Blue Protocol: Star Resonance

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Blue Protocol: Star Resonance S3 launches May 28!

The new season, Echoes of Ember, is now live!

Fight alongside new friends and face the unknown!

1. New Class: Twin Striker

An offensive class specializing in close-range combat, wielding dual axes. Their attacks are fast and fiery, with excellent AoE capabilities.

2. New Musician System

Unlocks at Lv. 10. The first batch of instruments includes a rock set: guitar, keyboard, bass, and drums.

3. New Season: Echoes of Ember

Strange echoes drift through the Chaotic Realm, blurring the line between reality and illusion. Explore 3 new maps and conquer 6 new dungeons in this season’s adventure!

4. NPC Bond Stories

Learn more about Darya, Boyce, and Fafala through the new Bond Story system.

5. Other Updates

Existing systems have also been updated, including Battle Imagine/ Will Wish, Gear Modification/Class Loot, Instructor system, Fashion/Mount Wish, Homestead, and Life Skills.

Ролевые игрыПриключенческие игры

Системные требования

Минимальные

  • Minimum:
  • OS: Windows 10 64-bit
  • Processor: Intel i7-8700 or AMD Ryzen 5 3600 or better
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 6GB or AMD Radeon RX 580 or better
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 35 GB available space
  • VR Support: Not supported.

Рекомендуемые

  • Recommended:
  • OS: Windows 10 64-bit
  • Processor: Intel i7-11700K or AMD Ryzen 7 5700X or better
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce RTX 2060 or AMD Radeon RX 5600 XT or better
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 35 GB available space
  • VR Support: Not supported.

