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Lee Hwan, Summary of Pros and Cons After 50 Hours of PlayA deep dive review after playing for over 50 hours. We provide an honest assessment of the game's overall elements, including story, character design, maps, combat, tycoon content, and business model, and detail which players we recommend it to.
Lee Hwan, Summary of Pros and Cons After 50 Hours of Play
1. 🎮 I-Hwan's Story: Pros and Cons of an Omnibus Structure
· I-Hwan follows an omnibus narrative structure with the theme of resolving anomalies in Petro City.
· While there are connections between segments, it lacks a strong sense of a main storyline, and the early buildup is considered weak.
· Characters like Jugulssi, depicted as the main villain, appear, hinting at larger events to come.
· It creates a bright, everyday atmosphere like a shonen manga, but at times it can feel old-fashioned or the character narratives can feel disjointed, making it difficult to immerse yourself.
· Notably, the fact that Takido, which should be a side quest, is presented as the main story is a significant issue.
· The game company might have included Takido in the main story for mascot or narrative progression purposes, but focusing the identity and development of the game on Takido is a disappointing aspect.
· Many players are focusing on other charms of the game to the point of forgetting Takido, and stories like Snowman Fort, Lacrimosa, and the legendary band received positive reviews.
· The main story going forward needs to be refined like the existing side stories, developing with coherence and a clear main thread.
00:02 - 01:45
1. 🎮 I-Hwan's Story: Pros and Cons of an Omnibus Structure
· I-Hwan follows an omnibus narrative structure with the theme of resolving anomalies in Petro City.
· While there are connections between segments, it lacks a strong sense of a main storyline, and the early buildup is considered weak.
· Characters like Jugulssi, depicted as the main villain, appear, hinting at larger events to come.
· It creates a bright, everyday atmosphere like a shonen manga, but at times it can feel old-fashioned or the character narratives can feel disjointed, making it difficult to immerse yourself.
· Notably, the fact that Takido, which should be a side quest, is presented as the main story is a significant issue.
· The game company might have included Takido in the main story for mascot or narrative progression purposes, but focusing the identity and development of the game on Takido is a disappointing aspect.
· Many players are focusing on other charms of the game to the point of forgetting Takido, and stories like Snowman Fort, Lacrimosa, and the legendary band received positive reviews.
· The main story going forward needs to be refined like the existing side stories, developing with coherence and a clear main thread.
05:22 - 07:43
2. 🎨 Character Design: Lack of Individuality and Cohesion Issues
· The character designs are generally decent. Characters like Nanari, the first pickup character, or Hotori, who is coming soon, feel more like NPCs.
· Hotori has been improved through the PV, but Nanari still doesn't feel particularly special.
· This feels like trying to show too much without cutting anything, similar to the story, and it fails to clearly present points for players to focus on.
· Furthermore, it lacks the distinct regional characteristics or factional cohesion typical of open-world games. While it gives a multicultural feel like Australia, this paradoxically leads to a lack of individuality.
· There are criticisms that the mixed designs, such as Hotori's Japanese style, Nanari and Sakiri's school uniform style, and Baphomet's race, lack cohesion.
· Going forward, character designs with clear appeal and impact, like in the PV, are needed. The modeling itself isn't bad, so there's potential to look forward to.
07:52 - 09:48
3. 🗺️ Map Design: Maximizing Visual Enjoyment and Immersion
· The map design is surprisingly well-implemented and visually pleasing.
· It's rated as having better maps than the story, events, sub-characters, or character designs.
· The maps look even more beautiful when driving, and we hope this connection extends to the story and characters.
· The Snowman Fort quest, in particular, offers an overwhelming visual experience, and the city's night view on a rainy day is also very impressive.
· Structures seen in other works, such as Akihabara, Shinnosuke's house, Doraemon's house, and Fate Bridge, are implemented, making exploration fun.
· You can freely explore the map using the drone function, showcasing top-tier map design.
· However, the limited building entry and NPC interaction are disappointing, and improvements are expected through future map expansions and content additions.
10:06 - 11:13
4. ⚔️ Combat System: A Double-Edged Sword of Casualness and Mediocrity
· The combat is very casual, which is an advantage as it's not difficult for a mobile game.
· There aren't complex controls or much to memorize, making it enjoyable without pressure, and it's easy to adapt to due to its familiar mechanics.
· It includes basic elements like normal attacks, happy, groggy, cutie, skills, ultimate attacks, and attribute combinations.
· However, it also lacks distinct combat features compared to other games.
· For now, maintaining a standard combat system and strengthening the game's strong points, the map and city tycoon content, might be a better direction.
· However, if the end-game content is heavily focused on combat, more challenging characters and combat systems might be required.
11:19 - 12:57
5. 🏢 City Tycoon: Happiness in Simplicity and Potential for Grinding
· The city tycoon content is so simple it's almost embarrassing to call it 'tycoon'.
· As you level up, money accumulates, and you can feel a sense of happiness by purchasing houses and cars with that money.
· However, accumulating vast sums of money like in Giovanni's joke seems realistically difficult.
· The method of earning money is like a cookie clicker game where it piles up just by clicking, so unless new income streams are added through updates, it could feel like repetitive grinding.
· Currently, income mainly comes from cafes, but there's a need to expand income sources through various tycoon content, along with action-oriented content like bank heists, taxis, and Coupang deliveries.
12:58 - 15:18
6. 💎 BM (Business Model): Relaxed Monetization and Strong Temptation to Pay
· The absence of character pickups is a significant strength, and the system allowing you to choose desired options upon breakthrough is unique.
· The weapon gacha probability is 3%, with a 10-pull and 80-pull pity, so the burden isn't too high.
· Overall, the monetization burden is relatively eased compared to previous releases.
· However, the temptation to pay for in-game currency, such as buying houses and cars, is very strong, more so than for character breakthroughs or pickups.
· With an income of about 60,000 won per day, it's difficult to purchase expensive houses or cars, creating a strong desire to spend money.
· While it's possible to purchase them by saving consistently, as the saying 'every little bit counts' suggests, the strong temptation to pay is a disappointing aspect.
· It has a unique BM structure that induces more spending on in-game money than on gacha currency.
15:21 - 16:59
7. 🤔 Final Conclusion: Who is This Game Recommended For?
· Highly recommended for players who enjoy urban fantasy, city-based settings, and subculture games.
· If you enjoy appreciating maps, interacting with characters, taking photos, and exploring, you'll fall in love with I-Hwan.
· However, players who prioritize story, character modeling, or combat depth might be dissatisfied.
· While there's room for improvement, due to the nature of subculture games, it might not suit players sensitive to certain elements.
· For those hesitating to start, it's a good idea to wait and see the updates before joining.
· This review is based on two weeks of gameplay experience, and as long as the game doesn't have major issues, it's worth playing consistently.
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