Разработчик: WindThunder Studio
Описание
Heroine Anthem ZERO 2: Scalescars Oath When the world was freed of chaos, the Twin Virgin Saints started the circle of the seven doomsday. When the lands were flooded on the sixth doomsday, after the descendants of the Savior received blessings from God, they resurrected under the new born Tree of Life Terasyr, establishing the royal city of Vuzahem. But ichthyopagion still continued to grow, making clear that the Gods have not forgiven the world. People must find answers to the meaning of war while surviving the sins and punishments before Judgement Day. The story includes multiple subtle metaphors for the relationship between God and humans.
The game revolves around Shama, the young descendent of Gon Arrue who survived ichthyopagion. Living under the Tree of Life and becoming a priestess, then leaving the Tree of Life on the eve of the Star Ark Festival, she traveled to the far west to Uzato, the town of the Forest Keepers. She goes looking for the benefactor her mother told her of in hopes of finding an ordinary and simple home, but the only clue her mother left was a pin. What has Shama been through? Keeping her tears and loneliness secret behind her smile, leaving the place she promised to look for. But will her fate truly bring her peace?
Heroine Anthem ZERO 2 : Scalescars Oath is a real time 2D mixed with 3D side-scrolling story-based ARPG, simultaneously supporting controller and keyboard input. Unlock more skills by leveling your character.
The game’s producers have used their innovative creativity to bring you a long magical “duet”. The game combines legends of mermaids as well as Serbian and East Asian tribal culture to create its cultural world. Created over many years, it features nearly 400,000 words of dialogue, over 500 stories CG, 300 stages, and over 500 story performances. It has genuinely been brought to life a like a long TV series but as an adventure game. The soundtrack includes many songs from multiple music producers, which takes your experience to a whole new level!
- Vivid Storytelling
With more than 100s of CGs and 2D animation, each scene is carefully aligned with both visual and audio. More than 100 stages and 400,000 words, players can truly immerse in the world of Heroine Anthem Zero. - World-class BGM
Music composition team includes Joe Chou, Japanese composer Motoki Ohno, Tetsuya Ueda, and Shigezo Kamimura who received the Highest-Kuninomiya International Culture Award in 2013. Heroine Anthem Zero 2 continues to bring some of the best BGMs to its players. - Unlocks Different Skills
As the character levels up, players have a range of skills to unlock including dodge, perry, triple jump, jump attack, and more. With the desired combination, players can have their own style of combat. - Combat Companion
There is a combat companion system in Heroine Anthem Zero 2. Combat companion levels up as the story progresses, thus unlocking more skills to activate during combat. - Puzzle Solving
There are puzzles to solve in each map. Not only are they essential for stage completion, but also hidden treasures for players to explore. Some of the hidden treasures will considerably assist the players. - Crafting and Cooking System
Players can collect loot throughout the game and craft different equipment, upgrade the weapons, or make them into a variety of food to enhance the character. - Equipment Passive Skills
Weapons and armors have different passive skills. Players can choose any type of weapon depending on their combat style. - Special Event
There are different options for players to choose during conversations. Sometimes by making a different choice, there might be a special event in the game. - Expedition System
Don’t miss any suspicious areas in a stage! Crouching and exploring gives you a chance to pick up good stuff. In dangerous travel situations, use Cuckoo’s ability to look for suspicious exploration sites and command Cuckoo to further explore the area for a chance to obtain special loot. - Cooking and Crafting System
Using materials gained from exploring to cook or craft can create useful weapons, gear, and meal boxes. These can be used to increase the stats of weapon and gear. - Other Items and Gear
Character progress, weapons, and gear have a tight connection. Many weapons, armor, projectiles, runes, seals, food ingredients, and cuisine benefits not only provide atk/def to gear, weapons, armor, and rune effects but also adds a different attack move effect. - Easter Egg Questline and Multi-option Conversation System
Story progresses through dialogue. To enable certain story lines, choosing different dialogue options are needed. Don’t forget to choose every option even if it may lead to death, as a different interpretation of the story may lead to unexpected events. Besides the main quest line, there are hidden stages as challenges for players to explore. - The game supports customized keyboards
PS4/PS5/XBOX360 and up, as well as most controller brands. Provides a toggle option for PS controller settings (US spec/JP spec) and partial UI customization. (Ex: BUFF icon). Due to OS, some controllers may experience button setting errors under wireless mode. We are very sorry for the inconvenience.
[Don’t worry about feeling out of the loop if you haven’t played the previous ZERO 2, we’ll catch you up on previous events in-game. Please have fun!!]
