In relatively realistic fields, such as well-known IPs such as "Far Cry" and "Tom Cruise", Ubisoft's "small games" have always been very popular. The "Lehman" series and the "Crazy Rabbit" series have always operated a relaxed and childlike game route. The two major IPs performed

2025/06/0100:37:37 game 1205

In relatively realistic fields, such as well-known IPs such as "Far Cry" and "Tom Cruise", Ubisoft 's "small games" have always been very popular. The "Lehman" series and "Crazy Rabbit" series have always operated a relaxed and childlike game route. The two major IPs performed well. Nintendo confidently handed over the "Mario" IP that it attaches most importance to to Ubisoft's full rights reserved development. This is the best proof.

As early as 2016, the two collaborated to launch "Malio + Crazy Rabbit Kingdom Battle". The cheap rabbit and Mario came to a cross-server linkage - a chess-style chess style.

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, and such an IP and seemingly unmatched gameplay do indeed come out of its own characteristics. If "Fireprint" combines character development with war chess, and "Invincible" combines big map strategies with war chess, then this 2017 "Battle of Kings" is an impressive attempt to combine Nintendo-style adventure with war chess.

Because of this, as a half-chess player, I have a good impression of the linkage of "Mario + Crazy Rabbit". After all, the game is very interesting, but it is quite in-depth. I wonder what changes the series will bring in 5 years?

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After in-depth experience and play, I can sincerely praise the excellence of this game. Compared with "The King's Battle", "Star Wishes" has been further fun and strategic, surpassing the previous work in all aspects.

Although the media pre-production version provided by Ubisoft is only in English and will not be officially released on the 20th, this does not affect my understanding of the plot and gameplay under a vivid performance. (In addition, some of the settings in the article are not accurate, and the Chinese version shall prevail at that time.) Although

is a war chess, adventure is also indispensable

"The Wish of the Stars" background story follows the setting at the end of the previous work "The Heart of the King". Mario and others live a quiet and peaceful life with the rabbits. This kind of life is until it is broken by the new villain "Kusha", and Mario and his group embark on adventures across different planets. This is the Mario series after all, and the plot is as simple and mindless as ever.

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And the combination of this simple plot and the seemingly profound chess is not abrupt. In fact, what players subconsciously think of Mario, or the Crazy Rabbit-like adventure, has not decreased at all in "The Wish of Stars". A large part of this is that the game makes a very clear cut between the two.

In "Star Wish", as the plot advances, players can unlock planets with different themes. Players can explore at will on the map or choose to fight on their own. Compared to the experience of stepping on a landmine into the plot in the previous work, such effective segmentation undoubtedly makes me more smooth and natural when exploring the map. Whether it is the main line or the branch line, you can explore and discover it on the map.

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And such a map is not just like the Hunter Dream in "Bloodborne Curse", which only plays a level selection and rest, but is itself very playable. Stuffing the map of Mario: Odyssey with copies of chess, this is how "Star Wishes" gives me.

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Maps with different themes also have different interactive mechanisms. In the snow field, you need to use sound waves to open the way and get treasure chests

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Maps like this. There are five pictures in the game. You can choose where to go at will. Each picture can support at least 5 hours of game time

Even if players do not enter the battle, there is still a lot of content on the map for exploration and play. On the map, you can get good results by shaking the trees and plucking the bushes. The overall map also has the design of box elements, and it is combined with the decryption mini-game: for example, putting keys of different shapes into the corresponding holes can open treasure chests or shortcuts. This exquisite setting makes the map exploration itself quite interesting.

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The game is also fully handed over to the players in terms of autonomy in combat. All plots and challenge levels are entered independently by players. If you want to avoid fighting, you can even skip some monsters on the map in a way like "running map".Of course, the premise is that you are proficient in operation and will not faint when hitting a wall in a narrow building, and will be caught up by monsters.

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You can also take the initiative to give the monster a slide shovel and enter the battle

Because of this, I wandered around the map for ten minutes before officially entering the first battle. However, such fun adventures are just a good addition to a war chess game. The limit of the work depends on the game's combat system. The final effect of "Star Wish"'s choices in the combat system was surprising to me.

The battle system starting with "Star"

In essence, "Star Wishes" is not much different from the previous work. It is still a battle type similar to "xcom". It relies on bunker as the core and character abilities as the feature to create a battlefield of various shapes. Some settings are exactly the same as the amateur "King Heart", for example, the character can perform a jumping movement and a good slip shovel with good damage in the same round. In terms of hit rate, there are only three situations: 0%, 50% and 100%.

