The evolution of smartphones and tablets does not stop every day, and it is not unusual for smartphones to show multi -development alongside Nintendo Switch and PlayStation 4.
Therefore, in this corner, we will actually play works distributed on both smartphone, tablet and consumer aircraft, and compare the differences in expression and expression.
This time, the adventure of the Moon Writer and the Brave, which can be enjoyed on the two axes of dungeon search and shop management, (hereinafter, Moonwriter).
This work is distributed to iOS, Nintendo Switch, PlayStation 4, Xbox One, and PC.
This time, I will look at the difference between the iOS version and the Nintendo Switch version.The image directly below is the Nintendo Switch version, but in this article, we will basically introduce it with the iOS version of the screenshot.
[Price] iOS: 1480 yen (tax included) Nintendo Switch: 2040 yen (tax included) PlayStation 4: 2040 yen (tax included) Xbox One: 2050 yen (tax included)
[Click here for the official website of "Moon Writer"]
[Click here for the Xbox One version purchase page]
What is "Moonwriter"? ・ In search of dungeons, you can enjoy a classic view -type 2D action. ・ In the shop management part, it is interesting to look for the aptitude price of the product by looking at the reaction of the customer.Tasty
The difference between the iOS version and the Nintendo Switch version ・ The iOS version has an auto attack function that is simplified. ・ The UI is optimized for each, and there is no big difference in use.DLC is not distributed in the cheap iOS version
Before looking at the difference between the iOS version and the Nintendo Switch version, I will first introduce this work "Moonwriter".
"Moonwriter", which is also the title, is a word that works for those who work at night after finishing their main business.
As the words say, the protagonist of this work has two faces as a shopkeeper who sells items in the village called Rinoka, and a face as an adventurer who dies into a dungeon for the purchase of products.
▲ Suddenly, people gathered in the dungeon that appeared and the village was completed, but the village was lonely in the number of people who did not return.
▲ As people leave the village, the young shopkeeper, the main character, challenges the adventure with the dream of opening the closed labyrinth.
As a game, you will play in parallel with 2D actions that look down on dungeons that change the shape every time, shop management that sets product prices according to the fluctuating market.
The main features of this work are to collect items that become products in the dungeon, train their equipment with the money that sold them, dive deep in the dungeon, expand the shops with the accumulated funds, and proceed to the development of the village.It's a flow.
It is familiar with the so -called rogue (light) system, and of course there is a sense of tension in which the recovered items disappear when the enemy is defeated.
▲ If you proceed a little, you will be able to escape by paying money, but it is not unusual to see painful eyes as a result of greedy that you should be able to dive a little more.However, this work is a kind design that does not disappear even if a part of the belongings falls.
There is a huge boss in the back of the dungeon, and you can enjoy a very loud battle for high physical strength.
You can struggle without the equipment, but if you get used to it, you can avoid all attacks and defeat them.
The smoothness of the player's own growth can be said to be the real pleasure of action games.
▲ The boss is strong, but the reward is good.If you can defeat it stably, the sales of the store will rise to the right.
In the management part, you will sell the items brought back from the dungeon at your own price.
Whether the price is appropriate will be determined by seeing the reaction of the visitor (the expression is displayed in the balloon), and the price that is likely to be set up is issued, and on the contrary, the price set bullishly is a bargain.It is quite interesting to determine this appropriate price, such as being threatened by handling.
▲ Set the price for each item.In the early stages, there are many things that sell at a single digit, the price of the lid, but as the adventure progresses, the price grows at a stretch.
▲ The customer reaction to the set price is recorded, so there is no need to remember one by one.The point is to make a bold set and find a place to drop, as the price can be made immediately.
The funds collected by shop management will be used for expanding shops and villages, and shopping from people who have called for the village.
In the early stages, it is necessary to explore multiple times to buy one equipment, but it is also the attraction of this work that you can enjoy the growth gradually as the equipment is in place.
▲ Since this work does not have a level concept, it is a clue to the development of the village and preparing.
▲ In addition to funds, the equipment also requires materials that are material, so they may inadvertently sell materials to collect funds and eat them.Check carefully.
This work combines simple fun, such as identifying action and appropriate prices, and the growth of the hero.
There is also the nostalgia created by dot paintings, and those who like the Super NES generation and those who like the atmosphere at the time will be especially enjoyable.
As you can see from the images so far, this work is drawn in dot paintings, so unlike 3D, the difference in graphic expression by machine power is not large.
The big point is the difference in operability.That doesn't mean there is a problem with the iOS version of the virtual bird operation, and the tap mode prepared here is a unique element.
▲ Virtual Bad is a standard style such as moving operation on the left side of the screen and action operation on the right.This is not so big compared to a physical controller.
Tap the destination to move, avoid flick operation, tap enemies and objects to attack, and so on, but in this tap mode is that you can use auto attack.
As the name suggests, when the auto attack is enabled, attacks on the enemy will be automatically performed, and players will mainly focus on moving, avoiding, and using recovery items.
▲ The UI has changed slightly in tap mode.The button is reduced and the screen is clean.
At first I thought, "Auto in action games ...?"
If you neglect this work, you will be hit by a dungeon, so the tension of an action game has not been lost while saying it is auto.
Rather, it is a bit of a change in the game itself with physical controllers and virtual birds in order to focus on avoiding the enemy's attack motion, and this has become fun with this.。
It can be said that even those who are not good at action can focus on avoidance by leaving the attack to the auto.
▲ Personally, when an auto element appears in the game, it tends to be prepared, but the auto attack of this work was good.It is also convinced that touch operation is recommended.
I mentioned earlier that there is no difference in the graphic expression, but it is not the case that there is no difference in the visual side.
Various UIs, including the price setting screen at the shop, are optimized for consumers and smartphones.
It is obvious at a glance if you look at the iOS version and the Nintendo Switch version of the product installation screen, the shop update screen, and the screenshot of the hand -held item confirmation screen.
I was familiar with physical controllers, so I personally felt that the Nintendo Switch version was a bit easier to touch, but there is no noticeable inconvenience in the smartphone version.This is the difference in taste.
▼ Product installation screen (hereinafter, 1st: iOS version, 2nd: Nintendo Switch version)
▼ Shop update screen
▼ Hand held item confirmation screen
▲ Due to the difference in the screen size, the UI on the various menu screen is very different.It is a good impression that not only does multi -development, but also these areas are particular.
In the basic game play, there is no difference between the iOS version and the Nintendo Switch version, and other versions, but the iOS version has no announcement about DLC.
Other than the iOS version, the DLC "Dimensions Hayama" is distributed, so if you want to play gutsly, it seems good to choose something other than the iOS version.
Above, we have introduced the outline of "Moon Writer", the iOS version, and the Nintendo Switch version.
As mentioned in the sentence, the difference between the games is the tap mode prepared in the iOS version, the existence of the auto attack.
Although the action difficulty of this work is not special, if you are not good at action, or if you want to refrain from operating in a busy play, you may want to choose an IOS version that can use the auto attack.
Since the operation mode can be changed at any time while playing, it is ant to use automatic play using auto attack and manual play in virtual bad.
On the other hand, if you want to play with a physical controller, or enjoy it on a larger screen than a smartphone or tablet, or want to enjoy DLC, it is recommended to play outside the iOS version.
Even if there is a DLC, the game experience of this work does not change significantly, so please try playing "Moon Lighter" on some device.
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