"Magic Iron Crisis" review: The official SL Dafa is bull force

    Saving regularly in the game is a habit of mine when playing RPG games. It's like the "Save" button in the top left corner of my writing routine.

    Regular filing serves two main purposes. One is to save the progress of the game, convenient to play again next time; The second is to have a remedy for their own mistakes. In modern games, almost all have an "autosave" feature, the first use is no longer relevant. The key, or is the second point - for example, in the BOSS level before the initiative to save a file, but can also start from the beginning. This is the famous "SL Dafa", I believe that many players have experienced.

    《魔铁危机》评测:官方SL大法就是牛逼

    The unique "time manipulation" mechanism in "Magic Iron Crisis" made me feel like I was using "SL" all the time.

    As stated in the game's introduction on Steam, the time control mechanism achieves "the integration of turn-based tactical control and real-time gaming experience." In short, in the process of time manipulation, the player can give instructions to the actions of the controlled character in a certain period of time by sliding the timeline. Of course, when you control multiple roles, you can give multiple actions. After the time manipulation is removed, multiple characters will act according to the set instructions.

    《魔铁危机》评测:官方SL大法就是牛逼

    It looks like the characters are working together to defeat the enemy. If you take MOBA games as an example, it is like a group battle, your own side in perfect coordination, playing a textbook perfect group - only these heroes are controlled by a player, and according to the trajectory of the timeline, each hero in turn at a certain point in time in order to cast skills.

    In games, it is particularly common for players to control two characters at the same time. Therefore, it is not difficult to play the perfect Combo through time manipulation. For a very simple example, one character determines where an enemy is, throws an oil barrel, and then another character uses fire magic, igniting the oil barrel and instantly inflicting explosive AOE damage. Since it takes time for the oil barrel to fall from the air along the parabola in the game, players can easily solve a large wave of enemies by pinching the flight time of the spell and the landing time of the oil barrel.

    《魔铁危机》评测:官方SL大法就是牛逼

    It sounds magical, but in practice it's not complicated. And time manipulation isn't just about going back in time - players can even peek into the future and change its course through a series of actions.

    This gave me a sense of achievement of "strategizing-everything is in the calculation". Whether combined with "future vision" to quickly end the battle; Or focus on "going back in time" in pursuit of a harmless solution to the battle. Can meet the tactical pursuit of different players. In terms of tactical thinking and decision-making, Magic Iron Crisis gives the player a considerable degree of freedom to play.

    But players use time manipulation, there is a major premise - to enter the "fugue" state. The fugue state trigger is also very simple, as long as the character takes damage, the system will automatically let the character into the fugue state. In this state, of course, the player can only control the character individually, rather than simply forming a team and acting together.

    《魔铁危机》评测:官方SL大法就是牛逼

    This is the selling point of the game, but as I continue to enter combat and fugue states, the time control system gives me the biggest impression that trying to finish a battle is too time consuming.

    This is inseparable from the fact that in a battle, the player needs to do a lot of operations. A battle is like the player writing a script according to the characters given by the system (enemy AI and player control characters) - from the beginning of the battle to the end of the battle, what characters fight, when to escape, when to release what skills, are scrupulously performed according to this script.

    Coupled with the repeated modification of the "script" (confirmation of enemy action and hit response), the "work" of the whole process is even greater. One or two victories can be very rewarding - after all, this is the "art of war" in a broad sense - but entering the battle over and over again makes one feel like a laborer on an assembly line writing a running tally.

    《魔铁危机》评测:官方SL大法就是牛逼

    On top of that, Iron Crisis also suffers from many of the pitfalls of indie RPGS -- a monotonous journey, and recurring, infrequent enemies.

    If you expand the entire story, as well as the main mission, you will find that you spend most of your time on one island after another repeating the search for "magic iron". And the whole process is much the same - first to a strange island with a hidden "magic iron" fragment, and then to find the "magic iron" fragment. Of course, there will be various battles along the way. Then the process ends and the cycle repeats again on the next island.

    The only highlight of the plot is the change in the protagonist's self psychology throughout the journey. If the story is the main, the battle is supplemented, and the time and length of the battle are reduced, the overall consistency of the game may be better. Repeated and lengthy combat process, contact with more will indeed make people feel tired and tired.

    《魔铁危机》评测:官方SL大法就是牛逼

    Of course, as an RPG game, the completion of this game is still quite good. Whether it's skill trees or map instructions, including quest tips, it's straightforward and fun to explore. Character shaping is also quite good, although everyone in the leading group is looking for "magic iron" as the goal, but the real purpose behind it is different, so the contradiction hidden in the leading group breaks out, but also makes the whole game plot more logical and real.

    Perhaps the developers noticed that the game's controls were cumbersome, and typically the player could only control two characters. Different tactical designs based on different characters' skills are also part of the fun of the game.

    All in all, the unique "time manipulation" mechanism in Magic Iron Crisis is novel and interesting enough. This unlimited "SL", similar to the "official plug-in" setting, ensures gameplay while reducing the difficulty of combat. This different mode of operation means that when the game starts, there are enough points of light to catch the player's eye.

    《魔铁危机》评测:官方SL大法就是牛逼

    However, "there is no success, there is no failure." Its huge amount of action combined with more and more flow battles makes the overall game flow become repetitive and boring. Fixed combat is designed only for the player to fight, and in the end it feels like it's not worth the cost.

    But that's not to say it's not a good idea, and the concept of "time manipulation" has been used in many games. How to express it in a different form has become a problem that developers need to think about carefully. And on this question, "Magic Iron Crisis" clearly handed in a stunning answer.

    However, if you can do more polishing on the battle process and solve the problem of the battle process, perhaps the body sense of "Magic Iron Crisis" can be more outstanding.

    No introduction yet....

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