The number of dinosaurs caught by Lee Deung-ding is 77!
You have some good skills!
But aren't the real experts faster?
I think it would be good if the visibility was improved a bit.
S1730549631928511 caught 55 dinosaurs!
You have some good skills!
But aren't the real experts faster?
https://store.onstove.com/ko/event/exhibit/939
<OPUS: The Day We Discovered Earth> is 94% off, just 1,000 won.
The highest discount ever on Steam is 75%.
What's amazing about this big deal is that the game is coming to Stove tomorrow.
A big deal as soon as you open the store? Wow
The game is said to be an emotional story with some puzzles thrown in.
The overall evaluation is very positive, but the Korean evaluation is mixed.
It seems like there are strong likes and dislikes for the story (more on the length and development than the material).
And since the game is a series, this big deal is the first one, and the second one will be released tomorrow.
Maybe next week's big deal will be part 2, as expected?
Meanwhile, the series has three parts, and seeing as the third part has not been translated into Korean, it seems possible that Stove will be translated into Korean.
go
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How to buy this. It said can be purchased on the web
SPAS-12-Void Gold
🎮 Hello, Stove Crew 1st Generation
This is Jeong Yu-kyung!
The game I'm introducing this time is
This is Clair Obscur: Expedition 33 .
Claire Obscure is the debut game from French developer Sandfall Interactive !
This work is highly anticipated for its deep narrative and sensual directing, set in a dark fantasy world based on the aesthetics of the Belle Époque era.
In particular, this game was officially released in Korea through Smilegate's platform, STOVE .
Korean users can also easily access it.
As a domestic co-publishing partner , STOVE is leading local marketing campaigns and pre-order promotions!
You can find the latest updates and various stories about Claire Obscure most quickly and accurately on Stove!
In this review
Experience Claire Obscur in 5 minute/25 minute/40 minute/1 hour units.
We focused our analysis on the First Time User Experience (FTUE) .
Why should you care about the First Time Entry Experience (FTUE)?
In games, the ‘first impression’ is not just a simple impression; it is a critical moment that affects bounce rates, immersion, and even purchasing decisions .
Game UX research reports that the first 10 to 15 minutes of experience are directly related to users ' 'learning efficiency' , 'emotional immersion' , and 'recognition of entry hurdles'.
📖 The representative theory is FTUE (First Time User Experience).
A process that naturally helps you understand the structure and mechanisms of the game . Design to lower psychological barriers to entry , The early experience gave me the confidence that “this game is for me” 🎮 Especially games with high price points and a heavy emphasis on 'narrative' like Claire Obscure
If you don't get the feeling that "this game is different" and "I want to keep playing it" in the beginning,
User churn rates may increase dramatically.
So the FTUE of this game goes beyond a simple tutorial,
It should be designed with a structure that leads to “What will this world show me?”
The level of completion is directly related to the game's survival.
So I don't limit Claire Obscur to any genre ,
I decided to accept it 'as I enjoy it' .
I also intentionally did not include any detailed settings or background information.
You can learn them one by one as you play.
And the reason why these analysis criteria are more meaningful is that
👉 Because I haven't played many games of this style either.
Maybe this is your first time playing this game.
So this review is,
I think it could also provide insight from the perspective of, 'Can it be enjoyed even from a beginner's perspective?'
So now,
Shall we begin this emotional journey together?
⏱️ 5 minutes – First impression: ‘Time passes in a frozen screen.’
– Atmosphere felt at first sight and intuitive operation
When you first start the game, the first thing you notice is the rich graphics and sensational production .
The characters' eyes, the camera angles, and the composition of the screen that appears still but subtly moves the background constantly visually inject a sense of the passage of time.
I personally had a preconceived notion that turn-based RPGs could be boring , and I went into this game questioning whether the animation elements could overcome that. However, I had high expectations from the effects, sound, and presentation, and I deliberately decided not to look for other information and to judge solely based on the game's delivery.
The manipulation was appropriate.