Main Characters:
Shama Kutami
Age 18 \ June 6th \ 156cm \ B90 W54 H83
A young girl descended from Gon Arrue, parted from her own mother by the age of 10. Having gone through slavery, stealing, acting, and wandering for quite some time, unfortunate things happen to people close to her. She has learned to not cry and to guard her secrets by being strange and weird. Accustomed to dressing like a young lad, with top notch lockpicking, singing, and cooking skills, she’s able to strike when needed. Being able to feast is her way of living. Along side Shama is Cuckoo, her best companion.
Wanin Sarem
Age 19 \ November 3rd \ 177cm
Descendant of one of the three largest families, the Uzato. Both parents died when he was young, and he grew up with younger sister Naire and Mormolia. Inherited his parents’ exquisite crafting and mechanical talent, finds peace in each time the hammer slams down in the workshop his parents left behind. Going deep into the Longhorn Forest to investigate crystals, he meets the long lost Evolous. Wanin and Mormolia both face a life-threatening encounter.
Mormolia
Age 19 \ March 27th \ 38cm
Nicknamed MoMo, grew up with BFF Wanin. Age is uncertain, but Wanin wasn’t born yet when he arrived at Sarem’s. Ever since, she has been an older sister figure and close with the Sarem family. Has a sweet elvish look but is tough on the inside -- drinking and fighting is right up her alley.
Welly
Age 21 \ September 15th \ 183cm
A temple guard who often travels between Starry Mountain and East Mountain Trail. Good at using javelins. Enjoys time alone and looks like SACRED TEMPLE GUARD CAPTAIN Sigud, thus getting the nickname Twin Spirit. Is often deep in his own world, and uses rational analysis to solve all problems. Cannot stop talking once you catch his interest, and doesn’t hide anything from his good friend Meowgiko.
Kuador
Age 19 \ January 10th \ 168cm \ B80 W56 H85
Female warrior of the East Tower Forest Keepers. Good with a sword and shield. Fell out of line just to see Iron Arty at West Forest Keeper Tower in Longhorn Forest. Persistent personality who doesn’t speak much, often surprises people with her boldness.
Mia Kettica
Age 18 \ October 10th \ 156cm
A buddy Shama met while acting at Caffarno. The two of them are in sync like Twin Spirits; she is important to Shama. Made a promise with Shama to climb Terasyr, the Tree of Life together. Mia and Shama end up in Vuzahem by fate after the troupe was invaded by ichthyopagion.
Rui
Age 18 \ June 15th \ 162cm \ B82 W52 H83
One of Uzato’s most trusted Priests. Takes care of many Sacred Temple arrangements. Has a unique gift, able to detect all spirits. Was originally sought as an Uzato Star Ark Priestess but in the end Wanin’s younger sister Naire got the nod. Has a special place in her heart for Welly and has a younger sister working part time at Muscles Bar.
Varoussa
Leader of the secret organization in Vuzahem. Honorable and cold, no one dares look her straight in the eye. Shama calls her Mother, but is not her birth mother. She expects good things to come for Shama.
Korrud
February 29 \ 165cm \ B83 W50 H84
A traveler from Nassan taking shelter at the Pekt Tavern. Goes out at night and comes back tired during the day to sleep in. Always has a evil grin while asking others if they fancy a game of Quent, a card game she uses to seek her fortune that day.
Ahdurio
February 11th \ 183cm
Personal bodyguard to Yaza’s Deadly Navy Captain. Cold blooded, silent and solitary personality gives the impression he’ll be easy to get along with. Does not have the typical Yaza male “cunning” but finds interest in acting and music.
Panad Robus
Age 32 \ December 9th \ 187cm
Nield Wharf’s weapon-forging king, also known as The Furnace. Famous throughout Uzato, a humorous, decisive, and experienced hunter. From creatures and monsters in the forest to women, all are his prey.
Wuphaka
Age 27 \ November 14th \ 172cm \ B88 W60 H90
A woman who is as respected as Panad. Stunning looks, as courageous as her male counterparts, and master of archery. Is an experienced hunter and usually only takes orders from Uzato elders.
Haba
Age 40 \ May 8th \ 198cm
Owner of Uzato’s Pekt Tavern, also known as Ale Boss Haba. Used to be Uzato’s most fierce warrior. Opened the bar for business after settling down with Nanaca. A very good cook, his generous personality brings in a lot of customers. Every Forest Keeper and foreigner loves to come here to have a drink and take a hot bath.
