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[Danpyeong] A game that requires challenging and inquiry spirit

Game Name : Asterisks: Curse of Star (Asterisks: Curse of the stars) Genre Name : Action

release date : 2022. 10. 12. Review : Launch Build | Developer : acme Game studio Service : Tiny build Platform : PC, PS, Xbox Play : PC (STEAM)

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Action games that provide challenging difficulty are now quite common. Although it is classified as 'Soul Lake', it is hard to say that all difficult action games follow the formula of Soul Like. However, it will not be denied that the soul games have greatly influenced. Enemy with terrible attack power with irrational patterns, far and far restart points, enemies who survive in re-challenge and so on. This game design cannot clearly affect the soul.

Asters: Curse of the Star was clearly seen. However, it is hard to answer the question that this game should be classified as 'Soul Lake'. Perhaps if it is classified as 'Soul Lake', the game will have to be evaluated even more. However, if you look at an action game that requires challenging and inquiry spirit, it's a game that can be much smoother.

In the background of Greek Roman mythology, Asterisks deals with Hilda's journey to reveal the mystery of Apes, a magnificent but a cursed land in the process of finding his father. After a little hardship, Hilda, who reached the Acres, identified her current city state and tried to gain trust from the people of the city. As you approach, draw a journey.

The story itself takes a staircase-type narrative, which is placed in a process of knowing one by step by step by step by step by step by step. The problem is that this story is more likely to be carved than you think. Echo, which contains a lot of information, is good to get to know the city's events, but it is not focused on one large context. Small memos and speed summary and meaningful messages are cloudy. At the end of the second half, the events are cleared up, and the rapid development may feel cool. Since the options have been reflected in the ending, the action game feels quite concerned about the story, but it is not perfect.

As mentioned earlier, I wanted to have a fundamental question about the identity of the action that Asterisks pursued. The battle itself is not easy. We understand the efforts to provide the player with a challenging difficulty and to achieve the achievement of achievement. However, it is not easy to make that 'difficulty'. Many hurdles made in the process of increasing difficulty can sometimes be solved by a sense of accomplishment, but they can be changed to 'unpleasant' or 'inconvenience'.

This is often caused by external elements rather than internal elements. The factors such as the camerawork are inconvenient, the system that needs to support the battle, or the player cannot optimize the manipulation, is mainly reflected in the evaluation. Asterisks provided a good enough system and a challenging battle, but some thought that the evaluation might be divided into poles and poles by users. And it seems hard to say that this part was aiming for 'Soul Lake'.

From the end of the tutorial, all weapons can be used, and the system itself was composed of various skills and the property in the right place. The growing action variation as the main character Hilda grows up as the growing action variation is the driving force that makes the player feel attractive. However, there is a lot of inconvenience in the time of time, and there are not many sections that are not perfect, and the pads are not very good, and the pads are not very good, but the keyboard binding is not possible or the number of strong enemies is overwhelming. Surrounding the back and repetitive enemies are seen.

This is a part that is enough to be unfavorable. If the battle is fun, you don't have to worry about it. Still, the boss battle, which is the most challenging and core, is quite satisfactory. Unlike somewhat repeated general monsters, boss design and combat design are certainly individual and challenging. As a side note, it seems that the tempo is broken by the potion that is eaten slowly in the urgent battle.

Hilda's growth factors are more interesting than they think, but the optional elements that could disable the characteristics they learned were very good. Nevertheless, her weapon upgrade or item growth was not very special or worth it. Ashes, who was cursed but dignified, had a very tight and complex structure, like a huge city. At the same time, the fast movement, which can be called a convenience function, was not too late.

Rather, the elements hidden in these complex maps are quite interesting. Hidden roads, boxes, subquests, bosses, etc. operate as a driving force to explore the city of Ages. However, the process of conveying this is hard to say that it is sophisticated, and it feels somewhat uncomfortable. The city is complicated, but the system itself to guide the player is very uncomfortable and wandering because there is no common map. Naturally, 'exploration' and 'exploration' are so pleasant to visit this process, but the repeated enemies mentioned above are blocking a little.... However, the first light volume itself is not bad compared to the price, and The fact that it has a meaning is a positive factor.

Asterisks is a game that requires a challenging and inquiry attitude, but it provides a variety of difficulty, so I think it's a game that can be enjoyed according to the taste of the player. However, the key is how attractive the players have felt about exploration and battle, which can be said to be the advantage of the game. Still, one of the advantages of game release trends is not the leading demonstration. If you felt enough satisfaction with the charm and battle of Ages and Hilda through the demo, would you have a pretty good time?

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