
Fugue of the Battlefield is a horizontal strategy RPG developed and distributed by CyberConnect2, in which children with different characteristics are set up in the various turrets of the chariot to defeat the enemy weapons and move forward. Children have their own "emotions" and "fits". Properly controlling these two points and adjusting the structure according to the situation is the secret to victory.
The word fugue in the game's name refers to a form of polyphonic music. Fugue is a transliteration of the Latin fuga, the original word is to run away, chase, and the content of the game also happens to be a chase battle carried out by a group of children for family and friendship, which can be said to be very appropriate.
<h1 class="pgc-h-arrow-right" data-track="4" > about developers</h1>
The online game crosses the theme of the masterpiece ". Hack》
Game developer CyberConnect2 (CC2) is a Game Company from Japan that developed the classic RPG game . Hack" and developed the Naruto series of games for Bandai.
Cat and Dog Concerto
"Battlefield Fugue" has the same worldview as the "Cat and Dog Concerto" and "Solatorobo Flying to CODA" developed by CC2, both tell the story of the kingdom of cats and dogs on the huge floating island, and when the new plot begins at the end of each chapter of the game, you can see the overall outline and geographical location of the entire world very intuitively, and its game background is also the mecha and steampunk that have always been inherited. Coupled with the orc furry element can be said to be a fairly attractive series of works.
<h1 class="pgc-h-arrow-right" data-track="40" > game story</h1>
The story begins with the village of Butchmona, a beautiful little village on the border of Casco, known as the Land of Freedom, where the people who live here live in peace and tranquility every day. One day, however, the evil Bellman army suddenly attacked the village and took most of the villagers with them. Only 6 children were not caught because they received a strange warning from the radio in advance, and were guided by the sound to a cave in the forbidden area of the village. Here they found a huge chariot, and in order to save their families and homes, this group of children traveled together and drove this huge chariot on an adventure against the enemy army.
It should be said that the plot still has a certain sense of sight, as a whole, it is more similar to the German army launching a blitzkrieg raid on Europe, Bellman can actually be regarded as German, Casco is roughly equivalent to France. Most of the belman soldiers in the game are German blackbacks, which can actually be regarded as a metaphor.
<h1 class="pgc-h-arrow-right" data-track="41" > excellent art and music</h1>
The art of this work can be said to be very outstanding. In addition to the cartoon style, the game seems to have some oil painting and watercolor styles, the huge chariot Taranis is certainly majestic, and the trees, mountains, dark clouds, lightning, and torrential rain pouring down from the sky as a background, nearby shrubs and weeds, create a very majestic environment. In terms of too long animation, static wallpaper is played, but the picture quality is still very high, whether it is architecture, weapons, soldiers and civilians, fire and other elements complement each other, it is very impressive.
The biggest gimmick in this game is naturally the furry orcs. Although the author is not a furry control, I still feel a kind of warmth and peace when I see the cute orc children. Especially at halftime in the game, manipulating cute little people to walk around, with dialogue that is either ignorant or pretentious, the whole heart will be melted, and when the scene enters the low of remembering relatives, it will also be infected and become sad. It can affect the player's emotions to the greatest extent, and it is worthy of CC2.
The game's music is also of very high quality. In the first chapter of the game, after the children fire the soul cannon in a daze, the music is also chanted in a low voice, becoming extremely sad. In the second chapter, after the children have strengthened their determination, the music has gradually become stronger and more exuberant. At half-time, the music is light and mischievous, symbolizing the mood of the children after relaxing, after all, the happiness of children always comes easier.
In addition, the characters in the game have been simply dubbed, but it is only a few simple words, or it is simply a sigh and exhalation, and it is not dubbed for all the lines, which cannot but be said to be a pity. The long CG in front is also, just playing a static picture without a dynamic picture, which makes people feel a little poor, but the overall visual and auditory feeling is still quite good.
<h1 class="pgc-h-arrow-right" data-track="42" > highly strategic gameplay</h1>
Although this game has the appearance of Fury and the horizontal version of the scene, the core gameplay of the game is a very hardcore Japanese RPG system, which is still a traditional Japanese RPG combat + cultivation + collection system.
