Да, стоит играть
Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A

Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A
Нет игроков онлайн в Steam - это не определяет готовность одиночного режима · последнее известное значение, ещё не обновлено
452 дня назад
Нет отзывов за последние 30 дн.
Русского нет · всего 8 языков
385 руб.
Сравним с вашим ПК и прикинем FPS
Подробных отзывов на русском мало - добавлены отзывы на других языках.
Русский: Нет, НИНДЗЯ ПОНИМАЕТ И БЕЗ НЕГО Мультиплеер: Нет Геймплей: Стратегия/Пошаговые бои?/Головоломка? Графика: Красивая графика, наматываешь пиксельные кишки похлеще доки2. Цена: 385. Приятная цена для любителей головоломок. На самом деле за эту цену это очень неплохая смесь жанров. Разработчик не соврал когда сказал, что "такого вы еще не видели" Спойлеры: Сюрекен делает бо-бо Оценка: Да.
Arashi Gaiden is a compact but inventive tactical action game that manages to make turn-based combat feel surprisingly fast and aggressive. Developed by Statera Studio and Wired Dreams Studio and published by Nuntius Games and Vsoo Games, the game puts players in control of Arashi, a deadly ninja whose greatest weapon is his ability to rapidly move through enemies. Rather than relying on traditional turn-based exchanges, each encounter feels like a carefully constructed combat puzzle where positioning, timing, and planning determine whether Arashi produces an elegant killing sequence or ends up trapped by his opponents. The defining mechanic is its Dash and Slash combat system. Arashi can move rapidly across an area and cut through enemies along his chosen path, but the challenge comes from determining the correct sequence of movements. Rooms are filled with enemies positioned in ways that encourage players to study the battlefield before committing to an attack. What initially appears to be straightforward ninja action gradually develops into a more thoughtful exercise in route planning. Successfully clearing an encounter can produce a satisfying chain of attacks that looks almost effortless, even though reaching that solution may have required several attempts. The combat becomes more flexible as additional abilities enter the picture. Shurikens provide ranged options, chains can interfere with enemies, and teleportation introduces another way to manipulate positioning. These abilities are not merely decorative alternatives to the basic attack. They expand the number of possible solutions available in each room and encourage experimentation. Changing direction during a sequence or using an ability at precisely the right point can turn an awkward situation into an efficient elimination of every threat. This makes progression rewarding because new powers genuinely alter how previously familiar situations can be approached. There is also a strong score-chasing element behind the campaign. Simply surviving a room is one accomplishment, but completing encounters perfectly gives skilled players something more demanding to pursue. Earlier stages can be revisited after obtaining new powers, allowing players to reconsider previous encounters with a larger arsenal. This gives the relatively concise campaign additional replay value. Players interested primarily in reaching the conclusion may finish the main journey without an enormous time commitment, while completionists can spend considerably longer perfecting rooms, experimenting with strategies, and hunting achievements. Boss encounters provide some of the most noticeable changes in pace. Seven bosses are featured, and these fights can introduce real-time elements that temporarily challenge the expectations established by normal encounters. Traps, bombs, fire, ranged attacks, and other dangers force Arashi to respond to situations that cannot always be solved through the same methods used against standard enemies. These battles help prevent the central formula from becoming overly predictable and provide opportunities for the game's different mechanics to interact under greater pressure. The pixel-art presentation also suits the game's identity well. Environments inspired by Japanese locations create an appealing backdrop for the action, while the visual effects ensure that successful attacks retain a sense of impact despite the deliberately retro aesthetic. Combat can be quite violent, including blood and dismemberment, which reinforces the lethal efficiency of the protagonist. The contrast between colorful pixel artwork and brutal ninja combat gives the game a recognizable personality rather than making it feel like a generic tactical puzzler. The narrative surrounding Arashi, Lobo, and the larger Bravery Universe provides motivation for moving through the campaign, although the mechanical side remains the primary attraction. This works in the game's favor because the co…
I was a little disappointed that it glitched at the end of my play session. I was supposed to talk to the kitten to exit, but it happened twice, and I couldn't continue. Perhaps it's a bug, or maybe I missed one of the tasks I had to do earlier. https://www.twitch.tv/videos/2798215843 (Time 03:14:11 at 04:16:54) I commend the beautiful art in this game; you can see the love that went into it. I love the challenge of having to think about the best moves to defeat the enemies—it's very entertaining. And I want to keep playing.
Да: серьёзных проблем нет. Оценка GameHealth - B: большинство хвалит, но недовольных заметно больше, чем у игр с A.
Нет, Steam не указывает русский язык у этой игры.
Нет, это однопользовательская игра.
Видеокарта: минимум - Intel HD 4000 и 0.00390625 ГБ памяти. Сравнить со своим ПК можно в блоке системных требований выше.
385 руб. в Steam.