
This game is an action role-playing game, in which players will be in the ancient time of more than 3000 years ago and use their swords to fight against the spirit of the Emperor Jo of Country Jo who is trying to annex the world.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
当年玩的D版,满心欢喜的入手了,买之前看到评论说卡的和PPT一样完全没有做调整就放上来割韭菜了。我还抱着不过是个老游戏,卡卡就卡卡的心态补票。没想到能卡成这个样子。现在拿出来卖情怀好赖做些补丁啊。我尝试了网上所有的方法,无论是cnc-ddraw还是dgVoodoo2,对我都没有效果,依然卡的和PPT一样,完全没法继续。游戏是个好作品,然而如今发行的态度实在让我生气。
正版是要买的,实际玩的还是盗版的高清版
贩卖情怀?是的。为情怀买单?是的。但这不影响这款是国内屈指一数,能跟同类游戏一拼且有其优胜点游戏。中式美感,武侠情怀,故事内容,连招系统,时至今日都还是如此地吸引我不断游玩。 如果外传上古传说steam可以购买,我也还是会毫不犹豫为那年稚少年补票。
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Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
87/100 如果能有装备和词缀会更进一步。
Игра детства! Рад, что спустя столько лет решили добавить ОБЕ части в Стим, хоть и не сразу. Впервые решил пройти на харде за мечника, и... мне рвали задницу в начале игры. Одно дело когда ты один на один с противником, а вот когда их несколько... Жаль, что не добавили сетевую игру... Веселее было бы, и попроще... В дальнейшем, с прокачкой перса становится относительно легче гасить несколько штук мобов. Но чем дальше ты проходишь, тем начинают сильнее рвать тебе очко... На помощь в таких случаях собираются драгоценные камни, благодаря которым и прокачиваешь характеристики персонажа. Проблема состоит в том, что не всегда удается создавать более ценные камни в специальном магическом кубе, ибо там как повезет... А заниматься фармингом порой утомляет из-за жирности мобов... [h3] Мой совет по игре [/h3] [b] - Играйте за Деву с двумя клинками. Она более шустрая и комбо у неё больше всего получается за счет дополнительного удара ноги + скиллы все интересные; - Выбирайте сложность "Высокий" чтобы драгоценные камни выпадали чаще с мобов и не только; - В игре появится нпс по имени Даос Дао. Как только у него в продаже увидите свитки с ядовитой атакой, СРАЗУ ЖЕ покупайте! Иначе потом наступит момент, когда не сможете этого сделать... Поверьте, этот яд поможет более шустро уничтожать боссов, особенно финального; - Если вы задушитесь честно проходить, то юзайте чит-код в игре, и при помощи определенных команд можно выполнять интересные действия. Они помогут сохранить вам время и нервы. Например, есть потрясающие команды на телепортацию или мгновенную смерть моба. [/b] P.S. Эх, вот бы ремейк, или хотя бы похожую крупную игру. В игре Wo Long: Fallen Dynasty словил как-то вайб. Прикольное было ощущение...
现在玩起来才发现,当年的游戏操作起来是这么不人性化。游戏还要靠第三方补丁
原版直接上Steam...要打补丁才能玩...唉... 不过瑕不掩瑜,玩着还是很有当年的快感,就是很上头。
Blade&Sword, developed by Beijing Pixel Software Technology Joint-Stock Co., Ltd. and published by Beijing Happy Entertainment Technology, is a classic action RPG rooted in early 2000s design philosophy and steeped in ancient Chinese mythological themes. Originally released long before its arrival on Steam, the game carries the unmistakable DNA of an era when hack-and-slash combat, tight isometric arenas, and arcade-inspired mechanics defined the genre. While modern action RPGs often emphasize loot systems and sprawling skill trees, Blade&Sword takes a different approach, focusing heavily on player execution, martial technique, and timing-driven combat. Set in a mythic version of ancient China, the story unfolds against the backdrop of spiritual corruption and supernatural upheaval. The vengeful remnants of a fallen tyrant disturb the balance between worlds, unleashing demonic creatures and chaos across the land. Players step into the role of one of three heroes tasked with restoring order. While the narrative framework is relatively straightforward, it provides a strong thematic foundation, drawing from Chinese folklore, spiritual traditions, and legendary warrior archetypes. The setting differentiates it from Western fantasy RPGs by grounding its conflicts in martial philosophy and mythic cosmology rather than medieval tropes. Character selection plays a key role in shaping the experience. Players can choose between three distinct protagonists: a balanced swordsman, a power-focused warrior, and a swift female hero emphasizing agility and combo potential. Each character offers a unique rhythm in combat. The swordsman serves as a versatile middle ground, the warrior trades speed for devastating strikes, and the heroine thrives on quick movements and extended combo chains. This variation enhances replay value, encouraging experimentation with different combat styles and tactics. Combat is undeniably the heart of Blade&Sword. Rather than relying on simple attack spamming, the game integrates elements inspired by fighting games. Players can block, dodge, jump, and string together attacks in fluid sequences. Timing matters—careless engagement often results in being overwhelmed by enemy mobs. A notable mechanic involves drawing directional patterns to execute powerful finishing techniques, adding a tactile layer to combat. Spirit energy abilities further expand offensive options, reinforcing the sense that mastery comes from understanding both positioning and momentum. Unlike many contemporary ARPGs, Blade&Sword places less emphasis on loot acquisition and character stat progression. Equipment upgrades exist but are not the primary driver of advancement. Instead, player skill and understanding of mechanics play a larger role in determining success. This design choice gives the game a more arcade-like feel, where reflexes and pattern recognition outweigh grinding for superior gear. For some players, this focus is refreshing; for others accustomed to deep customization systems, it may feel comparatively limited. Visually, the game retains its retro isometric presentation. Character sprites and environments reflect early PC-era design, with functional animations and straightforward environmental detail. While it does not compete graphically with modern releases, its nostalgic aesthetic contributes to its identity. The art direction effectively conveys ancient battlefields, ruined landscapes, and demonic incursions, maintaining a consistent mythic tone throughout the adventure. Enemy variety includes both human adversaries and monstrous entities drawn from folklore. Boss encounters demand adaptability, often requiring players to read attack patterns and exploit openings rather than relying solely on brute force. The pacing alternates between clearing groups of enemies and confronting more formidable foes, creating a loop that reinforces skill development. Blade&Sword’s single-player focus keeps the experience concentrated and direct. Without multiplayer systems or expansive endgame mechanics, the journey centers on completing the story and mastering combat encounters. While this simplicity may limit long-term progression depth, it also ensures a tightly contained experience that respects the arcade-inspired roots of its design. Ultimately, Blade&Sword stands as a distinctive relic of early action RPG experimentation. Its blend of fighting-game mechanics, mythic Chinese storytelling, and skill-based progression offers a unique alternative to modern loot-driven formulas. Though dated in certain aspects, it retains a charm and intensity that appeal to players who appreciate classic hack-and-slash design and combat systems that reward practice over passive stat accumulation. Rating: 6/10
小时候玩过最好的ARPG
我是win11系统,从下载到安装开始是黑屏后面就是闪退一直这样。
Players by region
Where this game's players are, estimated from review languages.
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