Many of today's Japanese mobile games use the style of painting to attract players, and in these styles, they are dominated by cute girls, forming a unique two-dimensional landscape. However, the story of "No Weapon" (weapon よさらば), which was officially launched some time ago, puts the domineering and exposed muscular man in front of the player, and then through a hundred years ago, the hero male protagonist ユウゴ regains his life and embarks on a journey to save the world again, bringing the player to the near future apocalyptic world (a bit of the feeling of "The Legend of Zelda: Breath of the Wild"), such a setting makes the game itself an outlier of today's cute day trip.

Of course, in addition to the overly hard character style and the story setting of playing time travel even if it is the end of the world, the game itself uses a less common mowing of grass in mobile games, which is also quite fresh. However, even if it is a peerless action combat gameplay, the length of the process of the first level of the game is also suitable for the short and capable characteristics of the mobile game, not particularly long, and the player can quickly feel the refreshing pleasure of riding a thousand from the pile of enemies.
And the operation of the game also does not follow the trend of the game to use automatic combat or one-click to hit the world of the button design, the player needs to rhythmically press the attack button to make the character use the normal combo, although it looks less convenient, but the side view can also be regarded as a form of improving the feel of the blow.
Characters themselves are not only normal attacks, but can also use heavy attacks with cooldowns (similar to normal skills) and skills that require a lot of energy to be used (similar to must-kills). Not many moves means that the operation is simple, which is very much in line with the characteristics of the matchless game, and the game also provides dozens of weapons with different styles, bringing players more fun to operate.
As a Japanese mobile game, the card draw is naturally indispensable, and the player can draw different rare characters in the game, and then arrange them into a squad to advance the story flow (playing dungeons).
However, the arrangement of the characters is not which character the player likes to put which one, but to place the characters with the specified rarity (COST) according to the team's current COST value. For example, under the premise of 35 COST, the player can only put three three-star rare characters, or a combination of two, three, and four stars, and if you want to put a five-star, you can only increase the player's level to increase the upper limit of COST.
Although the available characters are limited by COST, players are able to use upgrade capsules to improve their base abilities. And these abilities are not a form of small improvement, different characters will have their own special ability to control, while the promotion of this special ability will become more prominent, so even low rarity characters, can also rely on upgrades to break out of the world.
In general, "Don't Have a Weapon" is a relatively refreshing action game to play, the peerless mowing and action strikes are relatively good, the existence of character specialties and the team COST restrictions are also very good so that some low-star characters have more sense of existence, plus the game has a variety of characteristic weapons, as long as there is love, no matter what kind of way can be played very enjoyable.
In addition, this game does not require a VPN connection, in addition to sometimes testing the player's network, normal play is completely no problem, players who like this kind of hardcore action game may wish to try it.