Поддерживаемые языки: english, simplified chinese, traditional chinese, japanese
Системные требования
Windows
- OS *: Windows 7 / 8 / 10 / 11 (64-bit versions only)
- Processor: IntelR Core i5-2500 up or AMD equivalent or above
- Memory: 16 GB RAM
- Graphics: Nvidia GT 640M or AMD Radeon HD 5670
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 20 GB available space
- Sound Card:
Отзывы пользователей
Exceptionally fun gameplay if you can stomach the constant sex crimes, clumsy/poorly-translated lore, and sludge-slow pacing of cutscenes.
Details
Exceptional gameplay and visuals make for a fun gaming experience marred by an extremely rough translation and, more significantly, an
abjectly horrific sexual politic.
The entire story is a trigger for survivors of SA (around half of femmes). The writers' ambition for depth direly overreaches their capability. It's like pessimistic 2011 atheist and incel Reddit wrote an examination of humanity's relationship with the divine, but didn't bother to turn off a shockingly violent hentai playing in the background.Game horniness does not automatically something problematic make--plenty of women and girls aspire to be powerful and sexy. Ridiculous outfits and suggestive dialogue can serve artistic purposes or just be fun in themselves, but the arbitrary nature of the designs in SSO reveals the lack of anything deeper than pure fanservice. Players shouldn't expect any even distribution of horny to hard-armored: for every male outfit that flexes bulging shoulders or swollen abs, 3 women's prance in barely-there tatters, boob-windows, and silk micro-bikinis. Every female warrior is nearly naked, while the majority of males heft broad, hulking plates and chain over their toned forms. At least the main character, Shama, is canonically 18, avoiding the common cringe-inducing issue of Japanese games that normalize sexualizing children. Almost every character depicted with horny art is of age, but the bar is in hell when that's one of the positives: that there are very few yet not zero children depicted thusly. The game treats women so overtly as mere sex dolls, and the males as power fantasies, that even the most incel-aligned players could not remain oblivious.
Horniness saturates games (as other spheres of culture) because sex sells–because capitalist cultures commodify women, girls, femininity, and sexuality. This bleeds into devaluation of women and girls to less-than-human. Marx described workers as being reduced to commodities themselves--doubly true for women who are diminished again into objects. Women in the story of HAZ2:SSO serve often as mere things, ranging from the butt of a smattering of r*pe jokes to ceremonial decorations or sacrifices. The melodramatic tone of the world's cosmology falls flat concordantly: a hero appeases gods by sacrificing a dozen or more young virgin girls by grisly torture; descriptions of rituals involve elaborate, abhorrent mutilations of young women, injuring their bodies to resemble a legendary fae woman sacrificed for...something? Some tale of twin sisters, one who ran off with a forbidden lover and another who was thrown to some Dagon-spawn mer-monster to be eternally his sexual victim. The sex has sold, the women and girls of past and present forever remembered as brutally-violated tokens of exchange for spiritual brownie points.
Unsatisfied with mutilating women and girls in only its blurry religious legends, the writers make attacks commonplace. The diminution to consumables for the lustful male gaze places women in the game's world in constant danger, grossly played off with, or as, humor. More than one dialogue selection results in game over via murderous sexual assault; both protagonist and antagonist males exude the threat of sexual menace, and both harass female characters with disturbing consistency; some NPCs express desires to eat or assault the young female MC, often in equal measure. Players encounter a child in rags selling herself for a pittance in the homeless quarter, never able to address the horror no matter how fat their wallet. SSO presents a small mercy in that none of the instances of mutilation, cannibalism, or sexual assaults appear on-screen--players merely see suggestive dialogue and hear screams along with red flashes and sounds of gouged flesh prior to fading to black, at which point the continue menu pops up. When women are things, it becomes OK to joke about violence and trauma, and subject them to more. Friend or foe, men consume women in SSO.
The game's egregious, casual sexism in turn reveals a pathetic view of men as foolhardy, expendable sex pests or r*pe-enablers fit only to litter the ground with their corpses. Soldiers freely threaten to violate Shama well within earshot of ostensibly allied men. Nobody intervenes. Only once does a male protagonist stop an attack, when a clearly comical villain uses his political station to coerce a young mother. One dialogue option when Shama needs to approach the goofy politico villain results in a game-over sexual assault at the hands of his cowardly bully minions (strangely, the only darkly-skinned characters). Pervasive as sexual threats are, never again does a man dissuade another from this insane, criminal behavior--perhaps neoliberalism's broader r*pe culture in perfect microcosm. This immunity from responsibility seems to be an unspoken reward for the expectation that men feed themselves into a bloody, hopeless, inevitable meat-grinder of a war front against supernatural mutant enemies. Countless nameless men scatter their blood and bodies across the various battlefields in SSO; many die agonizing deaths, leaving only shredded gore in cracked armor spattered about. They are taught salvation lies only in battle-death, so vigorously thrust themselves into death's crimson maw to truly awful results. Valherna awaits the brave, after all, r*pist or not. As its men consume women, so does SSO consume men.