Rather than teaching you too much at once, it introduces the controls step by step, starting with the familiar WASD movements , and is designed to help you naturally integrate into the game.
However, the structure in which keys only respond in certain locations was somewhat inconvenient.
The story progression is more of a closed structure that follows a set path rather than a completely open structure.
But this ‘closed structure’ was not a disadvantage.
This is because the experience of following the story is not one-sided like a movie or drama, but rather a process of exchanging emotions step by step through interaction .
The combat tutorial was also easy to approach and not too complicated.
⏱️ 25 minutes – ‘Courage in the face of separation, blossoming into solidarity’
– Emotionally charged cinematic narrative
As the characters' stories unfold in earnest, the true value of this game begins to be revealed.
The attention to detail in visually conveying emotions—from the delicate pupils, corners of the mouth, trembling muscles, to the movement of hair—is overwhelming .
Here I got the following message:
“Solidarity of those facing separation”,
“A hero blossoms within me”,
“Heroes are not special beings, but rather people who have a cause for which they have a very personal reason.”
At this point, with cinematic developments focusing more on narrative than combat, immersion is at its peak.
It's too narrow a definition to simply define this game as a 'turn-based RPG'.
The act of exploring the story itself is the 'gameplay' of this game, and the experience ends up being an emotional reward rather than a simple pleasure or growth.
The level design is also natural and gives you a good idea of where to go.
Ultimately, this was the time when I was motivated to ask myself, “Why do I go on an adventure?”
⏱️ 40 minutes – ‘Follow the traces of words, walk along the lines’
– The moment when curiosity seeps into the worldview
I usually like to skip over the story, but this game made me savor every single line of dialogue from the NPCs.
Their speech, vocabulary, and way of speaking reveal the character's personality and make them feel like a person.
At this point, the 'keyword' was 'curiosity'.
The gameplay may be limited with cinematics and cutscenes, but it was fun to resolve my curiosity about the expedition world through conversations with NPCs.
“I wish I could face the sun without her shadow.”
I feel like these lines aren't just plot lines, but are designed to make the player emotionally connect with them.
Even in the midst of the repetitive cinematics, this was not a time for mere 'explanation', but a time to convince and assimilate the user into this world .
This gave me a similar feeling of immersion as I did in Detroit: Become Human .
⏱️ 1 hour –
“Time to learn why we fight”
- From emotions to battle, the prelude to a full-fledged RPG
After an hour, the 'invitation' is over and the 'real learning' begins.
If up until now it was a time to be emotionally motivated through an inner crisis, now it was time to move directly and learn the mechanics of a turn-based RPG .
Turn-based battles are not just simple command-based battles, but also include action elements such as avoiding or parrying enemy attacks in real time, making for much more exciting battles than you might expect .
Players must watch the enemy's timing and respond directly. You can adjust the difficulty level in real time during the battle. We've created a device that even RPG beginners can get immersed in.From now on, the game will be more than just a simple experience; it will feature a full-fledged RPG system, including strategic team composition, character upgrades, and use of recovery items, adding depth to the game.
While playing, suddenly...
+ 🔍 Are combats important in Claire Obscure?
The battle is not the main character.
In my experience with Claire Obscure , combat felt more like a peripheral element rather than the center of the game (played on low difficulty).
Rather than flashy effects or numerical battles, I think it's more of a device that conveys emotions without interrupting the flow of the story .
Because it was more focused on 'who you fight for' and 'what emotions move you',
Combat served to add immersion, but it wasn't the main drive of the story.
Of course, combat is one of the core systems of this game.
But rather than being the center of fun itself,
It works as part of the production that lingers in the player's emotions and connects the narrative and senses .
Personally, I'm a fan of turn-based RPGs.
"It's not fun", "It's boring", "What's so fun about it?"
I often thought about that.
But for the first time while playing Claire Obscure
I was convinced that “this game had to be a turn-based RPG.”
If this game had chosen a faster, more urgent combat system,
Or, if the combat was simply structured to be 'fast-paced' to avoid stalling the narrative,
Rather, it may have flowed too obviously.
