
The Utawarerumono legend reaches a new climax in this sprawling JRPG! As a shadow falls over Yamato once more, Oshtor and friends set out on a fresh adventure—and somewhere, amid white mists, a long slumber approaches its end.
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Themes across 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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故事很讚~作為最終作 結局終於能在一起,沒遺憾了~ 謝謝制作組~
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全螢幕無法進入遊戲的問題從5月到7月都沒解決,到底是要玩個屁
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Languages: English, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 72 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
这部续作剧情只能说差强人意,但是!好玩程度比起前作大大提升了!前作不显示的战斗数值,这一代有了,前作难以收集的素材,这一代简化了,前作要掉落才进入图鉴的素材,这一代打败领域主直接公开,前作迷惑的扇形buff,这一代全部改成环型buff。最重要的是,前作没有的洗点,这一作第九章开始随便洗!创新的环机制终于有了符合它价值的完整体系,回合制爱好者玩这个一定会很享受吧!
做為後半結局作,水準算是合格的作品 劇情演出和技能演出可以看出做的很用心 然而小缺點就是建模經費不夠,就連主角群也都有殘念感(比上一作還嚴重) 然後還有一個重大缺點我一定要提一下,最終章,紅字提示不可回頭這個點 請預留至少三個小時才按下去,途中不能存檔,斷點模糊(直接跳會跳太多),斷了之後再看想要接續也超麻煩 至於劇情,雖然矛盾要挑絕對挑的出來,但我覺得無視這個去欣賞比較健康 硬要說的話,帝部分的劇情感覺有被刪減,沒頭沒尾還沒解釋也沒填坑,要不是收尾有力導致瑕不掩瑜,問題不算小 戰鬥不要特別練級基本上大部分場合都是剛好差一點點可以打過的狀態,算設計得不錯 因此委託盡量在比建議等級少一級的時間點就去打了,太高等享受不到互動 然後居然很自然的放了[spoiler] HMX女僕 [/spoiler],算是把整個世界觀串連起來了是吧
战斗系统比前作优化了挺多了,起码没之前那么牢了;剧情上最后也算是有了个不错的收尾和虚伪假面的衔接
全成就评价 优点:“历经20年大作的完结篇” 20年前的题材,还是比较古老了,但是在这个古老的题材上加笔符合现代审美,回收伏线,还能继续连放催泪弹,很不容易。论故事情节,如果偽りの仮面给10分的话这作可以给到7分。战斗部分Normal难度也不会卡Boss或者被太多支线骚扰妨碍看剧情。比较完美的收官作,期待AQUAPLUS能出新的IP。 硬挑一个缺点的话:个别日常3D演出比较尬,其实更适合一枚CG+立绘的场面 总评:推荐(系列粉或至少玩过前作Monochrome Mobius),不建议对战斗/建模/动作设计有要求(本来就是可有可无的部分)或者没有前作基础(会被一大堆专有名词和人物设定轰炸)者入坑
Going to be frank, I disagree with a good number of negative reviews. Note: I was happy to see that Aquaplus made an RPG out of these games. I'm not sore about it not being a VN. This game gave me much of what I wanted from a follow-up to Monochrome Mobius. It's by no means perfect, but a notable improvement. Even some changes I was cautious of at first became easy to accept later. I'll highlight some things: [list] [*] Stun mechanic in the battle system is more clearly explained. You know when an enemy or you yourself are going to get stunned and can plan for it. Enemy status in general is much better presented. [*] Area leaders and adjustments to Quick Kills make traversing the overworld much less tedious. I was concerned that this would be over-emphasized at first, but it actually made for a much easier time getting around. Woptors also become Burnout Revenge-style traffic checkers once you beat an area leader, which was amusing. [*] New transformations offer additional options with overzeal. Haven't played around strategically with them to go into further detail. Hard mode makes it so that you don't get a stat boost when transformed, so I experimented only so much. [*] You can redistribute bonus experience, god yes. [*] Halu gets new forms and is frankly hugely helpful, if not, very powerful. I tried not to lean on him in battles, but in some cases, he'll save you by virtue of being a meat shield or dealing damage at a critical time. [*] Not battle-related, but the presentation of the game is better across the board. Models, graphics, and cutscene direction. Did I mention I'm a sucker for swordfights and combat scenes? We got a few more of those here. [*]You get to see Yamato a bit more fleshed out as you traverse the overworld, and the added enemy variety is nice. [*]Getting the backstory of characters