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[Review] This taste is a bit damaged in the taste of Nippon Ichi.

Nippon's Dungeon Dungeon is a fun and strange recipe.

Nippon Ichi Software, this place was a high-ranked demon game developer who could not come out once. In the old days of the old PS2, would they have given the nickname of 'Full-scale Closed Game', followed by the film's best thorough game, which is aimed by the producers.

Of course, the console generation is more than the third generation, and the Gangsan has changed twice, so it's hard to think that it tastes like the old days. You might expect to be aged like a well-stored alcohol and make a heavenly taste, but that's because the lineup is not optimistic. Still, once you start to dig into it, the time you have been killing the remaining SRPGs, which kills enough time, is not somewhere.

The reason why I chose a new work of a strange naming sense called 'Cops Eater Adventurer's Table' was evidence of trust. I was curious about what kind of things would come out when cooking and crafting were added to the Chiryu SRPG and Dungeon Crawlers. At least, at least the basic company, I wanted to be able to hold on to the empty blank period for a while if I became a little transformed. It seems that there is a distinctive pagoda element, but it feels like a strange smell comes up.

Game name : Cops Eater Adventurer's Table (CADAVERS for Dinner) Genre Name : Survival SRPG release date : 2022. 6. 30. Review : 1.0.0 version | Developer : Nippon Ichi Software Service : Sega Publishing Korea Platform : PS4, Switch Play : Switch

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** It's a great protein source Taste of exploration that changes from monster to gourmet (?)

Although the title of the English version is slightly different, some people may want to hear the title 'Cobs Eter'. If you think that you are eating a body and eat it, it is natural (?), But if you put it on the title, it's not going to be a copy. I feel like something will come out, which is not suitable for the characters who are cute. Even when you first start, there is also a 'expression regulation' function.

To tell us in advance for users who are somewhat uneasy, this game is not a work that goes beyond the line. This is because the main theme is the 'adventurer's table' behind Cobs Eter. In this game, the user is an adventurer who struggles to escape the dungeon that continues somewhere, and the game is a characteristic of not only the battle, but also in terms of cooking, rest and meals.

Up to this point, it is the composition of ordinary survival games+SRPG, but somewhere, the dish is not ordinary, like Nippon Ichi software that comes with twisted materials. Perhaps you've been guessing the body of the monster in the tutorial and then you have been guessing it since the stomach was upset, but the ingredients from here are the flesh, intestines and various parts of various monsters in the work. If that was it, it might be rather gentle. When disassembling the weapons that were abandoned in the dungeon, they must be used generously, even various insects, and that of various minerals, which may have been hidden between trees. In addition, the survival strategy of restoring health by eating raw raw bodies of the monster that was knocked down during the battle was noticeable.

If you listen to the explanation, it looks like a fierce and fierce survivor, so you may feel reluctant, but it is less burdensome by drawing a bright tone in casual graphics. It's like a dungeon rice. Rather, it is surprising that at first it is applied to chew stones.

In terms of the survival SRPG for a while, the border theme is a bit wrong, but the texture that makes it easy to hold and make routines is visible. If you look at the recent popular survival games, you don't go to healing (?) Lifetime when you first eat grass and wield stone axes, create various tools, and be equipped with recipes and ingredients.

Such a flow is the same in Cobs Eater, and the approach is simpler. Not only is it gained from hunting and farming in the dungeon, but also the by-products that disassemble all kinds of equipment. It is easy to understand that the by-products obtained by replacing the equipment after acquiring the equipment and the disassembling existing equipment are simple and reasonable.

Of course, the theme is the theme, so sometimes the elements of the goal pops out everywhere. When I saw it where I would get rice, I made rice beetles processing and cutting and crushing stones, so there is a bite of baking, boiled, and fried. It's just a matter of just making it roughly made, but it's easy to put down Why for a while because the game is seriously tackle. It is composed of this strange dungeon and the story of surviving and processing things.

