"Amaho no Sakuna Hime" is also a great action game, so I'm going to give it a lot of praise. Also, the food seems to be really good: That's all I want to write about today.
Are you growing rice? "Are you okay with the salt damage?"
One of the criteria for whether or not you are addicted to a certain game is "whether the screen of the game comes to mind when you close your eyes before going to bed at night". In the past, I used to build up to 7 Puyo Puyo chains behind my eyelids, repeat the movement of resurrection unlimited earning outside the Dara, and do Civ4 brain catapult rush, but recently eyelids I was able to do everything from rice planting to threshing behind the scenes.
SE, quena player, Taro Cabbage sommelier, father of three children. He is a side shooter who loves Darius Gaiden, and even now he often challenges the whale route and is cut off by the mantis shrimp's scattering bullets. My favorite Yeal Kung Fu enemy character is Tao.
Twitter:@shinzaki
Rice farming is super fun, isn't it? I strongly feel that I was an agricultural people. The primordial joy of increasing rice yields.
As for the purpose of this article, when I played "Amaho no Sakuna Hime", it was very interesting, and I thought, "This is recommended...!!", so I praised the interesting points I felt. As soon as I think I'll write it in.
A lot of people have already said that rice farming is serious, so I'm thinking of writing my personal opinion on the action part and the food-related elements. I will avoid spoiling the story, but I can't explain the development of the early stages without writing a little, so please forgive me.
As usual, I was selfish and said, "I want to write about Sakuna Hime!" is. note that.
Okay. What kind of game is "Amaho no Sakuna Hime"? In a nutshell, it's a "wire action + rice farming simulation where you explore the surroundings while powering up by growing rice and defeating enemies". Sakunahime is a true goddess with the blood of a fertility goddess, but she's basically a useless goddess, causing big trouble in the city of gods while saying no, and Hinoe, who is ruled by demons as punishment. You will have to develop the island. Basically self-employed.
I think that there are many people who have heard about the fact that the rice cultivation in this "development" part is too serious, and I really think that there are many people who have heard about it. It's really amazing that I'm going to do everything from management to rice harvesting and threshing.
On the other hand, Sakuna Hime also draws the blood of the martial arts god, and will also exterminate demons with her own power. He swung his farming tools around and exterminated the demons on Hinoe Island, which took the form of rabbits, sparrows, pigs, and wild boars, by hitting them hard, throwing them away, and hitting them with rocks. While the rice cultivation part is serious, this action part is also serious.
First of all, I will explain this "Sakunahime as an action game".
Sakuna Hime in the action part is basically an orthodox side-scrolling jump action. Players control Sakunahime and run around the fields of Hinoe Island.
At this time, Sakunahime uses the "Hagoromo" to perform a wire action. Yes, that wire action that fascinated us in Top Secret, Umihara Kawase, and Spider-Man. There's no game that doesn't have fun in a girl's wire action game! ! ! "Magical Pop'n!" !
The controls are extremely simple. The main movements are jumping, light attacks, heavy attacks, martial arts (so-called special moves), and Hagoromo ejection. .
When I talk about action games, I often talk about the balance between exhilaration and achievement and the learning curve. It's just a story that there are points that I find interesting in these two points.
First of all, exhilaration and a sense of achievement. .
Smash your enemies with a bang, complete with exhilarating sounds and effects. Feels good.
Move your character gracefully, quickly handle enemy attacks, and defeat powerful bosses at the very limit of your physical strength. It feels so good.
If it is too easy, the sense of accomplishment will be lost, and if it is too difficult, the exhilaration will be lost. A game that balances these two "comfortability" is generally fun, and it often sticks to my point.
First of all, I would like to talk about how this exhilaration / sense of achievement is balanced in "Sakuna Hime", but in a nutshell, it is very good quality.
Hey, I want you to watch this video.
This is still relatively early in the game, but you can see that I can blow away the enemies and defeat them all at once, and I can also do some stylish movements. I think. Well, I think there are individual differences in how stylish it looks, but by my standard for action games, it's pretty stylish.
The action in Sakuna Hime provides a very good "exhilaration" and "sense of accomplishment" due to several elements.
First, "blow away and collision". As you can see in the video above, some martial arts can be used to blow the opponent away, but by hitting another enemy with this, you can deal damage all at once. When a lot of small enemies appear, you can blow away one of them and wipe them out comfortably, or you can keep your distance from powerful enemies and attack them from a distance to deal damage. You can also use it to earn money.
Second, "continuous technique". In this game, there are a lot of routes that lead from technique to technique, and at first you can easily hit combos just by repeatedly hitting the attack button, and once you get used to it, Hagoromo You can connect more and more aerial continuous techniques by entwining them. Once in a while, you can hit it softly, wrap it around the robe of feathers, pull it up and continue the combo brilliantly, it's exhilarating to the max.
Let me show you a video about this. I thought about taking a picture myself, but I still can't connect it so well...
Third, wire action by Hagoromo. Like most wire action games, the wire action in this game is extremely flexible, and there are countless ways to use the wire. In addition to avoiding the opponent's attack by changing your position, you can also instantly approach and attack the opponent who attacks from a distance, pull the enemy in reverse, restrain the opponent from an aerial attack, and further the above-mentioned Connect air combos. The position occupied by the wire action is extremely high in the "feeling of getting better".
Fourth, repel. By pressing the lever according to the opponent's attack, you can repel the opponent's attack while saying "Amai!", weakening the opponent for a certain period of time. The enemy's attacks are quite intense, so if you can aim for them, the "feeling of getting better" will go up a notch.
