Hello, fine people of the world!

We have a new game from overseas. The Japanese apparently not looking at the already existing competitors on Nutaku, offer a game that kind of gets lost in the background, unfortunately.

Straight to the point – there is an open field combat allowing the player to maneuver forces freely. The kicker, however, is that the overall result makes no sense whatsoever. The combat, the pace, and the interface are made in a way that your free movement barely matters at all. Other than small micro-management of your forces, you don’t really have the capacity to perform in ways that impact the outcome significantly. The visual variety is quite low.

Either somebody had no clue of what they were doing, and why they were doing it.

Or they had a large plan and after the machete was done hacking away the features, a basic skeleton of a combat system is what they were left with. It’s the gaming industry, so it may just as easily be either one.

In fact, if it wasn’t for keyboard hotkeys, the entire control mechanism would be super clunky. I don’t remember if the player is even advised to use the hotkeys. Meaning that people might not even try to see if there are any and control it in a tedious fashion.

By now, I’m beginning to think Japan has like 1 interface template everybody copies from:

The main screen of circular buttons and some scene. Then, a mess of rectangular nonsense for the submenus/screens. This game is pretty readable compared to others, but still, it’s cheaply done.

The Japanese usually expect you to absorb the entire structure, without them bothering to explain it too much. God forbid making it intuitive. I understand that using your native hieroglyphs makes your menus compact and they probably make sense. And all that goes to shit when you go to English, but, come on, still, the international customer should be worth at least a little re-adjustment.

Senshis Revenge is a mid-tier production. It has some sound effects, occasional voiceovers. The music doesn’t fit well, but it’s music, so – to each their own. The combat tune, for instance, is intense, but that is kind of a problem when the actual combat itself is slow and barely exciting.

The girls are pretty good, unfortunately, the competition already has better ones and central gameplay – i.e. the combat system here isn’t doing anybody any favors.

In their defense, they have optional auto maneuvers and a speed up button in combat, but speeding up the thing negates the little tactical control you have. Which is already severely crushed by the fact that random enemies spawn of out nowhere, so you can’t even use positioning tactically for the most part. Only after you’ve scouted the level and lost.

In my opinion, locking all combatants to a grid and just having the player issue abilities would have been much more sensible. The difference now, is that the player has to issue tons of movement commands in a semi-clunky field which don’t really contribute any fun. Compare it to the mostly automated combat games with higher production value. Kind of, why bother?

The sex scenes are pretty funny. They queue up the 90s piano music romantic films used to play during bedroom moments, and then they make the funniest noises. The scenes are one static image, so minimal effort there. If those are drawn in proper layers, it wouldn’t have been too hard to have a couple of more frames.

The localization suffers somewhat from the bit of good old engRish. Parts don’t make a lot of sense – machine translation may have been involved. I don’t take it too seriously, so it doesn’t bother me much.

The onboarding for the lore is quite tiring. They shouldn’t talk so much in the beginning. It is true it can be skipped, but, still. You want players to get into the world – ease them in.

Overall, it’s an odd game, not bad in any way, but the only aspect that has a measure of quality is the illustrations and those may not be enough, given how large Nutaku’s catalog has been growing.

You can find Senshis Revenge and other kinky games at Nutaku:

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