over the 2 games has been great. [/list] Now, some criticisms? [list] [*]The romance, while touching, was emphasized to the point of feeling like you were beaten over the head with it. The subtle moments were enough to suggest what was up. [*]The execution of the side quests. It just kind of feels like a checklist of things to do. Even the NPCs don't seem to care too much, for the most part. There's the occasional quest where there's some backstory or development with NPCs, but most are just, "Go kill this thing, please" quests. The previous game were better about providing some level of worldbuilding. You do get a couple cool references, though. [*]On a similar note, you do have the ability to revisit locales throughout Yamato, but outside of the quests, you're not given much reason or incentive to. Might just be a consequence of Monochrome Mobius being the first chance to explore the previously-established setting. This is basically the second half of the previous game. [*]The woptor theme song is gone, unfortunately. [*]A couple plot points I either didn't like, or I felt like weren't explored well enough. Arva Shulan doesn't feel very fleshed out. [spoiler]Who the hell is Narakfala, and where did he come from?[/spoiler] [spoiler]What even is assimilation, and who came up with it?[/spoiler] [spoiler]Who named Mayacowl?[/spoiler] [spoiler]Did Honoka ever release those chains?[/spoiler] [*]I get to see little Nekone and Anju, but no Rulutieh or my beloved Atuy. [*]Final boss/stage wasn't as cool or exciting as the previous game. [/list] The core of the previous game is still there, but it was further improved. That's primarily what I wanted. The story has a similar pacing to the previous game until you really start getting into the meat and potatoes later, and this is where much contention arises from. Don't want to go into detail, the events that play out [spoiler]regarding the role of Shunya[/spoiler] tie a few story details together while also complicating others. Even I'm not totally sure how I feel about it yet, but I can say that I thoroughly enjoyed the overall game. It's a solid RPG, building on the previous one while delivering an overall enjoyable story. It's an 7.5-8/10 for me. I think I would have an easier time returning to this than MM, but both are worth playing. Utawarerumono is done, for real this time, but I would definitely like to see a new Aquaplus RPG in the future.
先说优点,战斗和练级方面比上一作好多了,投资等之类的“养成类”玩法也有所进步,全成就不难,也给整个系列结尾了 至于缺点,那可太多了(主要是剧情) 从虚伪假面开始入坑的人来说,这作的剧情实在不敢恭维,真的不太行,如果不是最终作的话估计这剧情质量应该会有更多人来喷( 画面也不太行,各种穿模,感觉aquaplus是想榨干ip价值而不是想回报粉丝,诚意有所欠奉 不过既然完结了那就完结了,如果官方想学白皇一样诈尸“最终作”的话,还是希望续作能重新做好把质量做回来
タイトルの「白への道標」にあるように、プレイヤーに「これでどう本編に落とし込む?」を色々と想像させる・・・というコアなファン層向けの、分岐ルート(増築)としての物語。 例えば複製が現れた時点で「まさか、差し替えるのか?」と想起されたり、時間操作なんて世界樹どころじゃない大罪じゃ!と爺さんが激昂、G.O.が物騒な正体を現す、など。 物語としては、色々な「布石」が打たれていますが・・・何と言うか、時間操作って便利過ぎるよなぁ、というのが率直な感想。 そう、あの時、ネコネと一緒に涙してオシュトルの死を悼んだ、あの感情はどうなっちゃうの?って人も多いと思う。だからこそ「分岐ルート」として割り切ったほうが都合がいい。タタリが一切登場しないのも本編とは切り分けてね、というメッセージなのかも知れない。 まぁ昔と違って余りに過激な展開(ムフフなシーンも^^;)が憚られる中、ストーリーとしては屈指の大作である「うたわれるもの」に更なる増築を施す、それがいかに難産であるか、だからプレイヤーが納得いかない所は「布石」から紡ぎ出してくれ、という意図もあるような。 まぁ総じて見ると、モノクロームメビウスから続く本作は、不憫な生涯であったオシュトルに「せめて最後に花を持たせたい」という・・・って色々考察しながらだと文章が上手く纏まらんのよね。 そこまで深く考えさせられる(色々な感情が沸き上がる)のが、うたわれるもの。 難産だろうとも分岐ルートだろうとも(繰り返すがそう割り切って見たほうが都合がいい)その名を冠するに恥じない作品である、とは思う。 というか、やっぱり初見はこれは???となるストーリーであり、「うたわれは本編から、順番通りやりましょう」は鉄則ですね。
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