“Rise of Steel” vagabond review 7.4 points, the clever maid will not be hurt

The previous works of Spiders Studio, a third-tier small factory, are all American RPGs such as “Mechanical Wizard” and “Greed Autumn”. Their games always give me a feeling of low-quality Bioware: it feels right, but the content is always poor. mean. And often the picture is average, the action is rigid, and the plot is not up and down.

This time “Rise of Steel” may be a major breakthrough for them, because this is an ARPG that focuses more on action, or “Soul Like”. To be honest, at first I was quite concerned about the quality of the game, but the final impression it gave me, although I can’t say how bright it was, was still beyond my expectations—it’s a pity that it still didn’t exceed the limit of “mediocre”.

The Great War of Steam Robots

“Rise of Steel” is set in an overhead France with a steampunk background, where there are out-of-control “handy robots” everywhere, and our protagonist is also a mechanical female dancer who has just woken up. Both the enemy and the enemy are set by robots, which seems to cover up the shortcomings of the studio in disguise – after all, they are all clockwork robots powered by oil, and the movements look a little stiff and there is nothing wrong with them. I have to say, very clever.

The addition of elemental effects expands the dimension of part of the battle, but it is only the icing on the cake and does not change the essence of the monotony of the battle. Even without any elemental effects, it can still deal with all enemies calmly with only physical attacks, making the role of the system a bit too limited.

Nine bends and eighteen bends of the Seine

Since the story takes place in France, the layout of the map naturally requires various landmarks. Players will pass the Louvre, the Seine and the Bastille in the process, but don’t expect to see Paris in a complete big map like “Assassin’s Creed: Revolution”, the “Rise of Steel” map is still divided into There are several independent areas, and the area transfer can only be carried out at the carriage at the entrance.

Since each map has only one fixed entrance and exit, and the task items are often in the middle of the map, a lot of time is consumed in meaningless running. The frequent and long quest lines make it possible for a quest to go to three or four different maps to trigger the plot, especially when the quest target is only a few dozen meters away from you in a straight line, and you often have to bypass most of the map to reach it, this kind of irritability. The feeling is getting stronger.

–Concluding Remarks

Rise of Steel still hasn’t escaped the same mediocre nature of Spider’s previous works. Subtle innovations in combat do make plain combat a bit more fun, but the linear map exploration can be combined with the bad sidelines, so that there is still a big gap between the comprehensive experience of the game and the core fun of soul-like games.

However, Spider’s courage to challenge itself is admirable, and its game production level has also improved with the naked eye. I hope they can continue to create with this serious attitude in the future. Today, the market is full of mediocre soul-like games, but mediocrity is not sin. Players can understand whether the production team is powerless or just following the trend.

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