[Game]Ituwari no Rondo (Itsuwari no Rondo)
CERO:A(For all ages)
|Statics of evaluation and Ranking|
|Information about this title|
|Japan Released:2007/08/09(Thu) Nintendo DS |
|Sites about how to play the game|
1. http://www38.atwiki.jp/ituwari/2. http://capture-family.info/ituwari_rinbu/
1. http://www.success-corp.co.jp/software/ds/ituwari/ (Translation)
- ▼Sorted by:Newness
2011/07/10 Good(+1 pnt) [Original Japanese review]
by もろっち (Skip) Provider: 40863 Host:40857 Browser: 9031
[Total playing time]
The highly original game system "Route Maneuver. System" has rough cutting and there is room for improvement, but it is a funny attempt and a novel idea.
There are many ally characters and many kinds of skills, so it is extremely unique, it is fun to choose and nurture the students.
Battle MAP is set to be small overall, it advances crisply without fighting each battle.
Because it adopts a unique system called root maneuver, it is difficult to make a wall by stretching the ZOC at the front. We have to take a fundamentally different strategy from the conventional S-RPG. At first it gets confused.
I say character design or graphics is doujin soft level. To those who care about the appearance is a demon.
Overall doujin soft odor drift game. However, compared with the S-RPG M aku Grand Prize work or the Excellence Award work, because the difference between pro and amateas is clearly felt, the atmosphere of the work received from its unique graphic sense and the personality-like system is the last .. .means. The game itself is very interesting and it is quite fun to play.
The greatest feature, the route maneuver system, is a mechanism that causes units to "bounce" to pass through enemy units, causing battle. In other words, there is no "attack" command.
Therefore, inevitably in this game, the movement power of all characters is set considerably higher than other S-RPG works.
For example, if there is a place where enemies are gathered, if you move it so that it runs through the battlefield at once in a cavalry unit, you can attack all the enemies. However, since the same trout can not pass twice in one movement, it is necessary to consider the travel route well in the way of writing with one stroke, the rough battle in narrow passages and valleys is fun to be used with the head .
Basically, because it is a system that fights by "passing" enemies, even if units are arranged on the front line, although it easily escapes to the back, the concept of ZOC exists as a character individual skill and ZOC Units equipped with skills can forcibly interrupt the movement of enemies who tried to pass through themselves, but since they play randomly at the vacant places in their neighbor squares, you can not prevent the back side from being taken.
Because of this system, the range of the bow unit and the magic unit is basically set to be longer, its power is also adjusted to be higher, it is quite an exquisite balance.
Anyway, in this game, since the battle system is too unique, a pretty kind and volumeful tutorial is prepared but still the first play is a series of failures and mistakes, so be prepared.
Since I have addictive properties that become quite habitable when I am addicted, it is a work I'd like to recommend to ordinary S-RPG for those who are tired.