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Recently I saw someone talking about "Diva Crisis", so I went to experience it. As a Japanese-style RPG card, it does have its eye-catching features, but in the final analysis, its popularity now is far less than when the server was launched, and it can even be said that it has lost most of its popularity. Today I will talk about my true feelings from the four dimensions of graphics, gameplay, krypton gold, and social interaction.
Graphically, this game has really put some effort into it. The quality of the three-dimensional drawings is above average among the cards, the Japanese-style scenes are sufficiently delicate, the character design is sexy and glamorous, and the dubbing by Japanese voice actors makes it very attractive at first glance. In the few minutes you open the game, you will think, "This game deserves four stars." But the problem is that this visual stunning feeling only stops at the vertical painting and combat special effects. The accuracy of the actual 3D modeling and dynamic expressions are not outstanding. In particular, the model movements during combat are a bit stiff, and there is still a gap between the "Blu-ray level images" in the promotion. It belongs to the type where the screenshots are good-looking and the real machine is average.
In terms of gameplay, the core is the angry ultimate move and combined attack mechanism developed by cards. The rhythm of pushing pictures in the early stage is acceptable, and the skill performance is cool enough, but the novelty disappears quickly. Because the battle is basically automatic or semi-automatic, and the depth of strategy mainly focuses on lineup matching and combat power values, it is difficult for ordinary players to feel the fun of "controlling at will". It is more about crushing if the combat power is enough, and getting stuck if the combat power is not enough. The plot is under the banner of "not limiting the development of the plot". In fact, the main line is to constantly save the goddess and improve the favorability. The impact of branch choices on the ending is limited, and it is not as free as imagined. To put it bluntly, this is still a standard value card, just with a Japanese style skin.
Cash is the most controversial part of the game. Although it is marked with "Charge Mode: 0" and appears to be free, the in-app purchases are very intensive. S goddess, VIP gift packs, and 100,000 diamond activities sound tempting, but in fact, the gap in combat power between free players and paid players is cliff-like. The benefits in the first week look generous, but there is a huge gap in subsequent development resources. If you don't recharge, your progress will be stuck. Moreover, the probability of the card pool is not clearly stated, and the experience of drawing cards is quite a test of mentality. This "free + heavy Krypton" model is very discouraging for non-R players, and is also the main reason why it has lost a large number of users.
The social system is even weaker. Apart from guild battles and rankings, there is almost no substantive interactive gameplay. The chat channel is deserted, there is little team cooperation content, and players basically play their own games. As a game that focuses on development, it lacks social stickiness, making it difficult for people to stay for a long time. After all, in the later stages of playing a card game, many people are motivated to play with friends or have a sense of interactive competition, but this game is almost blank in this area.
Taken together, "Goddess of Crisis" is a typical product that "emphasis on art, light on gameplay, strong on krypton gold, weak on social interaction". It was popular because it initially attracted a group of players with its good-looking graphics and welfare gimmicks; it was also popular because the core content could not support a long-term experience, and the pressure to pay persuaded the people to quit. If you only collect the vertical paintings as a stand-alone illustrated book, it may be okay to check it out online occasionally, but if you want a game that can be played for a long time, has strategic depth or social interaction, it will most likely disappoint you. I give it a score of 5.5/10, adding one point for art, two points for gameplay, another two points for money-making strategy, and 0.5 points for social interaction. It is rationally recommended to players who like Japanese-style cards and don't mind "Buddhist-style randomness". Others should be cautious. 📉