Misogyny aggressively taints every aspect of the game, and erodes whatever agency it temporarily affords women. Players may reach the maximum peak of powers and equipment only to arbitrarily lose a fight in a cutscene seconds after they just won with comical ease. SSO abounds with such instances of ludonarrative dissonance, against bosses and NPCs. Slay literal avatars of deities, traverse the underworld, survive the impossible–nothing will keep the busty female protagonist from shrinking in fear from male authority figures in meetings or common idiot minions in back alleys. Shama is the deadliest and most mobile protag in an action-RPG, able to kill with an air-dash, go 2 levels of super-saiyan, crush boulders to powder, triple-jump; yet she quails in helpless fear when men threaten. A mysterious, powerful mage speaks forbidden spells in fae-tongue, easily vaporizing demons...until she doesn't have her nap, at which point she runs out of MP and swaps to her ditzy alter-ego. Village priestesses, trained their whole lives for ecstatic ritual dances that last for a week (in observance of the gorily-sacrificed virgins), somehow lose all spiritual power and become possessed by evil ghosts (the player then kills them, naturally). The bikini-clad captain of the Uzato guard stomps titanic, cursed mountain boars, yet gets plucked from among countless other soldiers to be strung up in the ghastly mutilation ritual by demonic priestesses. No thinking player could maintain the suspension of disbelief SSO demands of them in order to buy the subjugation of its women.
At some point during my playthrough I realized I had fallen for the sunk-cost fallacy and simply wanted to see what the muddled, overwrought, amateur-translated plot had to offer, enchanted though I was with its appearance and admittedly stellar gameplay. Every other aspect of the game marinated in immature edgelord incel dreck that drained my desire to return to it. It became more of a chore than an enjoyment such that I can’t recommend its polished combat, challenging platforming, or fun crafting. SSO doesn't operate with any self-awareness, but shoves its dehumanizing, infantile misogyny in the player's face, and any excuse I might make for it feels too gross to voice over that exhausting chorus.
Sometimes the game felt more like a visual novel than ARPG and had plenty of questionably gameplay choices, but it was still very enjoyable to play and i loved the story, characters and atmosphere of the game. Overall very solid game.
This game is beautiful, but somehow, it tries to chew a bit much. The combat system is a bit weird, all those "big feelings" rolling around on every scene where everybody is wearing the bare minimal (high fan service notes here!) feels out of place.
It bets a lot on formulas perfected by games like OdinSphere and ValkyrieProfile, but, in my opinion, does not deliver. This is probably a great acquisition for someone that enjoyed the first game. I could get the first one and give it a go, but just not worth the effort.
Overall:
+ great art
- poor gameplay
- poor storytelling
It is not a bad game, but for sure it is not a game for me.
Holy fuck is this game a mess... I'm going to keep this short and sweet since I don't want to spend any more of my time with it.
First, graphically, as usual the bad platformer style games over-bloom the absolute living shit out of everything. I guess they think it looks good. Nope. It looks like ass and makes the production quality of your game look like it's trying to cheat its way to a higher perceived aesthetic quality. It's lazy at best and makes it openly admit to players they are limited on artistic skill at worst.
Second, the game is SERIOUS fan-service. It's like anything in any media; if it makes sense to have something there then ok, but to shoehorn stuff in just for the sake of satisfying some checklist only serves to showcase how little thought went into tying each mechanic, art choice, character personality, etc. together. Shoehorned stuff feels shoehorned and thus the complete opposite extreme of organic. The fan service in this game, to me, seems present so people will give the game a pass on the 1st graphical problem.
Third, the level layout. I don't even know where to begin to explain just how bad the first 20? 30? 40? screens were... You're about as weak as they come, rightfully so since you're just starting the game. Yet the platforming requirements are beyond absurd -- bouncing back and forth working your way up across gaps to get higher up in the room, while things spinning in the air and rotating around shooting things, and even trailing smaller things around them are all out trying to hit you while doing this. I'm sorry... Was this a rage game? Maybe I missed the tag... The beginning areas play like the final areas of a much better game and just serve to remind me how I wish I were playing a better game.
