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11/03/2022
Regarding the setting of this worldview, I feel that it is especially exquisite how to pack and drop into the graphics. For example, if you look at the island environment, you can see that there are many places where it is extremely difficult to install a runway, and aircraft are basically an airship. You may think that the technical level and the civilization level are not engaged, but this is probably because you used the remnants and archeological sites of the former civilization scattered everywhere in Ash. In that case, it is difficult to mass -produce machines in a resource, and on some of the severely environmental islands that cannot be operated, the imagination will be more and more valuable. However, for the convenience of the game, such a Falconia was shot down in the battle and pom -pom, so I felt like I was just thinking too much (confusion).
In addition, giant creatures such as insects and dragons are flying in the sky in Asie, but "there are huge birds, so there are also big insects and dragons."I feel convinced.I feel that the graphics of this work, which expresses the settings that are tightly packed in every corner of the world, are first -class products.
Between the start of the game and each chapter, a strict movie by the narrator begins, giving the feeling that the story of the Falconia is relying. The story is divided into six chapters, but you can freely select any of the epilogue and play. In order to develop an omnibus, you can choose which one you choose in the sense of "enjoying the releasing experience". However, in fact, each chapter has a "recommended level" separately from the difficulty of the game itself, and when the level of player characters is low, it tends to have a hard time with strength and funding. For this reason, many players will start playing with the lowest difficulty level. Dancle Chapter is a face -to -face position of this world and its appearance, so in a sense, there may not be such a scenario that is so easy to understand ... Did it make sense to divide the chapter in this way ...?
Anyway, the impression I actually played, but I felt that the player was involved in the main story, but I felt that it was somewhere bystander.The characters we operate do not actively involve other characters.I was playing without any discomfort, because I was aware of the "reader" of the player = the story, but some people would probably be worried about "outside the mosquito net?"I feel whether this work can get a feeling of immersion as an RPG depends on how much interest the player is interested in this story.
I wrote, "Whether this work can get a feeling of immersion as an RPG or not depends on how much interest the player is interested in this story." In that sense, the "translation" position in this work is very very. I think it is important. However, honestly, I felt that I just translated the line and explanation as a sentence as a sentence, and there was a somewhat harsh thing if I felt the story with my skin and pulled it in. For example, the impression that the character that has greeted in a bullish tone becomes a honorific word for the next moment, or a strong system message is displayed, etc. is. However, I feel that this is a reasonable story because the language walls always lie thickly in front of us. Nevertheless, instead of saying that the meaning of words is decisively wrong, as mentioned in the previous play repo, it is inevitable that it cannot be used for the original text ...! I have a strong feeling that I am sorry. By the way, when I checked the PC version, the translation was the same as the PS4 version. In the meantime.
Again, the graphics of this work are first -class products.Sky, clouds, sea, islands ... all of them have a skillful design that makes you feel harsh nature.Especially while moving the map, as long as the sea is rough and bad weather ... If you are happy when you arrive on an island where people's activities are lit after such a long -distance flight!Here is a sense of accomplishment and fun as if you were actually on a long journey.The creation of an open world that enhances the good play experience is really wonderful, including directing.
Of course, long -distance stress can be stressed, so you can use "Fast Travel" as a convenient function to reduce it.If you use it on the way home from the mission, you will be at a strip to the base.This is convenient.However, the landing point judgment of the base is somewhat severe, and if it moves outside the range, it will not be possible to get off.
Missions are provided mainly in "story missions" in each location such as bases, and there are some other time attacks, used, and submission elements. The basic configuration of the mission is to "move" to the destination and "survey/collection" or "battle", which is the same in any camp. However, since each chapter camp has a different "standing position" of Falconia, which is manipulating players, the enemy yesterday does not say that today's friend ... but in the same world, the appearance and perception are different. Was an interesting feeling. There are also small sudden missions, such as when a leisurely pleasure and flying flight of the open world, is asked by a nearby ship for escort. Although it is a small production, thanks to these missions, I was able to feel the excitement of "I am living in the world ...!"
By the way, what I was grateful about in the system -like part was that it was not a style of creating and re -raising characters for each chapter, but (other than appearance) and sharing the status.Except for a part, the story mission in the chapter consists of 10 missions, so the play time tends to be surprisingly long.If new characters were to be prepared, the motivation of play would have been down.As a result, I was very good at this concern, which is to avoid the play style that freely selects the chapter.
