
Session Respect Score
"First-person dungeon crawler with strategic team management."
Minimum session
15 min
Pausability
At save points
Resume friendliness
Some reorientation
FOMO pressure
Zero FOMO
Focus required
Intense
Session structure
Missions & levels
Similar games
More in the Generation Xth series
Platforms
About
Labyrinth Cross Blood is a first-person RPG dungeon crawler that uses a team of 6 characters with a choice of 2 classes each. The game was ported to the Xbox 360, new events and added voice acting, with the subtitle "Reloaded" in 2011. This new content was available on PC through a patch on the developers site. It was later remade for the PlayStation Vita with the subtitles "Infinity", in 2012, and had an improved re-release "Infinity Ultimate", in 2014. The game has been only released in Japan across all versions. It is based in the same world as the Generation Xth trilogy.
Media
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Community Session Data
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Context Tags
No sound needed? One-handed? Good for commutes? Players vote.
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Platform Notes
Does it actually work well on your platform? Community tested.
Meikyuu Xross Blood — Session FAQ
- How long does a session of Meikyuu Xross Blood take?
- The minimum meaningful session for Meikyuu Xross Blood is approximately 15 minutes. This is the shortest play window where you can make real progress or have a satisfying experience, based on community data.
- Can you pause Meikyuu Xross Blood?
- Meikyuu Xross Blood uses save points or manual saves. You'll need to reach a checkpoint before exiting to avoid losing progress — factor this into your session planning.
- Does Meikyuu Xross Blood pressure you to keep playing?
- Meikyuu Xross Blood has no FOMO mechanics — no timed events, live content, or narrative cliffhangers. You can stop whenever you want without feeling like you're missing out.
- What is Meikyuu Xross Blood's Session Respect Score?
- Meikyuu Xross Blood has a Session Respect Score of 7.5/10. This score combines minimum session length, pausability, FOMO level, and pickup friendliness into a single metric for how well the game fits busy schedules.