Отзывы

9 460 положительных из 18 946 отзывов

54

Игрок 9154Не рекомендует2292 ч в игре

This is the shortened version of the review as the original one was over the character review limit by 6.5K characters. The review mainly talked about the bad points of the game TLDR: The game prioritizes a good short term experience, where they make the player spend as much on the game as possible At the time of writing, the current season is 3 (S3). Everything is subject to change (and let's hope it will (for the better)) This is what you'll be greeted by when you start (assuming you start at the beginning of a season): The main story quest which you don't have to engage with at all (despite being an MMORPG). The devs worked very hard to make it just an MMO. You'll see that your character is already at the max level because they wanted to make newbies be able to catch up to the latest content as quick as possible. The next thing you'll notice is a friend request from Maria, an infamous bot account made for scamming people. Yes, people do complain about the bot problem in the official discord server and yet, they don't get banned. Now, you take a glance at the world chat where you'll see players discussing how nice the newly implemented QoL features are (that they could've implemented anytime but decided to wait until the start of the next season.) Some of them should've been there since the start of the game and others make you wonder whether they made some parts of the game bad on purpose just so they could later fix it like this The game wants to make the initial impression as nice as possible and get new players up to speed. There's a special store that let's you buy all the rewards you would've got from content you missed. The currency for it is earned by just playing the game normally. Any items from the previous season become obsolete. Do you remember Maria, whom you've probably blocked? You should have gotten another friend request from them by now, which is your first encounter with the broken features and the lack of basic QA testing this game has to offer You get non-raid gear from dungeons. You'll quickly come to hate them as you'll have to grind these a lot to get the gear you want. So far, each season added QoL fixes to make them more bearable S2: guaranteed gold gear S3: you'll only get gear for a the class you select You only need gold gear from almost right off the bat Some dungeons from S1 got reused in S3 with barely any changes made to them There are other ways to acquire gear craft them, but crafted gear is way worse raids (these get you raid gear, which is what you'll be using) When it comes to gear, you only need to care about the illusion breaking strength stat, which I'll be calling ILSTR. Anything besides that is just optimization. If you have less of it than your enemy then you'll deal greatly reduced damage and receive significantly more damage. Having more has less impact Next, you'll want to upgrade your gear. There's 3 kinds of upgrades Reforging; you'll quickly notice that you have a limited amount of the items needed for reforging and there's not a lot of ways to get them. You can buy them from the trading center or wait for the weekly refresh Refining (expensive, obsolete, no ILSTR): you upgrade the gear slots. Can fail; you can use items to boost your chances of success Embedding: Became worse rather than better over time. You used to embed gems to your gear until you hit the major stat boost that you have a 5% chance to get. Now, you embed sigils. These are random boss drops which you can only get by using your keys (you get 2 a day and can carry up to 6 at a time.) You still have to craft gems to embed those sigils Crafting upgrade materials require you to use focus (AKA stamina; you get 400 a day and can store up to 2000) and materials you have to gather using focus. Even better, the amount of materials you get are random Gathering and crafting involves a lot of RNG for the amount of items received and for the level of the potions and foods By design, the game makes sure that you cannot get enough materials at a decent pace; and that's where the trading center comes in. You can buy and sell unbound materials for unbound Luno. You can also buy the the moss mech shard, which cannot be crafted (but is still listed under the life skills -> smithing category). And then there's the materials for the "whale weapon" that becomes obsolete by the time you can acquire it without buying the materials from here There are 2 more subsystems for character progression Modules (the gear that is technically not gear): the upgrade button has been unimplemented since S1, RNG, limited amount, buy more from the trading center Imagines (summons): get will and other materials to craft & upgrade them (low drop rate from bosses and you need keys for it) or buy them from the trading center or the gacha or from the guild hunt. You can also get them from stimens vault (the most hated game mode. so much so, that one of the QoL features that they've added is that you don't have to start from the very first floor after the reset) You can buy/sell unbound items for unbound Luno (the normal currency). The only exception to this are rose orbs (the premium currency.) When you buy rose orbs, they become bound items for a greedy reason You can it now, can't you? You buy rose orbs for real money, sell them to get unbound Luno and buy any materials you need to get stronger. bound roser orbs are used for the will gacha and some items in the store. Unbound rose orbs used for the outfit gacha. Customization is the only decent feature this game, so you bet they'll monetize the heck out of it. This is why you cannot get unbound rose orbs from the trading center. You can buy 3 pulls a week for bound rose orbs as well, which is nowhere near enough. You can buy gacha outfits and mounts from the trading center for a lot of unbound Luno Now let's talk about the gameplay. The good parts: the MMO aspect (guilds, chatting and friend system); the customization (character and homestead) (no edits needed for this part) And with those out of the way, back to talking about the majority of the game * Raids: lot's of full party wipe mechanics and DPS checks. The former wouldn't be that bad if people were willing to learn the mechanics * Poorly explained mechanics: The game does its absolute worst to properly explain raid and dungeon mechanics, you need a 3rd-party site to get a decent explanation * Almost every feature has a bug * CN/Global: the CN is way ahead. Despite that, the collaboration events happen at the same time. Both servers receive the same content, balanced for CN. Currently, they are trying to sync global up to CN, which includes giving us lots of valuable materials, so they locked those behind challenging gameplay * Main story: It's being neglected (and it is pretty meh to begin with) * Some of the maps are a bit too alike: we have a lot of maps that are just a big dense forest so I hope you like them * For most classes, the skill tree has only one optimal build * Class balancing is bad and there are classes that are barely played but I don't know the details And for the finale, an example just how they only care about squeezing money out of the players: Once, every player received a gift from the mail that contained unbound rose orbs. This was unintentional as they quickly locked the mail feature so players cannot claim it and removed it from the inventory of those who already have Apart from that, the only time they ever quickly fixed a bug is when it involved enabling the players to get more materials for outfit customization than intended. They removed either the excess items or the amount of rose orbs they are worth from the inventories of the players And the worst part is, if you find a good guild, you can enjoy the MMO aspect of the game enough to keep playing

97

Игрок 9197Не рекомендует932 ч в игре

Despues de mis exhaustivas 900 horas jugando este videojuego puedo concluir que es una mierda. no hay mas que decir bai.

65

Игрок 8465Не рекомендует4310 ч в игре

Finally decided to write a review after 3 seasons of the game not getting any better. Here are SOME of the issues I have with this game: Lack of content, everything is just time-gated so you're forced to do the little content there is over long periods of time. Nothing is farmable. You can get around some of it by paying but the prices are extremely expensive (thousands of dollars for a weapon, hundreds of dollars to level up imagine skills only 1 level, thousands if you want to max them out). These can be attained for free but you can only get the materials a couple times per day/week with very little chance of a drop (takes around a full season or longer to get ONE of your BIS imagines to max level without paying money, You need two for every class and they get power crept by new ones every season). Class balancing is horrible, some classes might be good one season, then absolutely useless the next. Endgame content requires lots of damage (which you get by paying more money) and people won't even accept you in their party if you're one of the bad classes for that season or don't have the super expensive weapon. (Not because they're being mean, but because its literally impossible to clear with you in the party.) Switching classes will require another full season or two for your BIS imagines, or spending more money to be strong/useful enough for endgame content. There are catch up systems in place for new players, or people switching classes, which basically gives them everything you spent the last season or two doing dailies/weeklies every day/week for free. (Big selling point for the game; you don't even have to play it!) Outfit and mount gacha have extremely low chances of pulling until hitting pity, expect to spend $100-200 or more if you want it (everybody will have it the first day it drops). Extremely aggressive, shameless monetization, but game is laggy, content that does get added is slop that was lazily made with bugs everywhere, dev team seems nonexistent when it comes to listening to player feedback, The only time they'll fix anything is when the issue is directly losing them money. (Or when the bugs are allowing people to clear high level content without spending enough money first!) The game is only "free" if you like to sit around afk with nothing to do all day. Basically just a bad mobile gacha game disguised as an MMO. The community is fun and friendly, but as a game it's terrible. Not just pay to win, it's basically pay to play with high prices. Seems like what was supposed to be a quick cash grab that's only still going because people haven't stopped buying.

