
Bloodstained: Ritual of the Night is an exploration-focused, side-scroller action RPG by Koji Igarashi. Play as Miriam, an orphan scarred by an alchemist's curse that slowly crystallizes her body. Battle through a demon-infested castle and defeat its master to save yourself, and all of humanity!
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 614 reviews with recorded playtime.
Reviews
Themes across 612 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
很喜欢,不管是觉得还是游戏本身,很有意思
本来觉得3D做得有点粗糙,真的玩上手以后欲罢不能。 就是甩鞭子的时候有点延迟,手感不是特别舒服。
如果你是恶魔城玩家,那么玩着个就对了,虽然角色建模没用那么好,后期地图有一些无聊,,而且操作有一些老(不过我要的就是那个味儿)但架不住确实是一款好游戏
Castlevania copycat without a soul, great gameplay but annoying story
The inspiration taken from Castlevania is clear and been talked about a lot. A very competent game in doing what it proposes itself too, its fun all around, with a lot of build variety to make and even grinding doesnt feel too awful. The graphics are good and the 3d can sometimes work really well (and sometimes it falls flat.) The music can get a bit repetitive, and the combat can feel clunky sometimes, and some enemies have very annoying design. (I personally thought the final boss was very dissapointing in how you face it). The inspiration taken from Castlevania is clear and been talked about a lot. A very competent game in doing what it proposes itself too, its fun all around, with a lot of build variety to make and even grinding doesnt feel too awful. The graphics are good and the 3d can sometimes work really well (and sometimes it falls flat.) The music can get a bit repetitive, and the combat can feel clunky sometimes, and some enemies have very annoying design. (I personally thought the final boss was very dissapointing in how you face it).
Bloodstained doesn’t quite recapture the magic of Castlevania, and doesn’t really expand on the formula in a meaningful way. Biggest positives: + Most of the game’s atmosphere comes from the conspicuously detailed level backdrops + Landing a powerful shard attack is pretty fun Other notes: - The mix of surface-deep systems may not be enough to keep the attention of all but the most ardent Castlevania fans - Animations and character models can dip into ‘mobile game’ territory Full review: https://toothbrush.blog/review/bloodstained-ritual-of-the-night/
O terceiro e melhor jogo da franquia trás gráficos maravilhosos, segue o que deu super certo de seus antecessores com mais uma belíssima história, Ritual of Night é um jogo espetacular! Em que vc controla Miriam nele dropa itens, armas e todo tipo de equipamento com um novidade de fundir itens e equipamentos, deixando mais fortes. O jogo é bem logo, más vale cada minuto assim com lendário Symphony of The Night pra quem gosta do gênero não irá se arrepender é um jogo grandioso!
