Requiem [レクイエム] Game Sample - PC/Doujin

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Requiem is a mixed bag that could be something good, but falls short in some pretty big ways. The game has a big roster of characters (with some from Dream Tone, etc.), some decent music and "full-voice", and a few cool animations. However, those features are counter balanced by very stiff controls in many cases, generic character designs, poor animations in various other areas as well as lack of design; Some super moves have no flare or simply hit the opponent with no sparks or such...imagine a super fireball hitting an opponent and just vanishing instantly with no fade or anything...it's like that.

If dodgey controls and generic characters were the only problems though, the game wouldn't suck so much. More importantly, the game has "ancient" design. There isn't any air block or evasive moves...okay. Now imagine that there is a ridiculous level of character imbalance. How ridiculous? A level 3 super attack from one character takes about 1/5 of an opponents life while another character has a level 2 that takes just about all of your life. To make matters worse, the level 2 super move can be chained into a combo and has no damage chipping applied, making the combo instant kill an opponent.

Also, hit detection is wonky (Lucifer can sweep with her leg clearly touching and be open to getting pummeled), characters have awkward invincibility frames (Tetsuko being ridiculous in that regard), and character movesets are just plain dumb in many cases. I only used one primary move for Lucifer because her other two are just plain stupid and leave her open to brutality. Seriously, a backhand that's slow, weak, and has limited stun priority (only the fierce version)? You have attacks that require you to be in nose-to-nose range that hit and deal no damage (again, Lucifer is one example with her level 1 super move) and might and I stress, MIGHT lead to mediocre combo setups.

More problems? Super energy (with the exception of one or two characters) is damn near impossible to gather effectively. The game forces you to play three rounds (or five rounds as fighting enthusiasts may say) and you may have three super bars at the end of round 3. If you get beat up constantly, you can acquire a bit more, but seriously...why? If you watch most videos for this game, they are played in Training Mode where they need three or more super bars to pull off impossible combos that rely on many different factors just to function...and by impossible, I'm talking 8 or more hits. Even the combo I pull off with Lucifer by this game's standards is pretty advanced. Might as well call it "Training Mode: The Game", since the majority of combos done in Training mode have little to no hope of ever being applied in actual situations. You can cancel certain attacks, but even then, it costs a super bar and often isn't worth it.

As is, the game isn't much fun to play and feels heavily disjointed. In a few ways, their previous game is at least more playable, even if it had a lot of "clone" characters (characters that play like Ryu, Geese, etc.). The game needs some serious adjustments or at the very least, air block and/or dodge moves.

You can get the game at:

http://www.vector.co.jp/soft/dl/win95/game/se483048.html




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Tags:
Requiem
レクイエム
PC
Doujin
Dream
Tone
Zenon
Fighting