In terms of combat, we can send 3 members to the field each battle, and control 3 weapons such as machine guns, howitzers, and cannons according to the different attributes of the characters, while other members who do not participate in the exhibition are reserves and can be replaced at the tactical level. Although the game prompts that it cannot be replaced again for a short period of time after the confirmation, in fact, each round of battle can be exchanged, so there is no need to worry about personnel problems. Machine gun attack speed, high hit rate, although the power is low, but with armor reduction skills, the applicability can be said to be the strongest, howitzer is decent, cannon is powerful but slow, low hit rate, the three weapons have their own advantages and disadvantages, and different roles also have their own weapon skills, requiring players to have a reasonable combination of battles.
And the enemy's mech will have blue, yellow, red three color icons, these three colors are corresponding to the machine gun, howitzer, cannon, is the weakness of the mech, if it withstands the attack of the same color weapon, it will lead to a weak attack, the enemy mech's shot order will be postponed, and intuitively reflected in the top of the action axis, the enemy mech that has been postponed will not be delayed again, unless its next attack appears again Weakness icon, So it's almost impossible to think of an infinite weakness attack that prevents the enemy from taking a shot. It should be said that this is a common setting of Japanese RPGs, including trajectory series games, etc. Have such settings, the advantage is that players can better make targeted responses, the disadvantage is that the god perspective is too unreasonable, but also makes the gameplay become a bit monotonous, and even completely evolves to fight around the order of shots, losing the coolness of battle.
In addition to normal attacks, the weapons controlled by the character also have universal or unique skills, which require the consumption of SP, that is, mana. Characters have rage values set, after attacking will increase rage points, after full will enter the hero state, last for 5 turns, such as Marto's hero state is normal attacks to cause 2 times the damage, and Hannah's hero state is double the recovery value, so you need to use the hero state of the character reasonably to get the maximum benefit. Of course, you can also transfer characters who have entered the hero state into a backup, and you can save their status and use it when you need it. In addition, whether it is a normal attack or a skill, it will increase the synergy value between the main and secondary characters of the same weapon level, and when the value is full, it can release the synergy kill, causing a lot of damage to the enemy, and it is usually a range attack, but also comes with various effects, which is a very powerful output means.
As far as the usual strategy of combat is concerned, the enemy's weakness should be attacked first, and the order of his shots should be postponed. Aerial targets usually have a small amount of health, and often add skills such as blood, requiring priority killing. Enemies with shields need to weaken their shields to deal maximum damage, the shields in the game are not linear damage reduction, level 1 shields can reduce damage by about 10%, level 3 can reduce damage by almost half, and there are even level 7 shield chariots in the game, if you don't knock the shield off, the damage is as unbearable as gua sha.
In addition, the game also has an ultimate weapon, the Soul Cannon, which consumes the life of a child and destroys all enemies on the field. But to be honest, this skill is very chicken, it cannot be used when facing ordinary miscellaneous soldiers, it can only be used when bosses and elite enemies, but after use, it will permanently consume a child, which is very detrimental to subsequent battles. Fortunately, in this work, you can read the file indefinitely and start over, once you can't play well, the next time you change tactics or pay attention to the point of annihilation, you may be able to pass it.
In terms of cultivation elements, characters in the game can gain experience points during battles and intermissions, thereby improving their level, attributes, and gaining some skills. Unlike other RPGs, characters in this game cannot be equipped, but instead are enhanced in the Workshop, increasing the attack power of weapons, the health and mana of chariots, and the same weapons share the same upgrade boost.
Each chapter of the battle uses a non-linear process similar to FTL, the player can freely choose the direction of the game, whether to take the dangerous route while facing greater risks to gain more experience, or take the safe route to collect more materials and supplies depends on the player's choice. Overall, however, the benefits of the dangerous route and the safe route are generally similar, because the dangerous route tends to have fewer enemies and fewer resource points.
