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"Bardo" finally met us after a ticket bounce.
It exists between the bardo, neither human nor demon
The red-haired juvenile godson Susu ran away from home like a gambling and came to the ruined ancient house, while on the other side, the mysterious girl slowly stood up in the darkness, and everything was lit up after the girl touched the light, and our game officially began from this moment.
The girl lost her memory and couldn't even remember her name at this moment, and when she woke up, she was already in a strange place. So recovering the lost memory became the only driving force for the girl to advance in the ancient house, but the more she advanced, the deeper the darkness in front of her eyes, and the swaying lights on her side became the only light source here.
But even this firefly light seems to be being swallowed by the darkness, but we have no way back, we can only bravely step into the darkness, push open the door of each room, we find five tributes, and after placing them in the right position according to the law, we get the key props, that is, from this moment we can speak.
Many players, including me, may think that the girl in front of me may be a "transitional" character, after all, how can the protagonist not speak? Thinking of Loli Miko, who appeared first at the beginning, it seems that the identity of the girl tool in front of her is more solid, and when the girl speaks, she understands that it turns out that what we control has always been the real protagonist.
It should be emphasized here that there is no character dubbing throughout the game, and the communication between each character and the player that appears after that is basically achieved in the form of pop-up dialogs, and the protagonist's so-called ability to speak is actually able to pop up a dialog box on the screen.
As we explore, we encounter the fox demon boy Qianya, and it is at this time that we recall our name "Qiuyue", and after escaping the pursuit of mysterious monsters together, the two come to a mysterious prison called Eight Foot Prison.
Different from the previous ancient house, the prison in front of us is filled with the unique silver luster of cold hard steel, and through the gap in the soles of our feet, we understand that the abyss under our feet, and since it is a prison, it is natural to hold prisoners, but the difference from the prison in cognition is that it is not to detain humans but to detain monsters.
It's just that now I don't know how many years have passed, and the prison has begun to decay like the ancient house before, and continues to move forward, we meet the corpse collector Shanpo and Xinluo woman, Sanliu and the one-eyed monk who appeared in the ancient house before, and the young girl Kapok who is wrapped in bandages, of course, the red-haired loli Shenzi Susu who appears at the beginning also officially meets the protagonist Qiuyue here.
With the encounter with a group of yokai, we gradually understand what happened now and in the past, and now every youkai in prison has become an inhuman and non-demon existence, and we are no exception.
The gloomy ancient mansion, the empty prison, as we explore the truth of the matter little by little, the past, present, and future all seem to converge at this moment, and the mystery of everyone's/demon identity becomes clear with our exploration, we have no secrets, and the mysterious thousand-year-old house has no mystery.
The way of redemption that each of us is struggling to find is hidden in it, whether it is the girl Qiuyue who loses her memory, or the innocent loli Shenzi Susu, or the fox demon Qianya who is recklessly looking for her father, everyone's encounter seems to be a destined end today after a thousand years.
Travel between the two places and trace the old days
The gameplay of decrypting adventure games may not need to be introduced too much, the overall flow framework of such games is basically unchanged, and the difference is only specific to the actual decryption method in each game.
First of all, in such games, players start by exploring the map to find clue information and decryption of the items needed, and then go to a certain area according to the clue to find the relevant props to solve the puzzle again, so as to cycle many times and finally the player can successfully collect all the decryption props in the current part, and then the process is that we go to the next area to complete the same mode of decryption content again, the whole framework is basically like this, so how is the performance in this work?
First of all, we need to make it clear in this work, that is, in my opinion, the proportion of plot content in this work is higher than the proportion of decryption content, and there are three parts of the map in the game: the east side of the ancient house, the eight-foot prison prison, and the west side of the ancient house
Each of these areas is a large puzzle with multiple small puzzles, and as I said above, players need to frequently move the map to get together the decryption props in that area.
From the four tributes in the first map to the four straw figures in the prison, the player's puzzles and required items can be fully known from the moment they enter the area, and our goal is very clear from the beginning, such an efficient and fast way of guiding should make the player's decryption experience good, but in terms of its decryption experience, it can only be said to be a little empty.
First, the map is not filled enough; In addition to the main decryption content in this area, although there are also side decryptions, what is our side decryption? In the east area, we only need to run an errand to complete the decryption, and the reward of the side decryption requires us to go to the mission location twice, and the side line must reward the player with a beast-patterned candle, as well as the side rewards in the other two areas, and there is no other decryption content.
It is mentioned here that in-game saves require interaction with prescribed items, while players who submit a white candle can save once, and beast-patterned candles in the submission area can save in this area without restrictions.
The second is frequent errands to exercise physical strength; The problem of errands is actually not highlighted in the first chapter, some errands can not be raised as a problem, and suitable errands are a very normal link. But when I came to the second chapter, the time spent running errands suddenly increased, the player needed to travel frequently to the four-pole cells in the east, west, south and north in this area, and there was so much more than one floor in this map, I really gradually forgot what decryption was on the way.
The production team will also extend the player's perspective in this area, is this move showing players how big the map is? I don't know.
Third, there is too much useless information; First of all, the definition of useless information is actually in terms of decryption content, and a large number of letter clues will be collected in the process of player exploration, of which a small number of clues are helpful for players to promote decryption, and most of the clues are supplementary and perfect to the plot.
Admittedly, from a global point of view, this approach is not even a problem, but in the decryption link, this approach is somewhat suspected, and the number of decrypted content in the final chapter of the game has even decreased, but the problem is that the number of previous decryptions is not much.
I can understand the ideas and intentions of the production team to a certain extent, but the combination of decryption and plot in this work is really more general, and even further, the decryption in the game really does not have much depth, and the whole is on a relatively simple curve.
epilogue
In terms of story, we have depicted a story that spans thousands of years, but the player is completely in a state of confusion in the first and middle stages of the game experience, which is somewhat alleviated with the later stage, and the final ukiyo-e is shocking enough, but the previous lack is difficult to recover.
In terms of gameplay, it is the biggest problem of this work, there is no chase battle and too many horror links in the game, the so-called decryption is only the four words of finding objects and running errands, and the proportion is unbalanced compared to the story.
While this may be a new attempt by the production team, it's clear that they still have more room to improve.