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Afterimage ": The hardcore adventure journey of" Sailor Moon "

First of all, I want to declare that when I first bought this game, it was completely out of love for the producer, Zhulong.

” Gujian Qitan 3 left me with unforgettable memories, as well as the project two years without any new news, but still people miss” Gujian Qitan 4 “, are my” love house “reasons.

And the reason why I came into contact with “Afterimage” is precisely because I saw the “Candle Dragon” sign. In the words of many players: No matter whether it’s fun or not, my buddy bought it first, just consider it as supporting ” Gujian Qitan 4″.

Perhaps this “mostly positive” review will scare away many friends (previously there were mixed reviews).

But to be honest, after mindlessly buying and playing for a while, I have to say: “Afterimage” does have flaws that make people crazy and want to drop the controller, but there are also many designs that impress me.

The variety of monsters is rich and the number of bosses is also sufficient. This is the first impression that “Afterimage” left on me – actually, it’s not the white-haired female protagonist that left the deepest impression on me after watching the game.

After being attracted by the white-haired female lead, the “Afterimage” battle experience was refreshing enough to successfully make me forget my “original intention” and fully devote myself to the follow-up adventure .

From beginning to end, all kinds of monsters, almost every time they leave an area, they will not see repeated enemies. Even the miscellaneous soldiers will mostly switch to a completely new type.

In areas that do not initially possess any special abilities, encountering various enemies is relatively clumsy, often able to quickly kill after two stiff cuts.

But as we become stronger, the enemy does not strengthen, but directly “updates”. The gray-robed wizard who attacks from a distance not only has bullets to track but also cannot rebound, and has a “big-headed villain” with a domineering effect.

Although the most basic minions cover almost the entire game world, everyone can see many new types of minions in each different game area.

Oh, by the way, I have to praise the huge world of “Afterimage” itself.

Whether it’s the original forest , the sunny wilderness, towers, deserts, etc. As an independent game, being able to combine different terrain features and present so many challenging enemies to everyone is a very satisfying thing for me.

Furthermore, as a game similar to Galactic Castlevania, “Afterimage”, like most such games, chooses the soft guidance method. In the early stage, the lack of some abilities limits the areas that the protagonist can reach, but after completing the exploration of the areas within his ability and obtaining corresponding abilities, he can return to the previous place again.

In other words, many places are worth exploring repeatedly and still reaping rewards. This kind of gaming experience can also be considered one of the charms of games like Galactic Castlevania.

Of course, whether it’s the huge world or the rich variety of soldiers, they are relatively just appetizers before the feast in “Afterimage”. What really satisfies me is the deep BOSS battles in the game itself.

In the early days of the game, although the mechanism of Running Waves is relatively simple, with only a limited number of attack modes such as water vapor, water waves, and icicles, it is still necessary for everyone to rely on repeated deaths to take down the boss when the boss’s spell is not so obvious.

The experience accumulated earlier can also be reflected in the later stage. Even the Frozen Knight, who is both long-range and melee, and has great skills, I successfully defeated him after several deaths.

It is precisely because the BOSS is diverse and rich enough that the positive feedback of “I have become stronger” becomes obvious enough and makes the game itself more attractive. To be honest, I can’t even remember how many BOSS battles I have experienced from beginning to end, which is rarely seen when I played games like Galactic Castlevania in the past.

Most of the bosses in “Afterimage” may have simple and difficult mechanics and settings, but they are challenging enough for players at that stage and not boring because they are too simple.

Roughly recalling, I have conquered around 30 bosses.

The number and design of such bosses are quite rare among similar games. At this time, it shouldn’t be a problem to say that a large quantity can feed you, right?

As mentioned earlier, the exquisite modeling and thrilling boss battles of Bai Mao’s female lead are the most satisfying aspects of “Afterimage” for me.

Blowing is over, now it’s time to talk about the issues that make me want to drop the controller.

In fact, although “Afterimage” has a very obvious taste similar to the game “Galactic Castlevania”, in addition to the new abilities obtained through exploration, there are also differences in equipment such as weapons and armor.

The appearance of these settings also gives it some RPG-like appearance – but when combined with its own Galactic Castlevania style, it makes “Afterimage” somewhat awkward and even seriously affects the gaming experience.

The Frozen Knight mentioned earlier is a very typical example. When I happened to come here while opening maps all over the world, and my own abilities were already sufficient to deal with the boss himself, I still chose to save this boss for last.

There is no other reason. The first time I played Frozen Knight, I had a feeling of playing a soul-like game: I scraped the BOSS with a small knife, and the BOSS could take me away with two backhand attacks…

Of course, the addition of weapons and armor not only makes “Afterimage” numerically different from games of the same type, but also brings some extra fun: different genres of equipment.

Many weapons have corresponding attributes and special effects. For example, a large sword with a “poisoning” effect that is easy to use in the later stage often has miraculous effects when facing bosses with relatively strong attack desires and fewer output opportunities.

Not only that, another thing that drives me crazy is the design of the domineering little monster.

One obvious feature of “Afterimage” is that there are a considerable number of domineering monsters, among which flying monsters account for the vast majority. Under the premise of collision damage, battles surrounded by three monsters are often a nightmare, and such encounter experiences are not ideal.

Secondly, there are some “spoilers” in the art style of “Afterimage”. This is not to say that its art style is not good, but the simplicity of some scenes does affect the viewing experience.

Perhaps the modeling of this white-haired female protagonist is too detailed. Although the content of the entire game world is quite large and rich, the enemies and scenes in various regions still give people a strong sense of “inferiority” in detail when compared with the protagonist.

Although I mentioned many shortcomings encountered while playing “Afterimage”, my evaluation of the game itself is definitely positive.

Because, even though the setting of numerical growth makes my clearance process a bit troublesome, I even need to be forced to turn around to other places during the process, and conquer the boss by improving equipment and ability values.

However, the numerous and well-designed boss battles in “Afterimage” are still the most enjoyable experience I have had recently. With this support, the aforementioned shortcomings are still within an acceptable range.

If you are also interested in games like Galaxy Castlevania, and the art style of “Afterimage” happens to be your cup of tea – then you might as well give it a try.

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