Life under the rule of the winged Skyborn race isn't so bad for Claret Spencer, the star mechanic of an independent repair shop. She can patch up just about anything...but when a certain cravat-wearing customer turns her life upside-down, she finds herself pulled into an epic, city-wide conflict that's going to take a lot more than elbow...
Çıkış Tarihi: 21 Şubat 2014
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Oyun Açıklaması

Life under the rule of the winged Skyborn race isn't so bad for Claret Spencer, the star mechanic of an independent repair shop. She can patch up just about anything...but when a certain cravat-wearing customer turns her life upside-down, she finds herself pulled into an epic, city-wide conflict that's going to take a lot more than elbow grease to fix! Join Claret on her journey through a tale of magic, metal and mystery as she unravels the secrets of the Skyborn!

This game features:
  • Lovable, addicting characters
  • Trendy and exciting Steampunk setting
  • Classic look, modern feel
  • Unique story-driven adventure
  • Multiple character classes
  • Breathtaking orchestral soundtrack

Sistem Gereksinimleri

    • OS: Microsoft® Windows® XP / Vista / 7 (32-bit/64-bit)
    • Processor: PC with 800MHz Intel® Pentium® III equivalent or higher processor
    • Memory: 256 MB RAM
    • Graphics: 1024x768 or better video resolution in High Color mode
    • Hard Drive: 200 MB available space
    • Sound Card: DirectSound-compatible sound card
Yararlı müşteri incelemeleri
36 kişiden 31 tanesi (86%) bu incelemeyi yararlı buldu
Hesabında 124 ürün var
1 review
kayıtlı 13.5 saat
Skyborn is an RPG that feels like the older FF games (1-6). The story is there, it isn't an award winning story, it's a story that holds together the game and the characters well enough. Sound design is alright, nothing to really complain about, but I ended up muting the music and just playing mine. There is a crafting system that ends up being useless an hour into the game, and an augmenting system that you will always use. Character classes are simple enough to understand, some classes have passives along with their active skills.

There is absolutely no grind in this game, and the non essential/mob fights are triggered by walking into them. For the first few hours I felt that I needed to kill every single mob which do not respawn from what I've noticed, eventually I stopped doing this and didn't feel behind in levels. After a certain segment, you gain access to sidequest that lead you to areas where the monsters are capable of OHKO everyone except for your main tank, with proper strategy (not really that hard) no one should die. For reference I ended up clearing the coliseum by level 29 once I gained access to the last party member, and the Gauntlet at level 35.

Do sidequest
Alright story
Ingots OP
Crafting is crap
Augmenting is cool
BLD=Weight Limit
2/5 Party members are boring
Can get by higher level fights with proper strategy
Mobs become easy after a certain point
Cool steampunk setting if you're into that
Yayınlanma: 22 Şubat 2014
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40 kişiden 29 tanesi (73%) bu incelemeyi yararlı buldu
Hesabında 419 ürün var
36 inceleme
kayıtlı 12.5 saat
When the touchy subject of RPG Maker commercial games comes up, I am not one to judge or deny the legitimacy of RPG Maker games as a commercial product. I have seen some fantastic games made on the engine like To The Moon, and I have seen absolute garbage like the Laxius Force and Millenium Quest series being put up for sale. My interest for this title was raised when the discussion on RPG Maker commercial games mentioned Deadly Sin and its sequel as an example of good RPG Maker games, and one of the studio's earlier titles was this.

This game is a short story set in a steampunk fantasy world where the plot involves Claret Spencer, a mechanic who is about to get entangled in a pivotal racist conspiracy involving the Skyborn, a race of magic users with Dragon-wings, Humans, the ancient and near-extinct Fey, and Half-Breeds, the result of a Skyborn and a Human mating. The story is really focused in scope, goes through predictable motions and doesn't do enough world-building to be compelling. However, what it does have as far as story goes is quite competently written, and the characters in the story are fairly consistent in their actions.