If you approach the worldview so much, you can see that your own organization and play routine are dense. If you don't have such a cooking, you can eat the ingredients that might be burned and eat the ingredients that become an antidote, or if the calorie or moisture falls, you will eventually die. This is because survival behavior to overcome the crisis, such as eating and reinforcing with a turn-off, and reinforcing them with cooking at rest time.

Cooking is also ridiculous at first, or bizarre and bizarre. I just feel like I'm just starving, but when I break through the floors and the ingredients are collected little by little, the theme of 'adventurer's table' begins to cope. Of course, the material is not very good, but if you see that the dishes that are made with that poor ingredients are made one by one, What can you make this time? This is because the thoughts are heard.

I just eat only grass and baked bugs and sometimes get a seizure, but I want to make it without any help, so I have to feed the fruit. The reward of playing has been springing up a little.

In addition, as well as leveling up, the various effects attached to the dish while eating the dishes are reflected in the specifications, so when you grow this character, you should pay more attention to the diet. Battle is also a structure that uses calories and moisture, so it often checks calories and lack of nutrients to design the play with the mind of the trainer. With that graphic? I don't know if it's a question, but if you go beyond that gate, you can keep holding onto your diet and check the specifications for some reason. Nippon Ichi's unique SRPG is not going anywhere, so the specifications and cultivation-related level designs are well organized, and even though they have been released in other areas such as 'cooking' and 'meal', not the battle, not the battle. Because there is.

The speedy repetitive play shown by the craftsmen of Nogada SRPG

When you first see this game, the second reason why you don't care if you are reluctant to graphic is that you have to go back from the beginning. It is also ambiguous to say that it is a logite because it supports auto save or a base save and can go back to that point and try it tries.

When the party starts again, the level starts from 1 and the dishes are initialized, and the structure of the dungeon changes every time, but the equipment that has been accumulated is not lost and remains..

Perhaps the reason for taking such a structure is that the Nippon Ichi software has been able to continue the 'repetitive play' that has been virtuous. In fact, if you look at the battle, you can feel the repetitive work quickly. In real-time exploration, it is composed of SRPG through the in-counter. Usually, the SRPG is not carried out in the second stage of attack or defense and waiting command. By the way, Cobs Eater can move the character immediately until the enemy comes to the enemy, as well as the placement of the enemy, as well as the placement of the shortcut and the attack skill command can not enter the window and choose right away.

The enemy's actions are also done right away, and the skills are minimized, and the tempo of the battle proceeds very quickly. In fact, you can handle it in a few minutes when you go to the exit to the next floor before it gets darker with a lot of ingredients or treasure chests.

On the other hand, it takes a relatively time to dig up the loot from the floor to grow the characters and how to replenish the calories and moisture. What kind of dishes should I make and feed? Of course, even in the battle, the number of skills is mainly used and how to fight, so when you roll your head quickly and quickly, it will pass for time.

Moreover, as soon as the battle phase goes, the character is in crisis as soon as it goes, so after a few times, every moment you grow up, you won't go over it. Of course, even if you are mastered, even this will go quickly, but there are several sections that will feel boring while repeating. In the process, Cobs Eater wanted to create gameplay optimized for routines that hit the unnecessary parts as much as possible, and simplified and continued to play lightly.

Facts that missed the 'detail' of digging into the lights.

The scenario that falls into the digging eventually works normally when you are willing to taste this game. So do you really need to give this first impression?

First of all, I feel like graphics. If you're a user who has enjoyed JRPGs since the classics, it's not going to be a problem, but to users who don't, it's a quality that will come up with polygon graphics in the early 2000s. The graphics are not bad to decorate the characters or maps, but the quality itself is not supported, so it's hard to kick.

Disgaea Moreover, the removal of the cumbersome in the repetition play, but the graphics are not good, but the directing is omitted, so the shape is not very good. Magic is seen to turn special effects on almost the same motion, except for the difference in nature.

Of course, when you are used to the game and focus on specifications and nurturing, you may not care much about skill production or graphics. For example, in mobile games, users eat time when they are automatically fighting.

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