The above elements are intertwined in a very good way, not only the exhilarating axis of "It feels good to move", but also "The more techniques you can use, the more you feel like you're getting better and better." It provides players with an extremely large catharsis even with a sense of achievement axis. It would be fair to say that this is an action game that feels better the more you play it. After all wire action is justice...! ! "Great justice...!" ! !
However, can you feel refreshed so easily? "There is of course the problem." No matter how good the action feels, if it takes a long time to enjoy it, the number of people who can enjoy it will be limited, right?
That's where the "learning curve" comes in.
In general, any game has a "process of getting better" and "a process of mastering the game", but how smooth it is depends on the game. . Some games have a simple control system that you can play without too much trouble, while others require a certain amount of guts and practice to reach a certain level. There is also a game that
As far as I'm concerned, a ``game with a good learning curve'' is a game that ``plays naturally and learns the necessary techniques by the time you need them''. Even if you don't try so hard, you'll get better before you know it. However, it is not only easy, but there is a sense of accomplishment that "I got better".
What about Sakuna Hime? "Seriously good quality".
The first is Sakunahime, "the speed at which enemies become stronger" and "the speed at which enemies and terrain placement become harsher" are very appropriate.
In the beginning, Usagi will only appear sparsely, and it will progress just by hitting the attack button repeatedly. Moreover, a combo will occur properly there, so you will get the feeling that "a continuous move feels good".
Next, when I learned some martial arts, including blowing away, the placement of "a lot of small fish are lined up" just started to appear. Here you can learn the importance of blowing away and collision and its pleasantness.
Eventually, terrain where you can't proceed smoothly without using wire actions will come out, and when you've learned how to use wire actions, you can handle it easily by fighting with remote attacks, sparrows, and wire actions. enemies will appear.
When you can move freely to some extent, it becomes a tough enemy arrangement if you are "just attacking", and you will naturally understand the importance of weakening the robe.
It is devised in such a way that "as you progress through the game, you will naturally acquire the technique when it becomes necessary". I think this balancing is really great.
"It feels good just to move", "It feels even better when it gets better", "It gets better naturally as you play the game". I think that this virtuous circle is quite ideal as an action game. This is why I think Sakuna Hime is highly recommended not only for rice farming games, but also for people who like side-scrolling jump actions.
Because Sakuna Hime is a goddess who says, "If you harvest a lot of rice, you will become stronger." It's easy to make even for people who aren't good at action games.
The essence of Sakunahime is not "raise the level and hit with physics", but "increase the yield and hit with agricultural tools".
As you can see above, I have a few complaints about the action, but to be fair, I would like to point out two things that bothered me a little:
The only thing that bothered me was the.
One, especially around the middle stage, where I thought that the appearance pattern of similar enemies would be repeated temporarily. To be more specific, it's like the boar, deer, and pheasant trio is too much.
The other is that you can't keep running all the time, so there are times when the movement speed is a little unsatisfactory. Well, this can be improved considerably if you learn the high-speed movement technique "Hien".
Other than these two points, it's pretty close to my personal ideal for an action game, so I'm hoping it will be improved with an update.
By the way, Sakuna Hime is a food game. The food game here is a game in which "eating" is strongly weighted, and "meal" occupies a large position in the player's consciousness. Games that look delicious when you eat rice are generally masterpieces. Downtown Nekketsu Monogatari, Dungeon Master, and Dragon's Crown.
So, Sakuna Hime lives with some humans in the "Toge", which is a reclaimed land.
At this time, first of all, "The scene of eating is really delicious". The menu is displayed on the upper left, and everyone moves the chopsticks while enjoying themselves. In particular, because of the rice farming simulation, the feeling of "after working hard in the field" is very strong, so the "deliciousness of the food" that you can experience is also special. It's really good to just look at the screen at dinner after rice field raising.
However, this is also not the case that we can prepare such a rich dinner from the beginning.
You can ask Mirte to create a menu for you to choose from, using the ingredients you have on hand, but at first there really aren't many options. Really, the only menu you can always choose is "water". not exist. Other than that, I have to go out and hunt and collect things like wheat, millet, and rabbit meat.
Especially at the beginning, this ``menu that you can choose is really poor'' really made me feel like ``Ah, the old cold village must have been like this...'', and ``These guys I have to feed them somehow...!!" "Ah, I'm leaning toward meat right now, so I have to prepare some vegetables..." or "I got some pheasant meat today. It's a feast for everyone!" I want to.”
The menu itself is also really rich in variety. If you eat good food, Sakunahime will power up, and if she gets hungry, her physical strength won't recover, so dinner is important for strategy, but anyway, she has a strong desire to "make delicious food and feed her." . I really understand the greatness of miso and soy sauce.
When rice becomes abundant, there is a very strong sense of relief that "Ah, I won't have to starve these people...", as if they were finally able to get out of poverty after many hardships. You can enjoy the feeling of a former cold village, so I would like everyone in the era of plenty to experience it.
Combined with these elements, the graphics of this harvest time are really impressive. Ah, it's wonderful that you don't have to worry about rice...
So, I mainly wrote about "Sakunahime as an action game" and "Sakunahime as a food game". Of course, not to mention ``Sakunahime as a rice farming game'', ``Sakunahime as an animal game'', ``Sakunahime as a collecting game'', ``Sakunahime as a yandere game'', etc. It is important for those of you who want to take care of yourself.
Lastly, I will briefly summarize what I wanted to write.
That's pretty much it. thank you.
That's all I want to write today.