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强烈推荐给寻求核心机制创新的节奏游戏玩家与游戏设计研究者,其独特的色彩组合系统提供了无与伦比的认知挑战。但因灾难性的本地化翻译、陡峭的难度曲线与有限的内容量,必须带着‘为体验机制而非叙事’的明确预期进行尝试,普通玩家需谨慎。
“URO is a fascinating case study in brilliant idea, flawed execution. It is a game you should absolutely try, but with critical caveats. Its innovative color-combination system is a masterclass in inventive game design, offering a challenge unlike any other. However, this brilliance is trapped within a package marred by a story-breaking localization, a punishing difficulty curve, and a visually basic presentation. It is not a 'must-play' for the average gamer, but it is a mandatory experience for students of game design and rhythm-game aficionados seeking something utterly alien. Think of it as a brilliant, frustrating, and beautiful artifact—worth experiencing to understand its ambition, but not necessarily worth enduring to its conclusion. Its score reflects a game that is good in spite of itself, not because of its totality.”
Mechanically, URO is a hybrid of endless runner and rhythm game, but its true identity lies in a deceptively simple yet profound color-mixing system. As the character auto-runs left-to-right, obstacles and collectibles correspond to colors. However, you do not press a single button for a single color. Instead, you must combine inputs: Red + Blue = Purple, Red + Green = Yellow, etc. This transforms each playthrough into a real-time puzzle of finger dexterity and rhythmic anticipation. The precision requirement is brutal—only exact timing registers—forcing a marriage of musical intuition and combinatorial logic. The 33-track soundtrack, a curated selection of Asian electronic artists, is not just ambiance but the essential metronome. Yet this core innovation is also its greatest weakness: the learning curve is a cliff. The system demands not just muscle memory for patterns, but for abstract color algebra, which can feel intellectually overwhelming rather than satisfying during high-speed segments. The game lacks a gradual tutorial ramp, often dumping the full complexity on the player within the first minute.
Visually, URO embraces a minimalist, geometric aesthetic that aligns with its indie roots. The world is constructed from clean lines, flat shapes, and a deliberately limited initial palette—perfectly reflecting the 'colorless' premise. The protagonist’s anime-girl design is a stark, cel-shaded contrast. The game’s true visual spectacle emerges when color is restored: sections explode into vibrant, saturated hues, and the backgrounds often pulse and deform in sync with the music, creating a satisfying synesthetic experience. However, this minimalist style also betrays its budget; animations are sparse, environments feel repetitive, and the overall production value is that of a polished prototype rather than a finished product. The visual reward for success is potent, but the journey to get there can be visually monotonous.
URO 讲述了一个故事,在这个世界里,音乐完全消失,所有的鲜艳色彩也蒸发了。有一天,一种以其名字作为游戏名称的生物找到了一副魔法耳机。戴上耳机后,这个生物变成了一个动漫风格的女孩。她需要找回所有消失的色彩和声音。故事的发展通过过场动画进行。由于这个独立项目是在日本制作的,理解剧情细节和世界观可能会有困难。对于其他语言的用户,开发者只是使用了机器翻译,导致文本中许多句子的意思被扭曲。 从技术上讲,这是一款节奏游戏,同时也是一款跑酷游戏。当女主角从左向右奔跑时,玩家需要及时按下必要的按钮。在URO中,时机非常重要,因为只有精确的按键才会被记录。音乐有助于跟上节奏。这里总共有33首亚洲艺术家的电子音乐。 这个产品有一个有趣的色彩机制。开发者没有让玩家单独按下对应特定颜色的按钮,而是设计了一套组合按钮的系统。例如,要获得紫色,需要同时按下“红色”和“蓝色”键。整个游戏玩法都是围绕这个机制构建的。