56

Игрок 9356Не рекомендует4179 ч в игре

3 Seasons in. Trash, low skill ceiling/expression Does couple things well .. but the negatives outweight the good by ALOT. You are better off avoiding the game and playing something else on the side while waiting for GW3 to get your MMO fix.

90

Игрок 0490Не рекомендует311 ч в игре

It's a Chinese MMO, so it has all the usual systems you'd expect: gacha mechanics, time gates, stamina limits for gathering, endless dailies, and so on. It honestly feels like an MMO version of every other Chinese live-service game that came before it. I just don't understand how people enjoy games built around systems like these. Instead of letting you play and progress at your own pace, the game constantly puts artificial limits in your way or gives you another daily checklist to complete. I pretty much lost hope for the game once I heard it had been picked up by a Chinese development team.

70

Игрок 4670Не рекомендует415 ч в игре

El lanzamiento de Blue Protocol: Star Resonance se siente como el enésimo intento de la industria por maquillar un cadáver. Después de todo el desastre, las promesas rotas y la enorme decepción que significó el proyecto original, la idea vendida con esta nueva versión era reestructurar el juego desde sus cimientos. Prometían cambiar de raíz la progresión arcaica que venía arrastrando la franquicia, solucionar la falta de contenido real y entregarnos, por fin, ese MMORPG de estética anime con el que muchos llevábamos años soñando. Lamentablemente, la realidad vuelve a golpear de frente: lo que nos han entregado no es más que el mismo cascarón de siempre, plagado de gráficos reciclados, mecánicas simplificadas con un tufo innegable a juego para móviles y un formato de temporadas agresivo que le pasa la aplanadora a cualquier sensación de avance o logro a largo plazo. Tenía todo el potencial para redimirse, pero detrás de esa fachada pulida no hay más que un producto enfocado exclusivamente en la retención artificial y el consumo rápido. Cuando entras por primera vez al juego, la impresión inicial es completamente engañosa porque entra facilísimo por los ojos. El apartado gráfico al estilo cel-shading y el creador de personajes siguen siendo los ganchos más efectivos del título. Te puedes tirar tranquilamente un par de horas ajustando detalles de tu avatar hasta dejarlo impecable, y los primeros pasos por las zonas iniciales te atrapan con efectividad porque realmente sientes que estás caminando dentro de tu propia serie de animación japonesa. Los colores son vibrantes, los paisajes son bonitos a la distancia y las animaciones de los personajes lucen con un nivel de cuidado que llama mucho la atención. El problema es que toda esa magia visual dura apenas un par de tardes. En cuanto empiezas a moverte con soltura por el mapa y te da por rascar un poco la superficie, te das cuenta de que el universo de Regnas sigue estando totalmente muerto por dentro. Las ciudades principales, que a simple vista parecen centros urbanos llenos de vida y movimiento, no son más que maquetas gigantescas e inertes. Los personajes no jugables son simples estatuas congeladas en el mismo sitio durante todo el día, sin rutinas de vida, sin comportamiento interactivo y sin diálogos que aporten un mínimo de lore o sustancia al mundo. Cuando sales al campo abierto, la situación empeora drásticamente. Los mapas no son áreas verdaderamente abiertas, sino pasillos anchos disfrazados de prados, desiertos o montañas. No existen incentivos reales para explorar porque no hay puzles ambientales, no hay secretos ocultos ni recompensas que valgan la pena el desvío. Para colmo, te encuentras constantemente chocando contra muros invisibles que te cortan el paso de forma ridícula en cuanto intentas escalar una colina o saltar una valla, recordándote a cada minuto que estás atrapado en un escenario ridículamente limitado y sin verticalidad real. En el ámbito narrativo, el juego comete el error fatal de apoyarse en los clichés más gastados de la fantasía sin ponerle ni un mínimo de ganas a la ejecución. La premisa del héroe amnésico que despierta sin recuerdos y resulta ser el elegido para salvar al mundo de una amenaza ancestral ya estaba bastante trillada hace quince años, y aquí está presentada de la forma más plana, aburrida e indiferente imaginable. Tu personaje creado con tanto detalle ni habla ni reacciona de verdad; se