The gameplay has a few unique twists to the bog-standard turn-based RPG and equipment system in that armor doesn't directly come into play for damage-reduction, but instead, they increase various stats depending on type. In a way, the type of armor used determines the type of build for each character. The combat system is a standard Conditional Turn Based system but with a twist to keep things interesting, and encourages players to use more support skills, and it's the Threat system. Characters with the most threat will be targeted for single-target attacks, dealing damage and killing enemies will increase the threat of that character for the duration of the battle. This system allows for the utility of skills that can transfer threat from one character to another, or to gather an enormous amount of threat for one's self. This combination of systems allows for a lot of min maxing to be employed, which is pretty refreshing for an RPG Maker game. There is also an augment and forging system that allows players to further customise their gear, which is good.

What is not so good, however, is the unintuitive way of how the stats are used and how they are never explained ingame. See, the Strength stat determines the damage dealt by regular weapon attacks regardless of type, Intelligence determines the effectiveness of special skills, and Agility merely determines the Speed, Critical and Evade chance. While this would make sense normally, there is also the idea that there are 3 different types of damage ; Physical, Magic and Tech and one would easily be forgiven for thinking that Strength, Intelligence and Agility would determine the effectiveness of Physical, Magical and Tech attacks respectively. This leaves for some results that just plain doesn't make sense, like Corwin's (The designated mage/healer.) magical blast weapon damage that is determined by his strength instead of Intelligence. The other issue with the combat and gameplay is that on Normal, it is either too easy, or you get wiped out real quickly, with no battles that provide an evenly-matched struggle, and the being wiped-out part only ever happens if you don't do the side-quests before the point of no return. Once you did all the side-quests before the endgame, then the endgame becomes ridiculously easy again,

Another bugbear of the gameplay of this game is that very few of the objects in the game can be interacted with with any measure, which brings us back to the point of the game being very focused and limited in scope to the point of its own detriment. It would have been nice if there are more props that give you flavour text, added an effect to your party, or can be interacted with to produce a sound effect. (Piano jingle, anyone?) As an RPG afficionado, I can tell you that most RPGs offer an immense amount of non-plot-relevant interactivity, which goes a long way with the immersion.

Another issue is that there aren't enough variety in the enemy mobs to keep things interesting. All the enemy mobs have a role that is theoretically mirrored by one of the characters', and very few of the skills that enemies have are unique to the enemies, as a result, most enemies are very predictable, and thus very easy to deal with, even enemies with the ability to OHKO half your party. That said, the abilities that you do gain throughout the game are very useful and are a nice change from the generic damage ones that plagues most RPG Maker games. I also do like the design of the dungeons themselves which strayed a lot from the conventional square-like design that even commercial RPGs from the 90's suffer from, this results in a lot of the dungeons and natural cave systems looking very very organic, which is a great plus for this game.

The strongest point of this game though, is the music. The soundtrack is very well-mastered with a lot of nice orchestral stings and swelling chords befitting of a fantasy RPG. It is no Falcom Sound Team JDK, but as far as indie RPG Maker projects go, the fact that the soundtrack isn't a set of crappy generic MIDIs alone is something I can appreciate a lot.

So the final verdict is, do I recommend this game? And the answer is unfortunately, nope. Don't get me wrong, I did enjoy this game, and as far as RPG Maker games go, this is one of the better ones. However, with how limited and focused the scope of the game is, there is not enough world-building and lore to keep the player invested in the story and its characters, and the paltry offering with regards to interactivity and side-quests certainly didn't help it. Ultimately, the biggest drawback of this game is that it is not ambitious enough for the premise it presents, and maybe if the combat system is given more depth, if there are more character and story arcs, and if there is a less-linear progression through the story, then it might be worth the $15 asking price. As it stands, I cannot really recommend this game, outside of at least a 50% off sale, unless you really like RPG Maker games.
Yayınlanma: 8 Mart 2014
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7 kişiden 7 tanesi (100%) bu incelemeyi yararlı buldu
Hesabında 168 ürün var
21 inceleme
kayıtlı 8.5 saat
This is my number 1 favorite RPG maker game of all time :)
I have the non steam version of the game,played there,but when i soo this game on steam i just hade bo buy it again.
This game is just amazing ,top action/comedy,amazing caracters,just a great game.
Yayınlanma: 31 Mayıs 2014
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7 kişiden 7 tanesi (100%) bu incelemeyi yararlı buldu
Hesabında 1,541 ürün var
9 inceleme
kayıtlı 15.5 saat
Very much like NES, SNES era JRPGs, recommended for people that like this kind of games.
Yayınlanma: 8 Mart 2014
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72 kişiden 41 tanesi (57%) bu incelemeyi yararlı buldu
Hesabında 96 ürün var
3 inceleme
kayıtlı 6.2 saat
As an avid fan of the RPG/JRPG franchise, and a diligent user of the RPG Maker it glads me to no end seeing projects from RPG Maker gets published like this. Not only does it spur me (and perhaps others) to try harder with their own projects, but it also serves as a sort of inspiration. Because let's be honest, not everyone who uses RPG Maker is educated in programming.

