itself is fairly straightforward and does not evolve into anything particularly intricate. Most of the time, it acts as connective tissue between battles, offering context without demanding much attention. Players looking for a strong, character-driven story may find it lacking, but those primarily interested in gameplay will likely see it as a secondary element. Combat is where the game establishes its identity. Battles are turn-based, but they are built around a dense web of interlocking systems that go far beyond simple attack and defense choices. Players assemble a party of active fighters alongside a supporting role that influences battle conditions, adding an extra layer of decision-making. One of the most distinctive mechanics is the dynamic elemental field system, which shifts based on the actions taken during combat. These changes affect damage output and resistances, forcing players to think several steps ahead and adjust their strategy as the battlefield evolves. This constant fluctuation transforms encounters into ongoing tactical puzzles rather than static exchanges. Character progression is equally intricate. Instead of relying solely on leveling, the game introduces flexible systems that allow players to allocate points, adjust builds, and reconfigure abilities to suit different situations. Skills are limited by slots and resource costs, meaning that choosing the right combination is critical. This encourages experimentation and adaptation, as different encounters often require entirely different approaches. The depth of these systems is one of the game’s greatest strengths, providing a level of control that can be highly satisfying for players who enjoy optimizing their strategies. However, this complexity also creates a steep learning curve. The game does not always explain its mechanics clearly, and understanding how different systems interact can take considerable time. Early encounters may feel manageable, but the difficulty escalates quickly, requiring a solid grasp of the underlying systems to progress. This can make the experience intimidating for newcomers, as success often depends on preparation and knowledge rather than reflexes or improvisation. The overall structure leans heavily on dungeon exploration and repeated battles. While the depth of the combat system helps maintain engagement, the lack of variety in how content is presented can lead to a sense of repetition over time. Encounters follow a similar pattern throughout the game, and while the strategic elements evolve, the core loop remains consistent. Given the game’s length, this repetition can become noticeable, particularly during extended play sessions. Visually, the game adopts a simple, retro-inspired style that prioritizes clarity over detail. Character sprites and environments are functional, ensuring that the focus remains on the mechanics rather than presentation. The aesthetic may feel dated to some players, but it aligns with the game’s overall design philosophy. The soundtrack supports the experience with energetic tracks that complement the pacing of battles, adding to the overall atmosphere without overshadowing the gameplay. Despite its limitations, the game succeeds in delivering a highly rewarding experience for its intended audience. It is not designed to be approachable or immediately engaging for everyone, but for players willing to invest the time to understand its systems, it offers a depth that is rarely seen in more streamlined RPGs. The emphasis on strategy, customization, and long-term planning creates a sense of progression that feels earned rather than automatic. Ultimately, Touhou SouzinengiV -The Genius of Sappheiros- is defined by its commitment to complexity and player agency. It offers a challenging and system-rich experience that rewards careful thought and experimentation, even if it comes at the cost of accessibility and variety. It is a game that demands patience, but for those who embrace its design, it provides a deeply satisfying sense of mastery. In the end, it stands as a niche but compelling RPG that excels in mechanical depth and strategic gameplay. While its repetitive structure and steep learning curve may limit its appeal, its strengths make it a standout experience for players who enjoy dissecting and mastering intricate systems. Rating: 8/10
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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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