
Falcom’s latest juvenile RPG set in modern JAPAN! Based on the worldview of the "Tokyo Xanadu" released in 2015, it presents a completely original story for modern RPG players.
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About
An Adventure Through Kyoto and Xanadu: the Otherworld
Set in modern-day Japan, where Kyoto has become the capital, the story unfolds as boys and girls awaken as "eligibles" and travel to the other world of Xanadu.
Kamiya Rei, a boy who gained the power to fight monsters in the otherworldly labyrinth Xanadu, transfers to "Hirasaka Academy", which aims to conquer Xanadu. Alongside his unique companions, Rei will challenge Xanadu...
Key Features
Kyoto Xanadu features an innovative combat system combining two distinct actions. "2D Battle" offers classic side-scrolling gameplay as players explore the vast labyrinth beneath the academy.
Opening gates that appear at specific points within the labyrinth triggers a shift to "3D Battle", where players engage enemies in 3D combat using diverse skill attacks and technical maneuvers within the gate’s inner space.
Use points earned through Xanadu exploration and daily activities to enhance your Soul-Device! Not only does this boost the device's performance, but it also allows you to learn new actions and skill attacks.
Equip Guardian Cards obtained in 3D Battle to your character for a massive boost in power. Not only will your attacks enchantlike fire and ice, but you'll also gain access to ranged attacks distinct from standard Soul-Devices!
At the academy, set action cards before class begins. Attending classes increases subject-specific parameters based on the card's content and also changes your friendship level with other characters. As the story progresses, more types of action cards become available, adding the fun of collecting them.
After school, let’s explore Kyoto City! Gather information at tourist spots, shop in the shopping districts, enjoy dinner with classmates... how you spend your time is up to you!
The daily life segment centered around Hirasaka Academy features various content, including character chats and quests occurring throughout Kyoto City.
Engaging with these elements allows players to gain a deeper understanding of the world of "Kyoto Xanadu" and the personalities of its characters.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 658 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3]前言[/h3] 《亰都幻都 -樱花幻舞-》是Falcom 于2015年发布的《东亰幻都》的续作,虽然沿用了世界观和部分基础设定,但是以全新的人物和故事场景展开,前作的3D动作角色扮演玩法也转变为2D横版地图和3D战斗的双维度游戏模式,新入坑的玩家不用担心看不懂设定,玩过前作的也能在推进剧情中发现许多彩蛋。 游戏以异界与京都并存的现代为舞台背景,将校园日常剧情和异界迷宫结合起来,完成一段充满有趣互动的冒险小队旅程。 [quote=Lem0n juice] 笔墨写春秋,挥毫描秀色; 欢迎关注[url= https://store.steampowered.com/curator/44125219-Lem0n-juice/] Lem0n-juice [/url]~ 我们致力于游玩各类游戏并给出自己的意见供大家参考,欢迎加入我们的大家庭~[/quote] [h3]京都幻都与世界观设定补充 [/h3] 架空京都保留了众多带有古风的街景、神社、寺院、町屋,但也有商业街和现代建筑的京都,以特异点“门”为锚点,异世界会以幻都(Xanadu)的形态出现,进而侵蚀现实世界。