Educated or not, this is a interesting little game. Note that by the time I write this review, I have yet to complete the game but I can already tell how it is going to end, and most of the details surrounding this game. As an RPG, it's very basic but enjoyable. However, for a open-world style setting it's way too linear and convoluted. And yet some maps are just way too large or a complete mess. I can understand the point of trying to make a forest into a maze...ish... thing but some players might actually have some serious issues with this and ultimately drop it just for a reason like this, seeing how fast paced the game is in general (I did not have any issues though, too many RPGs son). The combat system is extremely basic and simple, almost to the point where I actually got a little disappointed in it. It's solid though, I've seen way too many games screw up their combat system trying to make it either too complex or stylish.

Towns are actually pretty damn good. Their designs are amazing, there's so many details and blends in perfectly with the setting of the game, the Steampunk style. It gives you a good feel for how the people are living, how the society is built up and whatnot. I cannot say the same about the clothing and weaponchoice for some characters, but that's hardly an issue. There are way more games that is just ridiculous about their choices of weapons, clothing and the likes (Final Fantasy X anyone?)

Some other complaints I have is about the "crafting". Just like with the combat, it's really simple. But that's hardly the issue. In order to craft new weapons or augment/upgrade them, you need resources, right? Fair enough. You encounter resources by proceeding with the storyline. Everywhere. Literally. Since the game has moving enemy groups, it means you can skip those of you want to. But not resources, they're stuck in the walls. And they're everywhere. The game becomes more of a scavenger hunt than an RPG, simply because when you find one node you spot another one not too far away. And this goes on forever. To add salt to the injury, in order to craft you need an anvil. Also fair enough. BUT PLEASE GIVE ME AN ANVIL SO I CAN CRAFT, IT'S BEEN TWO HOURS OF GAMEPLAY SINCE I'VE SEEN THE LAST ONE JASJGLKAGLJDLHSKÖDLFJ....

... I should also mention that if you just want to play for the storyline (which is actually pretty good, though some parts of the dialogue is quite... corny... and generic...) there's the skipable combat. Also, if you're worried about the experience needed for some of the of course mandatory boss fights, the creator(s?) has thought about that aswell. There are experience nodes scattered all around the map, just like with the resource nodes (wohoo, more scavenging!). These will yield you all the experience you'll need to safely pass the game on easy. And to add to that, during the game you can choose the difficulty you desire. There are three of them, depending on how hardcore and how casual you are.

I can't say too much about the characters yet, because I haven't finished the game. But so far there hasn't been much development on many of the characters. We are introduced to them in different ways, but that's it. Only one of the characters has a solid introduction, aswell as history which we get to know but as I said, can't say too much yet. Graphics are average, the character has multiple "sprites" for facial and emotional expressions which was actually more than I hoped for. The design fits into the Steampunk setting aswell. Music... not quite sure what to say. I don't know if it's from one of the DLCs (I don't own any of the DLCs) or if it's composed by someone else but all I have to say is that... it's neglectable. It's so bland and generic, I don't think it would have mattered if it was there or not. Doesn't matter of it's symphonical (is that even a word lol), it doesn't fit.

Conclusion, I'd say it's a below average RPG. It is well made in certain aspects, has a lot of thought put into it but the execution is not just there. It lacks so much to kick it up a notch and make it an unpolished gem. Doesn't matter how much of hard work is put into it, there room available for better performance, dialogue, combat system (my biggest complaint here), maps, NPCs (falls into dialogues) etc is just too great. Don't get me wrong, however. I am enjoying what I am playing and I will finish it. But the full price of the game for what you're getting is not worth it (bought it on sale). But if you want some casual time-killer, or inspiration for your own RPG game this is a good buy (only if it's on sale!).