Let's talk about the operation feeling.In this work, I feel that the operation of "flying the sky on a giant bird" is made very carefully because it is a skeleton of the whole game.Despite being a simple operation, you can enjoy a very comfortable play experience, making you even think, "If you actually manipulate birds and fly in the sky, it looks like this."
The operation is simple for a controller, up and down and turning with a left stick, acceleration / deceleration with L1 / L2, and main sub shooting attack with R1 and R2.It should be noted that the acceleration is acceleration, and there is no booster, etc., so it is used to accumulate energy by descent.This energy recovers time during horizontal flights, and thanks to the updraft scattered on the map, I think that it is unlikely that if you pay attention to advanced control, it will be out of energy and it will be jerky.
If there are other things to keep in mind, is it the remaining number of ammunition?The shooting weapon must fly in a thundercloud or collect it from the device floating on the sea for energy charge when a bullet is broken.
Falcon can fly gracefully with a large trajectory, and if the speed is reduced, you can draw a small orbit, and even a barrel roll or a sudden descent.However, because the movement of the camera has a habit, I struggled with a camera work rather than the difficulty of the game itself when I got into the dogfight that connects the back.It is a kind specification that also displays the target pursuit camera and the cursor of the deviation shooting, and when you get used to it, you can hit the attack, but it is still difficult to do it.
By the way, there are ally as a winging machine, and you can give instructions to request support, and do a good job.In any case, it may be a good idea to give priority to finding your favorite operation while making the difficulty level easier until you get used to it.
Personally, I enjoyed the photo mode most in this work.I think that the reason why you can cut out anywhere is that the visuals of this work are also high -level, including settings.The land, the sea, and the sky are really beautiful, and it is fun enough to just look at the scenery while flowing the open world without receiving missions.
On the other hand, why did you design this kind of design?What I couldn't help was the photo mode operation system.Why did you have inertia to move the camera ...In addition, the corresponding notation of each button can be confirmed when the operation description screen is opened from the menu, but only the "icon + button" is written, so it is difficult to understand what is responding until it actually works.As a result, the operation of going back after going to the photo mode and the menu tends to be troublesome.At least during the photo mode, it would be more convenient to be able to turn on and off the corresponding notation with one button than to open another screen.Each of these is a small one, but it was a very stressful part, combined with the specifications that were taken after PS4 one tempo delayed.
This difficulty is the same for maps. First of all, the simple map on the move is hard to see because it is expanded and reduced according to the flight altitude of Falconia. The higher the altitude, the more icons in the map are displayed as small as rice grains, and I don't know where you are. I was told that this part can be manually operated by the top and bottom of the cross key. However, as soon as the operation is stopped, it will be automatically expanded and reduced, so in order to fix the map size, you must end up pressing the key with your finger. This was a bit hard to do when checking the map while traveling with Falcon. What I was a little worried about was that the operation of the mini map with this cross key was not explained in the main game. Just in case, I reconfirmed the settings and operation screen, I received the game tutorial, and I got the manual in the PC version DLC, but I couldn't find it anywhere. Fortunately, if there is a destination, the guide will be displayed as a straight line, so you can move it for the time being ...
And "mysterious inertia" acts on the cursor movement on the world map.If an icon such as a base is nearby, the cursor is automatically sucked ...Moreover, if the cursor touched a little, the narration with audio and subtitles will start strictly, so it was a part that gradually accumulated.
Personally, in this work, rather than enjoying battles, I was able to fly around a wide world, find a location I liked, and shoot the best shot.This is a speculation, but from the UI, which is designed so that it does not disturb the screen as much as possible, this work may want to express the feeling of living in the Ash world by suppressing the scent of the game.Although frustration accumulates in detail, this work is fun to play overall.If you are about to be hit by the summer heat, you may want to fly around the sky in a cool room.
"Falconia Warrior Edition" will be released on Amazon.com/ps Store for PS5/PS4 and on the Amazon.com/My Nintendo Store on August 5 (Thursday).
Title: "Falconia Warrior Edition" Release Date: August 5, 2021 (Thursday) Genre: Aerial Battle ACT/RPGCERO: B player: 1 product information page: https: //www.3goo.co.jp/product/product/Falconeer-Warrioredition/Store Page: My Nintendo Store/PS Store (PS5/PS4)
Price: Package version "Falconia Warrior Edition Premium Pack" 4,950 yen (tax included) ・ Main game Disc/ROM (additional content: The Hunter/Edge of the World + Free Update) ・ Digital Item Download Code (Official Sound Truck 29 Sounds + OfficialsGame Guide page 38) Downloaded version "Falconia Warrior Edition" 3,850 yen (tax included)/main game