laitimes

Japanese Secondary School No. 2 Campus, plus Wang Dao, this is the JRPG game of my dreams!

Players familiar with japanese game maker FALCOM should know that they launched an ARPG called "Tokyo Maze" in 2015, which is also a new attempt to use the existing resources and experience of Fsha. So, how does this work perform? How does it compare to FALCOM's two signature "Isu" and "Trajectory" series? This time, we will talk about this more special work.

Screen effect

"Tokyo Labyrinth" is undoubtedly the level of the F Society, if you have played flash one and flash two will feel very familiar and even want to spit out, from the interface to the module to some cutscene style performances, etc., full of flash two visual sense, if you do not often contact the F club players will feel that such a level lags behind the industry for many years. Personally as a perennial player of the F Society is not much resistance, "Tokyo Maze" is very similar to the flash track in many ways, personally I feel that there is nothing wrong with being a fellow company work, if you want to make a fuss about this, I personally feel that it does not make much sense. The size of the F Society is like that, if you want to examine it with the imagination and expectations of other companies in the industry or your own, it is better to play with the works that you really want.

Having said that, objectively speaking, the graphics and mods of "Tokyo Labyrinth" are indeed much behind the average level, and there are also many F Club visual senses in the performance. For example, after a group of people run, there is an exclamation point, or a speech about taking out a weapon, such a situation has also been complained about in flash two, so whether this piece will be considered a disadvantage depends entirely on the player's own game experience and mentality preferences.

In some of the action performances of the game as a whole, I always feel that it is a little better than the flash two of the year, after all, several performances of the flash two final chapter HuangHuang Magic City are really very awkward, from this point of view, "Tokyo Maze" is better than the flash two, for example, there is a scene in the day after the Day Tan is a white dress and the protagonist Shi saka together to break the monster performance, or some action scenes, are much better than the flash two, perhaps the experience and lessons learned from the release a year later, right?

Some people like to compare Isu when commenting on "Tokyo Labyrinth", but for me personally, No one from Isu since entering 3D has been satisfactory to me in terms of feel, giving people a sense of necessity for the sense of blows such as too much emphasis on so-called fluency and ignoring timely pauses, as well as performances on the state where the enemy is beaten. Especially in the performance of big moves, such as the performance of IsuHAchi, where the enemy is stationary, it is really eye-hurting. And "Tokyo Maze" inherits the flash-track engine and performances, such as releasing the charge of the first blow or the big move can clearly feel the force, and then get the so-called refreshing pleasure.

Plot set-up

The plot and setting of "Tokyo Labyrinth" are very kingly, very Japanese anime, very light novels, and may have other shadows for some people. The overall structure and weight of this work is not very large, but compared to the flash track, "Tokyo Labyrinth" has done one of the most basic things, that is, to tell the story clearly and finish well.

But I have to say that the beginning of this game is indeed a bit awkward, like me, who is somewhat accustomed to F Society and Japanese anime people feel abrupt, if it is a player who has no feeling for this set, presumably in the prologue and other secondary two development and wang dao performance will make you want to abandon the pit. Then, as the game progresses, some of the lines and performances of the protagonist Issaka are also relatively eating the player's own radio waves, and overall, the sense of kingdom, light novels and Japanese is very strong.

The middle of the game used to be familiar safety cards, with chapters of each partner described and joined the party, and then slowly delved into the core of the story until the end. Although "Tokyo Labyrinth" is kingly and has no new ideas, some plots will feel very old after you have enriched your social experience, but the back stories of people such as Riyin, Goro-sensei or Asuka are in place and can drive the player's emotions.

Although the positioning of "Tokyo Labyrinth" itself is only a test of the waters, the key point of the story will not be deliberately hidden like the flash track, and there are three different endings including the after-the-day Tan for players to taste. The biggest breaking point of this story is actually no suspense is easy to guess, which will make people feel that such a technique has not had much shocking power, but on the whole, it is decent. Some performances of ordinary endings and true endings can still affect my emotions, and the other thing to say is that some places in this work are very FALCOM style, such as saving the scene, very positive and very kingly assembly, such as some plot development is too in accordance with the direction of the F Society, but less serious or reasonable feeling, these places depend on the player's personal radio waves.

System gameplay

Overall, "Tokyo Labyrinth" is very much like the action version of the flash track, the biggest difference is that the story background is changed to a modern gakuen. Whether it is the way the game is played, missions or collecting items, equipping weapons and circuits, communicating with town maps, NPCs, etc., it is very flashy visual, but the combat gameplay has been changed from turn-based RPGs to ARPG. Each character has a total of three usual skills of just strike, shooting and flying to switch, in addition, the scale is full of EX moves and X attacks plus explosive mode, the monsters and demon kings in the maze are also enough in the action of the challenge and response, with the circuit and equipment system, so that the game itself combat fun and depth has reached a certain level.

The game is mainly divided into the world to explore the interaction and combat-based maze of the otherworld, in the present world will be with a variety of NPC dialogue interaction to solve the task, if necessary, enter the otherworld labyrinth battle to obtain material props and experience points to upgrade, for the players who are accustomed to F Society or Japanese RPGs, it must be no stranger, but also a decent design.

Music

And the music is good to listen to is decent, not good to listen to is only the basic function, many tracks are made people feel a little bit worse, is to play a role in setting off the atmosphere of the left and right, but not to the point of stunning long or will want to collect. If the old players of F Society want to compare the previous Divine Comedy, it can be said that the best tracks of "Tokyo Labyrinth" are probably equivalent to the existence of miscellaneous fish in those works.

epilogue

In general, although "Tokyo Labyrinth" does not reach the level of the god's work, and the impression is not very impressive, there is still a level above the average level. As long as you like F-Society's work, or if you are interested in JRPG, Tokyo Maze is indeed a work to consider trying. And there is a clear foreshadowing in the future talks, indicating that the sequel is still promising, which is really a little bit of expectation.

Read on