And the game also has an intermission setting. During intermission, you can explore the internal facilities of the tank, communicate with each other, and carry out various activities such as logistics and exploration. In the early stage, only workshops, kitchens, and fishing platforms were opened in the chariot, and in the later stage, as the plot progressed, various functional rooms such as farms, observation decks, laundry rooms, and bedrooms could be unlocked, and various logistical activities could be controlled by the characters. There will be 20 ap points for each intermission event, and activities such as dialogue, cooking, rest, exploration, planting will consume different amounts of AP points, and when the 20 ap points are exhausted, no more activities can be performed. In the early days, intermissions are relatively casual, but as the story progresses, the number of characters in the game will gradually increase from the first 6, and the most important thing is the system of goodwill between companions.
When the favorability level between two partners reaches level 1, the two characters can accumulate synergy points on the same weapon position to launch the synergy kill, and the most common way to increase favorability is to conduct a dialogue, and reaching a certain value of favorability will also trigger an event that increases favorability, that is, a small theater. In addition, the laundry room can greatly increase the favorability between 2 characters, and experiencing a battle in the same weapon position seems to increase a certain favorability. The most exaggerated thing is that if the whole character is full of favorability, they can even fire the soul cannon with only faith! Therefore, intermission is the best time to increase the favorability between different characters, and after the number of people becomes larger, the corresponding number of interactions that need to increase mutual liking will also increase significantly. In addition, you can get a variety of resources and materials from the fishing ground during intermission, use the kitchen to cook food to provide buffs, upgrade your attack and defense in the workshop, plant and breed in the farm, use the bedroom to recover children who are in a bad state and injured, and use the watchtower to observe and explore, all of which need to be carried out during the intermission. Fortunately, the game provides a character wish manual, which can arrange corresponding actions according to the character's wishes, so that the character's mood is greatly improved, and it is also of great help for subsequent battles.
In terms of exploration, characters in the game can explore the ruins. Ruins exploration can take place both during the midfield and occasionally on the road. The ruins contain various resources, as well as toy gun bullets (yes, the children are all toy guns) used to kill monsters, as well as traps, and of course, a treasure chest and chest key. The ruins have a certain randomness, but the bullets should just run out, don't open the chest until it's fully collected, because opening the chest will go back.
At the end of each chapter, the chariot will also move from one location on the large map to another, and after reaching the next location, it can enter the 4 scenes of the village to exchange and collect items, each of which has a must-have collection element, which is a manga that can be viewed on the start screen.
In addition, the dialogue between the characters can also be counted as a kind of collection element, and the background identity and other information of the character can be seen through the dialogue. Of course, there are also some plot elements hidden in the cutscenes.
<h1 class="pgc-h-arrow-right" data-track="43" > some shortcomings in the game</h1>
First of all, in terms of operation, the support for the keyboard is not good, and the mouse is not supported, so it is recommended to use the gamepad to play. Take the XBOX controller as an example, B is OK, A is canceled, Y long press is to skip the plot, LT, RB, LB have corresponding functions in battle and in midfield, and if you want to switch targets in battle, try to use the cross key instead of using the joystick, too easy to move to other targets when released.
Secondly, as a Japanese RPG game, some common problems in Japanese games also exist, such as the success rate of midfield action is very unnecessary, because it is completely possible to ensure absolute success through SL play. In terms of the operation of the game, it is also the usual cumbersome and inconvenient of Japanese games, such as entering the tactical mode can not check the enemy's weakness, status, when using the store can not view the materials required for transformation and expansion.
Finally, let's talk about the plot. The game was originally intended to reflect the cruelty of war through children, and the plot of the first few chapters did depict the transformation process of children's hearts, but there was no attention in the back, but due to too much internal communication, etc., it strengthened the hatred and weakened the enemy's attributes as a "person", so that the entire plot gradually entered a brainless state of killing the enemy when it saw it, which was somewhat contradictory. Moreover, the setting that the soul cannon must sacrifice a person also makes the children's fight to find their loved ones a bit contradictory, perhaps the developer wants to emphasize the "necessary sacrifice", but it is somewhat disharmonious with the family and friendship that the game has been creating.
<h1 class="pgc-h-arrow-right" data-track="44" > conclusion</h1>
"Battlefield Fugue" as a strategy RPG game, in terms of strategy is very deep, whether it is the restraint of weapons or the development of characters are remarkable, the game also has excellent art and music, coupled with the blessing of furry, making the game have a different charm, overall is a work worth trying.