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Now Gaming: Roto Force, Starsiege, Pikmin 4, Lazriel, Remnant 2, Natsumon!

Now Gaming is a corner every Sunday where each writer loosely writes about the games they played that week. It’s the 399th time. Thank you!

Guru Guru Shooter

This week, we played a bit of the twin-stick shooter Roto Force. In this work, defeat the enemies that appear one after another in arena stages such as circles and squares, and aim to defeat the boss that appears at the end. The main character, who looks like a slug, can move around the edge of the stage. Then, the stage rotates so that the main character is always positioned at the bottom of the screen. As for weapons, in addition to shots with rapid fire, by clearing stages, shots with different performance such as wide shots and bomb launchers will be unlocked.

The stage is quite narrow, and on the other hand, the enemy launches various and fierce attacks. The main character can dash in any direction, and it is very important to make full use of this. The game play, in which you identify enemy attacks, fly to a safer place, and circle the stages, is a bit more difficult, but it’s a uniquely fun experience. The main character is an intern, and the world view of being swayed by his boss’s whimsical missions is also a good feeling.
by. Taijiro Yamanaka

everything is good

Play Starsiege: Deadzone, a free-to-play title released in Early Access last week. This work is an online PvPvE title like “Escape from Tarkov” or “Dark and Darker”, but it is set in a dimly lit space station, and the sci-fi horror essence matches the system of the work perfectly.

And compared to this work, other PvPvE titles like this, it’s a light build, and it’s pretty good for me personally. Starting handguns and armor that can never be lost. Ability system such as scans, shields, and revive allies. It is devised so that you can play lightly by omitting the hardcore part, such as enemies that can be defeated easily if you aim well, but are troublesome if they are surrounded.

If you ask me if it’s easy, it’s not so. I’ve kept the thrill of exploration that I had in “Dark and Darker”, such as a range system where you’ll die the first time you enter, and an escape point that you can’t find unless you explore. . In addition, the battles between players are also deep like “APEX Legends”, making use of abilities and geographical advantages, and the sense of danger of losing everything if defeated is very thrilling. The thrilling solo play that makes you sensitive to even the slightest sound is completely different from the fun of team play that believes in your friends and works together to escape, so that’s another point I like.

Since it is early access, there are some lags in matches and bugs in the game, but it is still relatively light and you can play without worrying too much. If the population of the Asia server increases a little more, the waiting time for matching will decrease, so please play by all means…!
by Tamio Kimura

A moment of guilt

Again this week, I found time to play Pikmin 4. Assault with the X button, independent action after dissolution, shared work with Ochin, etc. You can wander around the map quite efficiently and collect treasures. However, the first “abandonment” incident occurred this week…

As some of you may know, in the “Pikmin” series you have to collect the Pikmin before the sun goes down. If you forget to collect it, the remaining Pikmin will be left behind. After the player and the onion leave, it will run around the ground, steadily being preyed on by the protists one by one.

The first thing I left behind was two blue Pikmin. In the scene where they are preyed on, the resolution is increased by zooming in so as to make the player feel guilty. All we can do is watch the unresisting Pikmin being mercilessly devoured, as if the developers were saying, “This is your responsibility! This is the damage you caused!”

Unlike death in battle, death as a result of being left behind somehow gives me a strong feeling of “I died in vain” and comes to my mind. And what is displayed on the screen is a sentence like ‘Today, two Pikmin died over time. Do you want to restart?’ Please don’t break my heart so much…
by. Mayo Kawano

Razriel of the Fallen Demon World

This week, I was playing “Lazriel: The Demon’s Fall”. This work is a deck-building rogue-like work in which an angel who has fallen into the demon world climbs a tower aiming for heaven. In this work, you use cards with written attacks, draws, special actions, etc. to capture the tower. Broadly speaking, there are angel cards with moderate card power and demon cards that are simply powerful. All devil cards are powerful, but they are disposable and accumulate karma when used. If you rely on the devil’s power too much, the body of the angel protagonist will mutate and fall into darkness. That’s why, in this work, you aim for the top of the tower while letting the angels fall into darkness or not. In addition, although this work is a deck construction type roguelike, it is a mechanism that brings deck construction into the system of the roguelike (mystery dungeon) system.

It seems that the degree of difficulty is moderately suppressed. Although it is disposable, there are many opportunities to obtain devil cards that can be used as a solution to a dilemma. Including the existence of powerful fallen angel cards that can be used permanently, the difficulty level was adjusted to be easy to play. However, this work is not only that, but the darkness element is added to the gameplay. Roguelikes are a series of choices, but powerful cards are given demerits that also affect the strengthening of the main character. I think that the situation of the main character who falls when he relies on the devil’s power is superimposed on the roguelike dilemma.
by Keiichi Yokoyama

loosely strict

I was playing Remnant 2. I’m playing with the lowest difficulty “Survivor”, but it’s still difficult to get into a pinch if I let my guard down. Until you get used to the timing of avoidance, it seems that the strategy with a sense of tension will continue. As for the initial archetype, I chose Gunslinger even though I was hesitant. I also played a little with the trainer for comparison. Gunslinger has the ability to not struggle around ammunition, while Tamer has area effect buffs etc. Dog is strong. I’ve only touched the two types lightly, but it seems that each archetype has a distinct personality, with differences in where to use melee attacks.

As long as I play the early stages, I am fascinated by the balance of this work. The ease and exhilaration of defeating small fish enemies quickly and sloppily, and the tension of defeating the occasional powerful enemies with skills and weapon mods. Also, the parts around the story are somewhat difficult, so I skipped reading them, but this may also be one of the reasons why I can play comfortably. It’s important to be able to play loosely.

Unfortunately, I ended up in an area full of gimmicks in the first world, and got stuck solving puzzles and traps. In particular, I was a little concerned that the checkpoint was slightly far from the instant death trap. Although it was a side road, I didn’t want to postpone it, so I became stubborn and got stuck in a quagmire for a short hour. I was frustrated during the capture, but the gimmicks themselves were all twisted and the rewards were gorgeous, so in the end I got a little satisfaction. Good use of candy and whip.
by Hideaki Fujiwara

“Burewai” is not without

Open world summer vacation game “Natsumon! I’m playing Summer Vacation in the 20th Century. And I am pleasantly surprised. There are various works that are similar to the “Boku no Natsuyasumi” genealogy, but this work overcomes the weaknesses of this kind of genre by making it an open world, which is interesting. Speaking of “Boku Natsu”, the atmosphere and system are good, but moving tends to be troublesome. So, in this work, climbing and running are introduced, and the movement route is various and fun. Being able to swim is also good. In addition to simplifying the production, the speed of the flow of time can be changed to solve the tempo problem, which tends to be difficult, and it is also an advantage that you can set your own pace.

While improving the degree of freedom and tempo, the unique flavor of summer vacation games and the fun of collecting are properly secured, and the sense of immersion is highly surprising. There are plenty of motivations for exploring, effects, events, texts, etc., and the more I play, the more impressed I am with how well it’s done. It’s also good that you don’t encounter many dropped frames, which is common in the open world of Nintendo Switch. Ease of play is generally comfortable.

In the street, it seems that it is described as “generic bureai” because it is possible to perform acrobatic play including wall climbing. While there are some points like that, it’s designed to be comfortable and immersive as an open world, and I’m impressed. Pretty funny. However, since it is not an open world with a large scale, the expected value may be moderate.
by Ayuo Kawase


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