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Full Metal Schoolgirl Game Review – Game Review


I can summarize full metal schoolgirl Therefore: it feels like game console 2 games, in the best possible way. It’s a simple concept, but it’s a ton of fun despite its execution. The concept is also charmingly high-concept: a schoolgirl rebels against an all-powerful corporation in a fictional timeline where the Showa era never ended (the game takes place in “Showa 168”). this kamen rider-esque intro ties it all with a pretty bow. This game is cheesy and hilarious from start to finish, and even with some rough spots, I just can’t find myself dislike it.

Although the game gives you the choice of two female students at the beginning, you will choose one to play. Which one you choose is purely for aesthetics. More important (and more interesting) is your weapon choice: you have multiple weapons strapped to your robot schoolgirl’s arms (one melee weapon, one ranged weapon), each of which behaves differently. For example, the Chainsaw has a high energy requirement but deals multiple hits, while the Arm Blade does less damage but has a much wider combo range. When you consider not just the variety of weapons, but the variety of weapons’ abilities, there’s a ton of room for experimentation. I like using the chain gun as a long-range option, and find myself torn between a variant with ricocheting bullets and a variant that does more damage the longer it continues to fire. This is on top of your punishing move, which is your super move; these only vary slightly depending on your loadout.

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Who knows, you’ll have plenty of opportunities to experiment, as you’ll make your way through the many floors of the Meternal Jobz Tower and mow down legions of the job dead. The whole trip is pretty light-hearted: the “worker” jokes are charming if a little repetitive, from dispatch workers asking about workplace injuries to complaining about minors disrespecting their elders. You also have random “CashChats” that serve as challenges in certain rooms. The option to double the challenge in exchange for extra money is also an enticing option. It takes some time before traversing becomes interesting, though; the early floors don’t have many obstacles aside from enemy-filled rooms and the occasional trap. Later floors get more creative with traps, like mines (read: car batteries). Even early traps can be difficult to manage. Feeling stiff when jumping full metal schoolgirlas I got used to the schoolgirl’s jumping range, I suffered multiple unnecessary blows. Added to this is the way in which earlier runs Require Because of how the game distributes some of your abilities, you will fail.

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Upgrading your abilities is fun and will definitely encourage more replays; given the aforementioned forced failure and stiff penalties for death (dying costs you some of the materials you’ve collected from enemies), there’s a lot of difficulty to be had at first. But diligent play will also reward you with enough materials to upgrade your stats, punish attacks, power reserves – and even material penalties on death. You can even reset the upgrade if you want to give yourself a new challenge. Upgrades strike the perfect balance between tangible improvements and always making you feel good only Still a few materials away from another upgrade.

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Repetition is the biggest enemy full metal schoolgirlespecially since the banter won’t replay on floors you’ve already cleared. This is further complicated by how future progression works: once you’ve defeated the corresponding boss, you can skip entire sections of the building (e.g., jump to the 10th floor after defeating the first boss), but the keys you use are only single-use. If you die during that run, you have no choice but to start from the 1st floor. It’s bad enough when you have to get to the 11th floor; imagine how frustrating it would be if you had to get to the 50th or 70th floor. On the one hand, this is a player versus player that makes the game a bit hairy; on the other hand, it’s a player versus player that makes the game a bit hairy. A bad pool will remind you of the sly dog ​​you’re dealing with. On the other hand, it’s annoying.

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Similarly, full metal schoolgirlWith its tongue firmly planted in its cheek, mechanized schoolgirls take on robot office workers and live-stream while doing so (hence “CashChats”). It makes me smile every time I sprint and see that the “baggy socks” the character is wearing actually hide the leg-mounted boosters. You’ll also get the occasional background joke, like the romance in Working Dead Cabedon In the stairwell. But like any type of grindstone media, some of it may turn off potential audiences. When one of your girls climbs the stairs with her hands behind her back, it’s a simple reminder to her audience not to look up her skirt. It’s even worse when the in-game leveling process involves your teenage robot chained to a tablet, arms outstretched, while a scantily clad mad scientist in a bikini almost salivates at the chance (“Relax your muscles!” she says as her gripper approaches the camera). In spirit full metal schoolgirlHigh concept vibe, I understand where they are coming from. But it’s definitely something viewers need to be prepared for. Additionally, given the real-world context, the idea of ​​live-streaming armed teenagers running amok in an office building might trigger some thoughts.

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full metal schoolgirlThe budgetary roots are unavoidable: the game is a little rough around the edges, a little repetitive, and its humor can be a turn-off. These are legitimate flaws, but these rough edges also give the game its charm. On top of that, it never stops taking itself seriously, from its goofy characters to some of the occasional mishaps in its world-building. Not just a waste of time, full metal schoolgirl It has all the sought-after qualities.



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