
Discover the original co-op shooter-looter, crammed with new enhancements! As one of 4 trigger-happy mercenaries with RPG progression, equip bazillions of guns to take on the desert planet Pandora.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese**languages with full audio support
Updates
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 615 reviews with recorded playtime.
Reviews
Themes across 609 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Experiencia general 7 Gameplay / mecánicas 6 Controles y cámara 8 Diseño de niveles / mundo 9 Historia / narrativa 6 Arte / apartado visual 7 Música y sonido 0 Dificultad y balance 7 Contenido / duración / rejugabilidad 10 Sensación final 8
I remember when the original of this game dropped when i was like, 14 or so, Completely ignorant of it just because the animation style was off to me. Playing it now has been one of the best experiences right up there with bioshock. I am excited to play the second one and see where this story goes.
Besides Borderlands 2, the best looter shooter I've ever played.
nostalgic looter game, awesome for some solo pla
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系列老玩家了。 整体的设计还是比较古旧的,可能不符合现代的习惯。 [h2]画面 [/h2] 这个年度增强版增加了小地图,有着更高清的画质。这作的废土风是相较于续作最为浓重的,没有高悬太空的helios空间站,没有公司搓的高科技城市,带来的问题是画面整体为灰褐色为主调,画面丰富程度大打折扣,整体看起来比较素。而且,游戏内的过场动画似乎还是2009年的原版,放在游戏画面里很糊,比较跳戏。 [h2]任务与机制 [/h2] 任务的点位只给一个路点,在某范围内找东西的任务也不像续作一样有个具体的范围,尽管年度增强版已较原作优化,但还是不如续作简便。 BOSS战虽然有出场动画,但是没有大血条。主线BOSS击败后也没有装备井喷的画面,而是开宝箱。 [h2]传送与跑图体验 [/h2] 游玩下来最难受的是找传送点,它没有直观的预览图显示传送点在地图的什么方位,且是以列表的形式呈现,翻找起来不仅不直观而且费劲。 对于个人的游戏体验来说,这是最难受的。 [b]所以我在steam指南里放了自绘的地图的传送点参考图,以供参考。 [/b] https://steamcommunity.com/sharedfiles/filedetails/?id=3759484930 大部分单程地图设计语言都比较统一,一种是“绕一圈有捷径”,一种是“断头路”,不能随时随地传送。这些设计在完成任务后都让人相对难受,在和BOSS酣畅淋漓战斗之后还要清理一堆强度并不低于BOSS多少的小怪,多少抵消了一些快感,但可以通过小退的方式把自己挪到传送点附近,减少跑图折磨。 每个DLC仅有一个传送点传送,退出重进就会退回到该DLC的第一张地图,这在游戏存在内存溢出的bug时显著是个麻烦。最痛苦的是LDC《诺克斯将军的秘密军火库》,地图极其狭长,跑图过程宛如《沙漠巴士》。 [h2]剧情 [/h2] 在剧情上,作为无主之地的开山之作,奠定了后来荒诞的基调,但也没有那么“魔”和印象深刻,剧情比较薄弱,主线平铺直叙,就是在找钥匙,开密藏,反派存在感低,过场极少。 [h2]战斗与手感 [/h2] 在战斗上,感觉这一代的敌人强度颇高,敌人的攻击对于玩家来说比较痛,人物build的丰富程度短于续作。个人游戏流程主要玩的霰弹枪,伤害是够的,爆头的收益挺高。 在手感上,有点诡异,敌人的近战肘击会把玩家打出去十余米的距离。载具,尤其是“奔跑者”,容易飘和打滑,很多次莫名其妙平地摔。不知道是不是bug。 [h2]BUG [/h2] 如前所述,游戏存在内存溢出的bug,游玩时间一长就会非常卡顿。解决办法各攻略里应该有,也可是直接大退重进。 在主线任务中,碰到了减少坐牢的bug,在任务“重新激活ECHO通信系统”中,于“Crimson Enclave”这张地图上可以通过不断切换地图,在同一个点位完成3次“启动传送站控制台”。 [h2]其他 [/h2] 另外,这一作的节肢/多腿生物的密度相较于续作相当高,对于蜘蛛恐惧症不太友好啊,包括狮蚁、臭虫、龙虾、长脚蛛等。
♥♥♥♥♥♥.
si
bueno
tgud
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Audience
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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