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Animae Arche | Japanese

Animae Arche | Japanese

Animae Arche | Japanese

钻石王老六

5.0

[不滿]一小时什么都没干就是不断换人然后轻抚狗头,聆听美妹们娇唤[不滿]这波手游啊,这波赛高啦

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Lloyd Dunamis

4.2

Any stuff that sounds future-ish here were based on my CN gameplay. JP would likely have good adjustments for it, hopefully. Is also intended for people checking for some particular supposedly-standard features in games. Graphics The characters' portraits and chibis are definitely adorable, although some have like unnecessary, unappealing..."showcases" of the low-rarity fellows. But congratulations, JP could be the superior version: some were apparently uncensored from their CN portraits. (found 2 so far) Graphic options: Very High|High|Med|Low ; levels of applying AntiAliasing, general 3D texture resolution, and game display resolution. >Check: 30fps (though the likes of MuMu emulator supports boosting its CN ver to 60, and I really wish they had it in-game!) Sound Not much quality control for voices, though most story lines have sounded fairly nice. In battle, the voices suffer from overlapping each other too much, especially those who have long lines (your loyal little cat shikigami's guilty of this). In addition, volumes are not equalized (or no volume compression) across all the characters; some characters may sound quieter, others oddly louder when not even shouting. I recommend setting the BGM lower by like 30~40 than Voice so you can hear them if they mutter, although loud voices might be a little louder then.. BGM: I initially didn't like them as much, but perhaps I've grown to like them after dailying. Japanese oriental music match the theme well, at least. The BGMs (except for Gacha BGM) loop seamlessly. I'll definitely loop the home and the stage BGMs in YT sometime. SE: The game lacks a few sound effects here and there, but they've been responsive for the most part. >Check: Semi-fully voiced (Yes for battles, skits, home; event dialogues are unvoiced, at least in CN ver); Volume Slider, very granular for BGM SE CharaVoice; Noticeable sound delay, around 100~150ms. Story Couldn't make up much because I'm not fluent with JP, but it's been intriguing from what little I can make out. Let me mention here then, that you can customize your team's choreography and make a set of chibi dance of your own? +w+ It's a very neat feature! I wish I can appreciate it more. Skits/Cutscenes: Has autoplay, though the dialogue advances w/o pause in-between dialogues; once the speech ends it immediately plays the next one. No: text log, summary, custom autoplay speed. There's a gallery to replay past stories, and check other index stuffs. Value Ample amount of jewels, or "Magatama"s, given to you for free and along your progress, but this is me who likes accumulating them instead of using them all in impulse. YMMV. Has that "Battle/Season Pass" event thing as an event filler, where you pay cash to get the next tier of rewards... Gacha: Needs 10-summon to guarantee at least R, singles not mentioned if it'll count; rising SSR rate after 40 non-SSRs, spark at 150. Gacha chance in-general is...spotty; lucky today, unlucky another day. Nothing new, really. Sadly, extra dupes of blue(R) rarities do not hold much value to "sell" for; R's don't give you that pity jewel to accumulate & purchase an already-summoned shikigami of your choice. Gameplay Healers can be MVPs!! This is important detail! It is not "farming-heavy" ala Priconne & Priconne-inspired games; most of the "grind" will come from dailies and rank-up things. Chara strength progression relies only on level-up item and one upgrade item; rank-up thing just differentiated with their element or something. Overall collection of these fodder items will definitely rely on dailies. Same goes for gears: anyone can equip anyone's equipment. Straightforward to improve. just use the enhancing materials; and disassembling them would net you back the same amount of enhancing materials you used for it. Team turn-based (one action for each chara per turn) autobattle, with option to manually slip skills in-between attacks. Due to the team positional formation & how their skill gauges fill, sometimes you'd like to have your main healer in front, to get her to activate heal more often. ("Nonono", the best healer IMO [色色], given for free, whaaat) Stamina: More than enough for dailies, considering the acquirable bonus on noontime and 6PM JST login. It's a good idea to play the game during the nighttime bonus. Stamina/Attempts are not used if you fail. EXP: Aside from obtaining from runs, most EXP will be obtained by using EXP scrolls. Instead of CN's time-gated "training" via the dojo, we can use the scrolls to level characters instantly; dojo-obtained EXP is additional EXP! Player's level nor chara's evolution(or dupe-fusing) won't limit chara's level, and chara max is 100. Auto: In-stage, you can autoplay their map wandering and battles; Once 3-starred, can specify how many loops to do stages. No sweeps or skips here though. Skill animations skippable by a tap, or setting in the Options to auto-skip it. Account: TransferCode via PlayerID with "manual auto-generated" password, no expiry date; Once used, has to generate a password again. Supports Twitter & Google Play. Can link multiple devices; only one active device at a time. >Check: Large 2.8GB initial resource download upon start, then optional +200MB-ish full-resource download in-game. Has unhideable but unintrusive global chat at home; accessible chat during battle. I lost my CN account due to the recent update and MuMu acct. expiring my login. I guess I'll be here to play it again since it has some different promotions & other new characters immediately or something.

gesit ppgcrb

5.0

good game,, fine gameplay,, Good gatcha rate not greedy,, free good character

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