Fourth, during all the platforming, mentioned in the third problem, there's all this back and forth text showing up in the lower left of the screen that doesn't even have the damn courtesy to pause the game while you try to read it. I thought it was bad during the intro trying to keep up with the text that was basically shoving me before I finished reading the current line before it went on to the next. This is on a whole other level. With all this shit flying around coming at you while you're bouncing around like a pinball machine, you're expected to read this damn text that auto-progresses otherwise you'll miss out on, I'm guessing, explanations. Not that I can expect explanations to really be of any help considering the story is so friggen confusing in the first place.
Fifth and final point. This game feels like it's trying so hard to figure out what it is. Is it a platformer? Is it a Metroidvania? It presents itself like a Metroidvania, yet the game shows chapters numbers. I'm so fucking confused. You even start with double-jump, dash, and being able to run up walls. Ok, so are we losing those later (ala Death in Symphony of the Night style)? Or are we just not providing abilities as progression gates that are a staple of the Metroidvania genre? So then what the fuck is it? A platformer I guess? But there's leveling... lol I don't even know where to go with this, I'm just.,.. I'm just damn confused and tired of trying to wait for the game to explain itself.
big game lots of things to do metro/rpg/action.worth it.
Heroine Anthem 2: Scalescars Oath is a side-scroller RPG. Don't be fooled by appearances, it is not a Metroidvania in the traditional sense. To process the story you must follow the storyline and speak to certain characters. It is a story-rich game with a lot of dialogue and character expression. It is well done, but you will be annoyed by the constant cutscenes if you buy this looking for a metroidvania. If you're looking for a VISUAL NOVEL with sidescroller action gameplay as a change of pace then this is for you. Be mindful that the main protagonist is lightly dressed in the introduction of the game but then suddenly she starts dressing like a tomboy for the remainder of the game.
If you're okay with a tomboy protagonist well, the artwork is amazing, the environments beautiful, and character designs are very cool. Not least the viking-like character designs that are met frequently, even though the trailer won't tell you that. However the waifus, who often are traveling merchants, will sometimes show a lot of skin and I'd categorize the game into the "ecchi" genre. One could easily add some adult scenes to this setting and no one would be surprised...
The action gameplay is so-so, it's a very easy game. The boss fights require some strategizing but due to plenty of revive items it was very forgiving. This game is recommended for visual novel fans who want some action sprinkled in. Yes, I'll say it again, even more clearly this time: the player is spammed with dialogue and cutscenes. These can be fast forwarded at least, but! Again, you won't be able to choose a direction and go off exploring. No no, you have to follow the path designated by the storyline. So if that's ok by you, and you're looking for a humorous hybrid of visual novel, sidescroller and action RPG, I suppose Heroine Anthem 2: Scalescars Oath is for you.
1 Hour and 30 Minutes and I had like 15 Minutes of gameplay.
So if you prefer games with more actual gameplay this is not going to light your fire.
If you are looking for a (really pretty) visual novel that pretends to be a game now and then, you can go for this.
There was a sequence where I had five minutes of text, literally 3 seconds of movement, another five minutes of text and then some more movement.
The few minutes I got to play did actually feel pretty good. Weirdly its basically become a shooter. Your character so far basically carries to "Anime"-daggers, basically two massive and curved falchions, However, every attack has massive range so there is no reason to engage in actual close combat and risking being hit by or getting contact damage from enemies.
The Visuals are prime ace.
The same goes to the music.
Now Soundeffects do sound pretty cool and hefty, the problem being that using what I think are supposed to be close combat weapons for some reason sounds like you are firing a Heavy MG (at least in the first flashback) and more like some futuristic gun later in the game.
This writing DESPERATELY needed an Editor.
It is either completely confused, does the same thing over and over again or completely flips between quirky and mega edgy (in that Early 2000's Edgy Anime way).
Even in the relatively short time that I "played" I found numerous passages where shortening text / conversation bits would have severely improved the flow of game.
The tone also needed some adjustment or at least the scenes needed a pacing that lowered the tonal whiplash.
Several events also needed the aforementioned Editor to asks the author: "How does that make sense?" or "This colors certain characters as weirdo creeps while the game tries to paint them as the quirky good guys."
The translation seems to be completely borked.
And all this I could gather from the first 90 minutes of the "game" (with barely 15 minutes of actual gameplay),
I am not going to recommend this as a "game", because so far it isn't.
Although I am probably at some point going to tip my toe into this again for the art and to see how much worse it can get,
Controls are booty cheeks
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Дополнительная информация
Разработчик | WindThunder Studio |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 22.01.2025 |
Отзывы пользователей | 72% положительных (81) |