If Aria and Dawn of Sorrow left you wanting more IGAVania action, it's all here. Runs well on everything from 720p potatoes to 4k capable monster systems.
Great game, but no at full price, if you get what I mean! Still, great game!
《赤痕:夜之仪式》,这部游戏刚买时,玩到序章的boss就没继续玩了。也许是因为boss没血条自己打起来没底,也许是因为画面看起来跟不上时代。而我再次拾起她时,却感受到了恶魔城的魅力,没日没夜地玩通关后才肯放下手柄,并且狠狠期待她的续作。 想知道本作为何如此好玩,我们就要从游戏拆解中,看到系统整合、动机捆绑的精妙设计之处。 游戏拆解 关卡 本作关卡循环还是纯正的恶魔城味:整个地图是横版垂直结构的,玩家需要横向和纵向的探索来解锁房间。部分房间会有锁钥设计,玩家需要击败对应boss(boss锁)、或获得对应能力(能力锁)、或拿到对应道具(道具锁)才能进入该房间以探索新地图。 这种横版关卡比起3D,虽然少了一个维度,但却更有目标导向:玩家能从地图上判别出自己处于世界哪个位置,有什么地方还没探索,可以去什么地方。并且,当玩家发现,通过自己的探索,地图从几个小小的屋子,到四通八达巨大网络,也会格外有成就感。 碎片 本作的核心是碎片。主角能被插入六种碎片,分别为:技能碎片、定向碎片、辅助碎片、随从碎片、被动碎片、能力碎片。每种碎片只有一个插槽,只能放入一个。(除了能力碎片) 技能碎片:会消耗魔法值,并释放对应技能。 定向碎片:会消耗魔法值,对目标方向持续释放技能。 辅助碎片:会消耗魔法值,给主角提供某个辅助效果。 随从碎片:召唤一个随从,该随从生命值无限,会以一定频率自动攻击敌人。 被动碎片:可以给主角被动buff。 能力碎片:通常和游戏中的关键能力有关,比如二段跳。这类碎片没有碎片槽,一旦获得即永久装备。 这种碎片的分类,给了玩家一定广度的构筑空间;而且碎片本身也能花费材料提升品质和等级,提升了主角性能的上限。 不仅是战斗上的提升,碎片还承担着一定的能力解锁功能:辅助碎片中有加速碎片;定向碎片中有通过反射来传送的碎片。这些碎片放在技能和辅助碎片中,使得这些技能释放的便捷性。 此外,被动碎片还有质的提升:当被动碎片提升到满级时,主角就能不占用碎片槽地装备这个碎片。这种永久性的提升带来的正反馈是很高的。 战斗 本作战斗循环很简单:在敌人准备攻击时,躲避攻击——在敌人攻击的间隙,使用普攻、魔法技能、或是武器招式——在血量低的时候吃食物。在这过程中,横版使得主角有更快的位移性能,有更多时间判断如何躲避敌人的攻击;法力是随着时间恢复的,在主角后期恢复效率提上来后,完全可以以远程法术为主击败boss;甚至吃食物是没有限制或前摇的,只要食物够多,完全可以赖死boss。 我想正因为本作的核心是在于探索地图和材料收集,所以才没有在战斗上难为玩家,以免影响到玩家的核心体验。 食物 一般游戏改变主角属性,或是通过食物改变值,或是通过特殊道具提升上限。而在本作中,这些改变都归为一类:食物本身可以改变属性,且第一次使用,能永久提升一些属性。同时,食物需要在有食谱的情况下,制作一次才能解锁,解锁后可以直接购买。而设计的意义,就在后文中说了。 认知内存 这里先讲讲“认知内存”的概念。 我认为,玩家游戏时,是有“认知内存”的。即他在一定时间内对信息的处理能力。 而这又可以分为三种: 信息认知内存:指玩家在摄入大段信息时,对信息的处理。通常发生在角色对话和游戏教程中。 短期认知内存:指玩家在短时间(比如3秒内)处理信息。通常发生在战斗和解密中(比如在战斗中,需要通过敌人的动作来思考,自己是否要打出某个招式、用什么技能或道具) 长期认知内存:指玩家游戏整个流程中,通过处理信息,来决定行动目标(这里的目标不止是任务目标,还有要做什么收集要素、要找什么材料等)。 我觉得系统整合还有很重要的一点,就是减少长期认知内存。 因为当主角变强、收集等要素都集中在一个系统时,玩家通过系统内部关联性的影响,就很容易处理信息并判断他接下来需要做什么,从而增强游戏的动力;反观在系统分散时,玩家想到一个系统时,可能只能想到很小的相关目标,而当他尝试想多个系统时,因为其信息的分散性,玩家很难同时处理他们,并会觉得迷茫、游戏冗杂,缺乏明显的动力。 系统整合 本作的系统是以碎片为主,食物为辅整合在一起的:碎片中包含了技能、随从、能力、被动效果等系统;而食物则包含了恢复数值、加上限等系统。 系统整合不仅保留了系统的美感。而且了解了认知内存,我们也能看清系统整合的最大意义:因为各个系统紧密结合在一起,所以玩家能快速处理并判断接下来的目标。这使得玩家在玩游戏的整个过程中,都是有强烈动机的。 关于动机,还要说说动机捆绑。 动机捆绑 动机捆绑是指,多种不同类型的玩家动机,捆绑在同一行为或物品上。 这在本作中表现得很明显:当玩家打怪时,就可能有“为了到达下一房间”、“为了获得经验”、“为了获得金币”、“为了刷材料”四种动机。这使得玩家在做这一行为时,不仅有前三项稳定收益,还有第四个低概率高回报收益。便使得这一行为带来的正反馈爆棚了。 同样,制作食物在其他游戏里可能只是个回血的手段,玩家不会太在意,但在本作中却承担着:“获得食物”、“提高上限”、“解锁一个可购买的更有性价比的食物”,甚至还有完成一个系列支线任务的作用。这使得食物不止是数值的提升,更赋魅了一种“收获时刻”的仪式感。 总结 最后总结,《赤痕:夜之仪式》对于老粉而言,不仅从某种意义上是恶魔城的真正续作;也对我这样的新玩家来说,是有探索乐趣,游戏流程中有强烈动机的游戏。而更重要的是,作为游戏设计师,其设计也让我受益匪浅。让我们一起期待《赤痕:绯红契约》
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Audience
Languages: Japanese*, English*, French, Italian, German, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Spanish - Latin America*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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