If that were the case, it would feel like a pause as the narrative unfolds.
The battle would have proceeded at a hectic rhythm.
It must have become a structure where emotions and tension play separately .
But this game was the opposite.
Turn-based combat follows the rhythm of the narrative, regulating the emotions without being distracting .
In the structure of this game, which ‘savours’ the narrative,
I think that the turn-based nature of the game, with its time-based approach, was a necessary choice to maintain this subtle sense of immersion.
🧩 Overall Review –
“An RPG that puts emotions into the narrative, even beginners can walk together”
– The moment you get on the wave of the story
Systems and narratives designed to be immersive even for beginners
Claire Obscure breaks away from the simple RPG mold,
It offers a narrative gaming experience centered on the flow of emotions and depth of story .
Although turn-based combat is the game's main system, more important than that is what you feel through the combat and whose story you follow .
A structure that allows you to immerse yourself in your emotions without complex manipulation.
It opens the door wide enough for players unfamiliar with the genre.
So for some people, this game might be a new way of experiencing gaming, where they react to the story rather than the combat, and are driven by emotions .
This game asks the user:
“Can you stay with them until the end?”
🎨 Emotional graphics
🎼 Immersive sound
🎬 Cinematic with directing skills
💬 Relatable characters and lines
⚔️ Action-packed turn-based combat
Everyone works together to create an experience , not a game.
An experience of emotionally immersing oneself in a story rather than simply consuming it .
This is what makes Claire Obscure special.
🧳
Even I, who is not used to this style of game, was so engrossed in the game that an hour flew by!
While playing the game, I wondered , 'What kind of feeling will this next experience be?'
I continued playing, wondering what would happen next.
🎗️ You too, Claire Obscure,
Let’s go together on a journey to protect your own life!
🎮Go to Claire Obscure now
[항의문] – ‘로드나인’ 운영 철학 위반 및 공식 대응 촉구
수신: 스마일게이트, NX3 GAMES
제목: ‘로드나인’ 운영 철학 위반에 대한 해명 요구 및 향후 대응 촉구
저는 귀사의 MMORPG **‘로드나인’**을 즐기고 있는 유저입니다.
2025년 발표회에서 공개된 ‘5가지 운영 철학’은 유저들과의 신뢰를 기반으로 한 약속이었습니다. 그러나 최근 업데이트 및 귀사의 대응은 그 약속을 정면으로 위반하고 있으며, 유저 커뮤니티 전반에 심각한 불신과 반발을 불러일으키고 있습니다.
[귀사가 약속한 5가지 운영 철학 중 위배된 항목]
💬 해당 문제는 다수의 유저들이 공식 커뮤니티 및 고객센터를 통해 반복적으로 지적하였음에도 불구하고, 귀사는 지금까지 아무런 공식 입장도 발표하지 않고 있습니다.
[요구 사항]
[공식 경고 – 법적 근거에 따른 책임 촉구]
귀사가 유저의 정당한 항의와 질문을 지속적으로 무시할 경우 이는 아래와 같은 법률 위반 소지가 있으며 공식적인 답변이 없다고 판단되면 다음과 같은 조치를 취할 예정 입니다.
[대응 조치]
‘로드나인’을 공격하거나 해치고 싶지 않습니다.
다만, 약속은 반드시 지켜져야 하며, 공정하고 책임 있는 운영이 모든 유저가 기대하는 바입니다.
귀사의 침묵은 선택이 아닌 위법 가능성으로 해석될수 있습니다.
쇼케이스 당시 운영 철학은 단지 마케팅 구호가 아니었기를 바랍니다.
진정성 있는 해명과 변화된 대응을 기다리겠습니다.
감사합니다.
꼬우면 접어야지...그래서 접습니다
ㅎㅇㅌ
감사합니다 항의문 주기적으로 계속 올릴겁니다.
일하느라 시간 부족하지만 1~2시간 간격으로 항의문 계속 올릴겁니다. 다들 화이팅해요
홧팅