limita a poner caras de sorpresa absurdas o asentir torpemente con la cabeza mientras los personajes secundarios te sueltan sermones interminables llenos de términos inventados que no le importan a nadie. Las misiones secundarias empeoran drásticamente la experiencia: el noventa por ciento del contenido se reduce a hablar con un aldeano, ir a una pradera, matar diez monstruos genéricos, juntar tres plantas del suelo y desandar todo el camino de regreso solo para recibir una miseria de experiencia y un puñado de monedas. Es un diseño de misiones absoleto que no respeta en absoluto el tiempo del jugador. Lo peor de Star Resonance radica sin duda en cómo reestructuraron la progresión. Con la excusa barata de hacer el juego más accesible y evitar que los jugadores nuevos se queden atrás, el título prácticamente te regala el nivel máximo de entrada o te resetea la curva de nivel al inicio de cada temporada. Al eliminar por completo el viaje de subir a tu personaje con esfuerzo, aprendizaje y dedicación, mataron de golpe la esencia misma de lo que hace divertido a un MMORPG. Ya no sientes que estás construyendo un héroe con identidad; sientes que estás entrando a un menú gigante de selección donde te tiran directamente a un pozo sin fondo a farmear mazmorras en automático. Este sistema de temporadas está planteado de la manera más frustrante posible para la comunidad. Todo el equipamiento que consigues farmeando como un loco durante semanas queda completamente obsoleto en cuanto arranca el siguiente parche. En lugar de expandir el mundo de forma horizontal, darte alternativas para diversificar tus builds o introducir mecánicas que enriquezcan a tu personaje, te obligan a reiniciar exactamente el mismo bucle de farmeo en las mismas instancias repetitivas solo para conseguir los materiales del nuevo tier. Es una rueda de hámster descarada y perezosa, pensada para alargar la vida útil del juego a la fuerza sin tener que diseñar contenido de calidad real. El combate tampoco se salva de la quema. Aunque intentaron maquillar el sistema añadiendo mecánicas como la clase de los músicos y un par de opciones nuevas para simular variedad, en la práctica la jugabilidad sigue careciendo por completo de profundidad táctica. Las opciones para personalizar cómo pelea tu personaje son mínimas y terminas usando siempre la misma secuencia fija de botones en un bucle infinito. Las peleas en grupo contra jefes se convierten rapidísimo en un caos confuso de luces, efectos visuales y explosiones en pantalla donde nadie entiende qué está haciendo el resto. Como el sistema de roles está tan ridículamente simplificado, la tan aclamada trinidad de tanque, sanador y daño no existe en la práctica: todo el mundo se dedica simplemente a hacer el máximo daño posible por segundo mientras esquiva las infinitas zonas rojas que se marcan en el suelo. Los enemigos normales son simples esponjas de vida con barras de salud gigantescas y patrones de movimiento extremadamente predecibles. La inteligencia artificial brilla por su ausencia; los monstruos solo caminan en línea recta hacia ti para soltar manotazos con cajas de impacto que a veces funcionan bastante mal. Con los jefes de mundo o de instancia ocurre exactamente lo mismo: no hay fases complejas que requieran coordinación por chat de voz ni estrategias de equipo, solo barras de vida exageradas y un spam molesto de ataques en área diseñados para alargar los combates de forma artificial. Por si todo este desastre de diseño fuera poco, la gestión general y el mantenimiento del juego denotan un pasotismo alarmante. Desde el primer día, las zonas sociales y el chat global están completamente infestados de bots de spam que arruinan cualquier intento de interacción comunitaria. Las pocas mejoras de calidad de vida que han ido promocionando a bombo y platillo en los parches recientes son características tan básicas que deberían haber estado presentes desde el día uno del lanzamiento inicial, dejándote la clara sensación de que recortaron el juego a propósito para ir vendiéndote la solución a cuentagotas. En conclusión, es la estafa visual perfecta: hermoso por fuera, pero vacío y podrido por dentro. Diseñaron una rueda de hámster para hacerte perder el tiempo con farmeo basura que invalida tu progreso cada pocos meses. Si aprecias tu tiempo, no caigas en la trampa de sus gráficos bonitos. Ni te molestes en probarlo.