Edit: I've read a little on the Steam community for this game, and I noticed I might have missed a couple of things in this review, such as being able to use the cursor and whatnot (which is actually a cool feature). Despite of this, my opinion still won't change. You can make nice scripts, you can program a fully established battle system and make amazing designs but if you don't put it where it belongs it's a waste. I am however rooting for the next project, mistakes provides experience.
Yayınlanma: 23 Şubat 2014
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376 kişiden 358 tanesi (95%) bu incelemeyi yararlı buldu
Hesabında 54 ürün var
1 review
kayıtlı 7.3 saat
2/22/14 Edit: Game cleared/fully experienced/explored. Took about 7 hrs if you're diligent about it, maybe a little faster if you're good at this genre.

This game is pretty legit. I'll be brief and quickly summarize my first impressions from playing this game.

Entralling Story - Having finished my first playthrough I can safely say that Skyborn offers an entertaining tale with various twists and turns that'll keep the player on their toes. I found the closure at the end to be very satisfying as well (not really a spoiler, I'm primarily trying to convey that the end wasn't half ♥♥♥♥♥).

Avoidable combat - Unlike most RPGs where you run around and trigger random events that can't be seen, Skyborn has a system where players are able to physically see monsters on the screen. This allows a player to circumvent an unwanted encounter while providing the option of easy EXP as well if they find themselves underleveled. Edit: I'll say this now - avoidable mobs are all OPTIONAL. Under no circumstances was I ever pressed to level/grind on a normal clear. I'm currently working on a hard clear to see if this is the same case. Don't let this discourage you though, boss fights are still pretty difficult depending on your composition.

Battle Arena - Later on in the game there's an arena that offers a substantial challenge if you find the fights to be too easy. It poses a significant challenge compared to typical encounters.

Crafting system - I haven't tried it too thoroughly yet, however there is a system in place for harvesting minerals etc and for creating weapons and armor. It hasn't been too impactful in my playthrough since I've been finding gear frequently enough as is, but it's a nice side touch to have.

Consistency/Persistent Story - The game feels very consistent throughout, and when I say that I mean so with regards to the story alawys being present. Unlike other RPGs where you get a 30 second snippet of dialog followed by 2 hours of grinding mobs through a tower in order to reach an objective, Skyborn does a decent job of adding in short excerpts of character interaction to alleviate the grind. While progressing through dungeons characters will talk and continue to give the player story while dungeon crawling.

The Music - The music in this game is by far satisfying and enjoyable to listen to. This of course is my own personal preference, however if something like this appeals to you then by all means consider this when making your decision as well.

Lack of Backtracking - There are a couple of areas where I realized some chests were left unlooted due to not understanding certain trigger mechanics until later in the game. From what I can tell, I'm unable to revisit these places for the time being since map movement is very story driven. This is important because certain items come from said chests... and one of the initial lines implies that you want to collect all of a particular set for extraordinary rewards. Edit: At some point in the game it does allow for freedom of movement/control of your ship/destination - just don't expect it too soon.

Options/Settings - I found this panel to be very lacking. Not only do audio settings not save (I found myself having to lower game volume manually through the audio manager my OS provides) but there's very little customization available. You can change the color of the major panels, however keybindings cannot be changed. On top of that, the tutorial isn't very extensive, so figuring out what binds to what is a bit difficult at first. They do bring up the least obvious binding (X has uses apparently), but they fail to mention that other buttons such as spacebar and enter can function as an "a" button if you were to play a hand held.

Stat Values - This is the min/maxer speaking at the moment. With regards to stats in this game, their effects are very helterskelter as far as values go. I'm not talking specific number crunching for damage per turn etc but rather lack of clarity. It's not exactly clear what +1 agility will do as opposed to +1 strength which was a bit frustrating.

As for now, I'm a very satisfied customer considering the price I paid for this. I'd strongly recommend it to anyone that was a fan of the old FFs (1-2 etc) who have a strong desire for pretty driven plot. Overall, I'd give this game an 7.5/10 with everything above in mind. As far as buying goes, I'd be a bit hesitant in recommending full price for this game. With the current half off sale though, it's very much so a buy that gives you your bang for your buck.
Yayınlanma: 21 Şubat 2014
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