METRO QUESTER: OSAKA releases today digitally for the PS4/5, Xbox One/Series Switch. It is also available on Steam.

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METRO QUESTER: OSAKA releases today digitally for the PS4/5, Xbox One/Series Switch. It is also available on Steam.
One of the last games I started (and finished!) last year, Metro Quester (pictured here), also was one of my favorite games of last year.
Find out why in the post I wrote about my favorite games of 2023.
METRO QUESTER launches December 15
Gematsu Source
METRO QUESTER, the console version of the PC dungeon RPG QUESTER: A story that explores the truth of the lost world., will launch for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, and Switch on December 15, publisher Kemco and developer Thousand Games announced. PlayStation Store wishlisting is now available.
QUESTER: A story that explores the truth of the lost world. launched for PC via Steam on May 15 in Japanese, and added English language support via an update on July 7.
Here is an overview of METRO QUESTER, via Kemco:
METRO QUESTER is a dungeon exploration RPG based in a post-apocalyptic futuristic world created by the manga artist Kazushi Hagiwara, with a deep game system designed by Hironori Kato that offers the excitement and surprises reminiscent of 1980s computer games through hack-and-slash. Featuring 24 characters and eight classes, enjoyable combo skills, numerous customizable weapons, a bestiary, and features like NEW GAME+ for replayability, it offers plenty of depth for dedicated gamers.
Watch a new trailer below. View a new set of screenshots at the gallery.
Trailer
I have finally started playing Metro Quester, a game I had linked to Dungeon Encounters in mind. Aside from minimalist visuals, this turned out to be an absurd association to have.
Metro Quester has a sort of maximalist combat design with action points, a three command limit per turn per character, action order controlled strictly by the speed score of individual actions, and party-wide shared resources. Most of your party will be doing three things every turn, and hopefully those things will be relying on or triggering their passive abilities, too. Thankfully, your selected actions are saved and you can modify actions on a per-character basis before pressing a single button to execute the turn, so you're not making fifteen selections per turn. Once you have a general-purpose plan of action, many fights are resolved with a single button press. After combat, your HP and resources get refilled at fuel costs that remain low so long as no one hit zero HP. Knowing you get to take every fight in your best possible condition also opens up strategies and party compositions that would be impractical in a different game.
This is a game about relatively normal humans fighting giant bugs and walking bricks with teeth. A guy can only get so strong, after that it comes down to tactics and a slowly-expanding arsenal. The game is about logistics in a more surprisingly grounded way than the typical HP attrition paired with MP or spell slots. You have a base camp that you can move between safe zones at a cost, a fuel canister that limits how far you can go and how much you can do in a single day, there's a food-gathering quota every ten expeditions, and there are many obstacles you will be burning fuel to remove from the map permanently. These logistics concerns dictate the pace of exploration in a big way. The dungeon seems positively tiny compared to most, maybe amounting to a single floor of a Wizardry game, but I'm spending a lot more time with every square inch.
実況カメラ4つ目がドロップ。こんなに出るものなんだ…
最近、お巡りさんより乱暴者の方が強いのではという気がしてきましたよ(不穏な言葉)
メトロクエスター3周目、全ての拠点を制圧したけど、クエスターは23人までしか揃わなかった。
うーん、次の周回に掛けるか。
最大APアップのスキルって重複するのね。気がついたらリサのAPが7つになってた。
3周目の終盤になるまで知らなかったよ。