97

Игрок 2197Рекомендует77 ч в игре

El juego es muy bueno, tiene mucha personalizacion de personaje y el juego en si tiene mucho margen de mejora, escuchando un poco mas a la comunidad creo que el juego seria brutal

12

Игрок 8212Не рекомендует140 ч в игре

Minha experiência: Joguei no lançamento — e esqueci de fazer a review na época — e continuei até o grind começar a ficar maçante. Pelo que eu me lembro, praticamente não tive problemas com o jogo. O único que realmente me incomodava eram as filas para as dungeons de equipamento. NO LANÇAMENTO, elas demoravam MUITO. Dependendo da sua classe, você simplesmente não conseguia farmar direito sem um grupo fechado, porque as filas eram enormes. De resto, farmar equipamentos e materiais era bem gratificante. O jogo tinha um sistema de estamina diária e recompensas racionadas, algo bem comum em gachas. Isso fazia com que ninguém ficasse absurdamente à frente dos outros jogadores tão rápido — tirando cashers, obviamente. Além disso, o conteúdo era liberado aos poucos: bosses, áreas, dungeons e outras coisas novas. Isso ajudou MUITO a me prender no jogo e acabou me viciando por umas três semanas, o que é algo bem raro de acontecer comigo. A customização, os bosses pelo mapa, as conquistas e principalmente os conteúdos mais secretos que pouca gente conhecia na época eram MUITO divertidos. Descobrir essas coisas foi facilmente uma das melhores partes da experiência. Performance: Nunca tive problemas relevantes com bugs ou lag desproporcional. A performance foi suave em uns 90% do tempo. Porém, como em praticamente qualquer MMORPG, áreas muito populadas davam alguns problemas. Os únicos lugares em que me lembro de sofrer realmente com lag eram: [*] Lobby das dungeons; [*] Guild bosses; [*] Áreas com muitos jogadores concentrados. Fora isso, minha experiência com a performance foi muito boa. História e progressão: Obviamente, eu skipei praticamente toda a história porque simplesmente não me interessava. Os personagens tinham vozes que eu achava irritantes, não senti muito apelo no carisma deles e, principalmente no começo, havia MUITAS cutscenes, MUITO texto e pouca gameplay. Mesmo assim, existia uma progressão normal por quests e level, como eu esperaria de qualquer MMORPG saudável. Você começava fraco, fazia quests, subia de nível, descobria áreas novas e aprendia as funcionalidades aos poucos. E essa era justamente uma das partes mais legais. Pelo que parece, hoje você já sobe praticamente para o nível máximo depois do tutorial. Se isso existisse quando eu comecei, provavelmente teria matado o jogo pra mim na primeira hora. Pra mim, boa parte da graça de um MMORPG é justamente descobrir o mundo, desbloquear funcionalidades, explorar áreas novas e sentir seu personagem ficando cada vez mais forte. Pular direto pro endgame simplesmente remove boa parte dessa experiência. Por que parei: Chegou um momento em que comecei a perceber que o jogo estava ficando maçante. Eu já tinha consumido praticamente todo o conteúdo disponível e percebi que, dali pra frente, seria basicamente grind limitado por estamina. Então decidi considerar minha aventura encerrada e guardar as boas experiências que tive. Até pensei em voltar quando houvesse alguma grande atualização, mas nunca mais vi nada realmente relevante sobre o jogo. Os amigos que continuaram jogando também sempre comentavam que as atualizações estavam ficando cada vez mais desanimadoras. Então... vale a pena hoje? Eu não sei 100% como o jogo está atualmente. Mas, se ele realmente estiver como várias reviews recentes descrevem — com conteúdo novo repetitivo, maçante e pouco interessante — sinceramente, eu não duvido, considerando a direção que o jogo já estava tomando quando parei. Por isso, eu não recomendaria para alguém começando agora. Minha opinião atual é baseada tanto na experiência que tive antes de parar quanto nos relatos de quem continuou jogando depois. Ainda assim, seria injusto dizer que tive uma experiência ruim. No lançamento, eu me diverti PRA CARALHO. O jogo conseguiu me prender por semanas, tinha uma progressão satisfatória, exploração divertida, bosses, conquistas, segredos e uma sensação constante de estar descobrindo alguma coisa nova. Infelizmente, quando o conteúdo acabou, começou a ficar claro que o futuro seria basicamente grind limitado por estamina. E é uma pena. Foi MUITO gostoso jogar no começo, e é triste pensar que esse pode ser o estado atual de um dos MMOs que eu mais aguardava na época.

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