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When the enemy is hiding behind the cover, as long as the player can attack the enemy in a timely manner, there is a 50% chance of gaining profits. For enemies outside the cover, the attack is to ignore the distance and hit 100% of the time. This setting different from the hit rate system of "XCOM" undoubtedly reduces the overall difficulty decision of the game a lot. In turn, when facing the enemy's attacks, players can also respond well. Simply put, just hide behind the cover.

In addition to the most basic settings mentioned above, "Star Glory Wish" has undergone a completely different remake compared to the previous work in terms of operation and character, which makes me amazed when I first entered the battlefield. After all, I never thought that a chess game could run around the map before.

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As a game type that is almost bound to "turn-based", war chess presents a completely different look in "Star Glory Wish". Players can allow the character to run to any place within their movement range during their own turn without any restrictions. You can run to the front line to give the enemy a slip shovel, then run back to the back of the cover, or control the character to squirt back and forth in one place to ensure that you can hit the enemy behind the cover. Operations like

can certainly be implemented in the previous work, but every move requires limiting the grid and clicking the confirmation key once, and here, only the remote sensing needs to be continuously moved. This feeling seems to make me not play war chess, but turn-based RPG similar to "DQ11". The smoothness of the game has greatly improved. You will never see the three-step and one-stop pause in the past war chess in "Star Glory Wish". All operations that can be done in the previous work can be done in this work, and it is more accurate and fast.

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The charm brought by semi-instant system is more than that, and some instant props are also integrated into the battle. For example, after you have a self-destructing bomb head with a slip-slip shovel, you need to run out of the explosion range quickly, or pick it up and throw it at the enemy. This semi-instant game setting undoubtedly improves the game's operational fun to a certain extent, and complements the game's simple and easy-to-understand strategy.

In terms of character function shaping and growing, "Star Glory Wish" has made slight improvements to maintain the previous work. In the initial stage, six warriors participated in the adventure, namely Mario, Princess Peach Blossom, Luigi, and their corresponding Crazy Rabbit. As the plot continues to develop, Kubawang, Crazy Rabbit Rosata and the original character Blade will also join the battle.

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There are many nine characters, but the game makes the distinction between characters very well. Each character has different normal attack trajectory, power, and range.Mario's weapon has a two-gun range and power, but it can attack different enemies in the same round; the attacks of Peach Blossom Princess and Mad Rabbit Mario are fan-shaped and will not destroy the cover; the longer the range of Luigi's bow and arrows, the greater the power...

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In addition to his own ordinary attacks, each character also has his own exclusive skills: Luigi can attack enemies entering and leaving his attack range in the enemy turn, and Mad Rabbit Peach Blossom Princess skill is to recover blood. Mario Mad Rabbit can launch skills to defend and counterattack...

There are nine skills in nine characters in total, you may think that there are a few. In the past, this problem was solved by weapons with different skills, and in "Stars" Vow", it was the "Stars" system that undertakes this task. After all, this work is called "The Wish of Stars" and is constantly saving trapped stars. The star system is more free than the weapon system in the past. Anyone can carry any star, compared to the past, this undoubtedly reduces the learning cost of players. Of course, this setting also increases the difficulty of designing each star skill.

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After all, each star has different abilities, such as enchanting weapons, reducing their own damage, and rebounding enemy damage... There are 30 such star games, which are enough for players to upgrade and combine. For example, I like to bring a counter-injury star to the melee mad rabbit Mario and rush into the enemy formation.

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Stars and characters themselves are two main upgrade contents. Different weapons only have skins.

. Such rich character settings are not only found in your own characters, but some of the enemy's settings are also very outstanding. For example, if you move by yourself in the direction of attack, players need to constantly pull characters attacking from a long distance in limited space. At the same time, use props around him, such as bombs, to solve the enemy more easily. After the overall experience of

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, I did not feel any shortcomings of this game. Everything was just right. Whether it was the interesting actions of the characters when exploring, or some settings in the details of the game (such as the character will have a little blood left when he returns to the big map after he dies in battle), they all made me feel very comfortable when playing. The game also gives players enough options to adjust the difficulty at will, and I rarely get a lot of fun and sense of accomplishment from a war chess.

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All characters share experience, which further reduces the pressure on players

In addition, this work really makes me admire Ubisoft who have less contact with "Lehman" and "Crazy Rabbit" series. "Malio + Crazy Rabbit" has made some compromises and concessions in the strategic nature of the war chess game, and what has been improved is the fun with Nintendo style, and the two are harmoniously mixed together. To me, this is undoubtedly the game that Ubisoft brings me the most joy.

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