由于大多数人无法观测到异界化,因此经常被当做自然灾害和都市怪谈等来处理,比如由神话级残暴异兽引发的东亰震灾造成了地震、海啸、火灾、寒流等一系列恐怖灾难。 异兽普遍敌视人类,一般的人类武器无法对其发挥作用,只有 “符合资格者”灵魂显化出的装置可以对灵体异兽造成伤害,这种独特武器具备唯一性,不存在完全相同的灵魂装置。异界带来的不仅是灾难,也有着无比珍贵的资源,这是一把双刃剑,由此衍生出代表人类不同态度的组织,比如防止异界力量滥用的涅墨西斯和代表科技研发的黄道带等等。 京都比良坂学园正是专门培养异界攻略者的精英学校。迷宫攻略进度决定排名,排名又影响资源分配和权力,加上极高的伤亡率和仅有半数的毕业率,使整个校园形成了一套类似学生自治的高度竞争化的体系。 [h3]爽文剧情和妹控小队二三事[/h3] 本作男主神矢伶出场便是观察敏锐,思维冷静的人设,在黑道的追杀中来了一段屋顶跑酷,后面被“门”吸入幻都,为了自保被迫觉醒灵魂装置,然后作为关系户被安排进比良坂学园学习。 在探听到学园的宗旨后,男主选择隐藏实力的同时观察着周围每一个人,很务实的寻找真正有能力的人来组建自己的队伍,从随堂测验的橡皮擦痕迹就能推测出目标队友六道妹子同样隐藏了实力,考试期间遇见被临时队友算计的她,也会先留证据再救人,行事作风也非常稳健。 前面的剧情基本以校园和京都生活为主,主要人物的互动都是日常杂谈,满满的青春偶像剧集,男主的人设比较讨喜,其他队员也各有特色。每日必备的和妹妹聊天以及前作表情包斗图非常有趣。 [h3] 角色培养和轻卡牌构筑体系[/h3] “智、勇、仁”三项人格能力构成人物成长体系,主要通过上课、看书、美食,健身,游戏等现代生活提升,这也引入了本作的轻卡牌构筑体系。现实生活日程主要依赖交流点数CP、行动点数AP和友情点数FP作为行动点,而上课、自习和研究还需要配合行动卡来实现。基础的手牌卡片主要通过完成某些活动获得,而专属卡片需要与角色互动获取,能够带来不同的属性增益。 三项人格能力的提升又会影响异界开荒能力,不仅可以增加团队的基础数值,还能开发出不同的灵魂装置能力。除了异界地图节点觉醒的射击、二段跳等特殊能力外,其他技能树的开发全靠智、勇、仁的升级点数来解锁,并由此延伸出了不同的战斗体系。 [h3]类银迷宫探索和3D战斗系统[/h3] 本作的异界分为2D迷宫探索和3D 战斗结合的“双维度”设计,同时大大弱化了战斗难度。迷宫不是完全解锁的,需要剧情推进获得新的能力进入之前无法到达的地方。经费有限的情况下2D地图的设计还是非常明智的,省略了3D模式下的大量花费的背景建模设定,更注重迷宫本身的路线和机关设定,更加契合横版风格的特色。 灵魂装置技能树里有个“阴眼”技能可以看破宝箱,还有各种被动技能规避伤害和异常状态,相比其他类银游戏那些恼人的跳跳乐和手法考验,本作的探索难度可谓是极度简单。迷宫探索阶段只能控制一名角色,但可以随时切换队员,根据敌人的属性弱点调整战斗策略。 3D动作战斗模式,包含异界门内的战斗和区域boss战斗。这个场景本质就是个擂台,不需要太多的场地渲染,做成3D正合适。boss的攻击意图很强,但是由于强攻击会有紫光提示,弹反技能“一闪”的判定区间很大,手感巨好。连招派生组合也很简单易记,但只有第一下普攻可以切瞬间防御,强击过程的动画后摇很长,因此虽然可以自由衔接攻击但还是需要考虑连招时机的。 战斗方式的话有近战和射击两种方式,每个角色都有不同的武器和攻击模式,射击模式基本就打打飞行异兽,各角色除了武器攻击和派生动作不同外区别不大。攻击可以积攒能量,释放灵魂加速能力和连携技能,修罗道难度下基本就是利用灵魂爆发配合一闪打出超高伤害,这个模式下的背景音乐会换成人声,战斗氛围给的很足。 元素克制和元素异常也是本作比较有意思但同时很难受的地方。五种属性中最让人头疼的就是风元素的感电异常,持续时间超长,并且会限制角色跳跃能力,在前期没有药水的情况下经常打完罚站,所以前期一定要带抗感电的饰品和点出对应的抗性技能。 [h3]快捷功能和UI引导功能[/h3] 游戏对于便利性的优化也十分到位,所有已经造访过的地点都可以快捷键选取到达,人物事件出现在哪个地点也都有头像标识,迷宫在完全攻略后还有扫荡功能,简直是后期没任务不想下本的福音。 菜单界面的任务报酬指引非常明确,方便白金成就的收集,相比某系列需要精密规划每天行动的日程管理,本作拥有相当自由的活动空间,除了词条收集外的活动都较为宽裕,不会带来过强的紧迫感。 同时,幻素瓶和幻素毒素的设定都给每一次探索都上了计时器,无法回复和持续掉血的buff加持下增添了紧迫感,不过单次迷宫敌人不会复活,传送石碑设置的非常多,基本可以撑到回城。可惜1000ml的容量似乎无法提升,经常探索不了几个区域就得回城,连贯性体验不是很好。 [h3]拙见[/h3] 本作讲述了一段校园青春与异界冒险交织的故事,没有严苛的日程管理,没有难度过大的迷宫跳跳乐和boss战斗,简单的战斗派生和宽裕的防御判定,自由的角色成长方式,整体游玩下来还是比较轻松的,是一款校园生活与迷宫探索结合下不错的RPG作品。
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 659 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很法老控味,好玩
好玩!
终于没有说了一堆但是我完全看不懂的话了,太感动了!
persona 5 falcom
京都异闻录,养成我还挺喜欢的,而且第一章那个b居然真的被处理了而不是什么改邪归正啦,什么他有苦衷啦,什么我原谅啦,真是难得
挺好
原來是女神異聞錄阿 目前玩到的遊戲水平真不錯 熱度這麼低迷不太合理
일반 활동은 페르소나 같은데 액션은 이스가 생각나네요. 재밌게 하고 있습니다. 그때 그때 손가는 대로 플레이 하느라 모든 인연 공략은 안될 것 같은 예감이 들지만요 ㅎㅅㅎ "이번 주말에 중간고사임" 해서 카드 모아놨더니 실전 평가가 먼저여서 카드뭉치 한주 더 묵히게 생긴건 안자랑;;
爽,没有咚,没有找猫修路灯就是爽
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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