
Imos lives his peaceful life helping his sister Tori run a potion shop in a quiet village. However, when an order is given for all Dracovalis to hunt down the Demon Lord, that peace is shattered forever.
Modeled estimate, not a reported figure. How we estimate →
Media
About
The world is threatened by monsters sent by the Demon Lord. To counter him, Dragons which are deities who reside in another dimension, bestow powers upon champions known as “Dracovalis”.
In a small, unremarkable village, Imos lives with his sister Tori, helping her run a potion shop. Along with his sister, he spends his days with his childhood friend (and a Dracovalis) Lotia, a gentle nun Krimina, and a tomboy princess Aina.
However, this all changes when an order is made for all Dracovalis, including Lotia, to hunt down the Demon Lord.
Features
Classic RPG experience
A dramatic story
Turn-based combat
Combo attack for quicker battles
A hard mode for added difficulty
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
这个作品的的劲太大了,堪称牛头人杀手,精准击杀每一个牛头人。 首先剧情主要内容是,男主是一个普通人,周围的青梅竹马,妹妹之类的都是被圣龙钦定的龙人,但是圣龙多少沾点社达,提倡最优秀的男人和最优秀的女人进行配种生出最优秀的孩子,就像是给牲畜配种一样给自己钦定的小龙人配种,男主很不幸的,生在了配种场里,某天圣龙闲的蛋疼,又寻思给自己的龙人配种了,于是引导隔壁的好斗又强壮的公龙人群体进攻男主的村子,给男主身边的女龙人强行配种,然后这群母龙人的逐渐深陷斯德哥尔摩,因为圣龙的引导半推半就的就从了,而男主打也打不过,而这群公龙人还多少沾点变态,喜欢当男主面开干,男主逐渐被羞辱黑化,在痛苦和羞辱之中化身邪龙人,进行复仇的故事。 为什么说是牛头人杀手,因为喜欢牛头人剧情的小朋友,多数都喜欢代入苦主,狗男女也知道自己不太对,会背着苦主来,从而体验那种难以言说的快感,而这个游戏,直接当面来,平滑直叙,就差没直接跟你说,因为你不是龙人,所以你没资格啊没资格,直接从出身否定男主,颇有论剑都没你份的感受,可谓是男性的究极羞辱,其羞辱程度远胜于牛头人。 其次其中的女主塑造方面,就是那个粉毛,程度可与史克威尔三大恶女媲美,甚至说是三大恶女的缝合体,一个角色,三种背叛,直接强度拉满,不愧是表中之表,最终战还大义凌然的说都是为了给男主创造一个和平之世,所以我甘愿被透的还生了俩孩子,简直又蠢又坏,一周目里还杀不了,强行喂屎,这种的直接切成人彘扔重生池实现生态自我循环都是大功一件,为民除害,但所幸二周目就可以沙了,唯一的遗憾是没法亲手手刃了这个表。 男主妹妹其次表,纯正斯德哥尔摩,可以上教材的标准版,这种直接沙都没有一点感觉的。 修女是无辜纯良路人,普通人在乱世的代表,很惨。 蓝毛算是龙人良心代表了,有尊严,有骨气,缺点是独狼没前途。 然后是男主塑造,有成长,但不多,一丢丢,前期被踩头这么久,好不容易雄起一回,优柔寡断,导致后期的咸鱼翻身爽感极降,以为憋到最后是正义之怒,没想到确实是怒了,怒的不多,怒了一点,也有可能是游戏里的演出太少了,如果最后添加一个对黄毛和粉毛还有那个光头胖子的究极羞辱cg,那好评率会激增,很好的爽文套路但是没爽到底。 总而言之,不太好冲,压抑太久,爽度不够,最后干翻始作俑者圣龙后,还告诉我这个世界就是钦定的,圣龙代表欲望,邪龙代表因为欲望所引起仇恨,没有圣龙,没有欲望终将毁灭,但只要圣龙存在,人类也只能作为配种牲畜美名其曰人类进化,弱者被抛弃,钦定龙人的存在又加剧了这种不公和矛盾,导致屈辱和痛苦的情绪上升,滋养邪龙,产生魔物,这一切的根本就是圣龙瞎搞配种社达激化矛盾,不如游戏再出个选项,把圣龙做成人彘扔厕所里,既不让他乱搞,也不失去欲望,没有钦定龙人,矛盾会减少,魔物也会减少,世界和平,完美结局。 ------ 仔细想想,这个b圣龙是真坏啊,转移矛盾,明明是它瞎搞,锅让邪龙背,还大言不惭说自己是社会延续的真理,做成人彘都是轻的,应该废了它武功,拿铁链拴岩石上,派一只老鹰天天啄他心肝。
**MAJOR SPOILERS** *Dark Hero Party* is one of the most self-indulgent wastes of time I have ever finished out of morbid curiosity. The author wanted to write a bleak story about weakness, hierarchy, resentment, revenge and human desire. Instead, he built an exhausting misery machine, repeated the same emotional point until it became numbingly routine, and then treated the emptiness caused by that repetition as philosophical depth. Having ideas is not the same thing as knowing how to write them. The premise is workable: Imos is an ordinary man in a world where selected superhumans called Dracovalises receive power, status and practical immunity from consequences. He cannot protect the people around him because decency without force changes nothing. The game establishes this almost immediately, then keeps repeating it. During the Aina section alone, the player is forced through failed rescue attempts again and again even though the outcome is predetermined. One unwinnable fight can establish helplessness. Several failures can build despair. Repeating the same sequence until the player stops reacting is not escalation. It is padding. Eventually every supposed shock becomes routine: another protection fails, another rescue goes nowhere, another villain survives because the plot still needs him, another character makes the exact irrational decision required to preserve the next degradation scene. The villains do not win because they are brilliantly written. The author holds every other character underwater. Thrash receives perfect timing, endless opportunities, institutional protection and the ability to manipulate almost everyone with embarrassingly transparent arguments. Meanwhile, every potential counterweight becomes stupid precisely when competence would interrupt the plot. Lotia repeatedly reaches the correct conclusion and discards it: “She thought maybe it was all a setup by Thrash to drive Imos and her apart...” followed immediately by: “...but then she dismissed that idea. Surely Thrash wasn't THAT vile.” This is after enough evidence that he is exactly that vile. Yet Imos, whom she has known for years, loses the benefit of the doubt after one suspicious incident. Assym notices that the poison setup looks staged, but instead of suspecting the faction controlling the town or the people with an obvious motive to frame Imos, he jumps toward the interpretation most useful to Thrash. Grey, a random low-ranking character, reasons more clearly than he does. Important characters become incapable of seeing the obvious whenever the script needs another failure. The game also questions whether Imos is genuinely kind or merely harmless because he is weak. Thrash says: “No men in your life are actually nice. Those who seem like it are just pretendin'.” But the game's own scenes undermine this. After being framed and emotionally broken down, Imos gets drunk and is taken near a brothel. He refuses because he still thinks about Lotia and assumes she is resisting Thrash. He remains loyal when nobody is watching. The text proves his decency is real, then treats the opposite claim as equally valid because the villain repeats it confidently enough. Lotia's hypocrisy becomes unbearable. She tells Imos she is glad he remained kind and that she would have been afraid of him if he had killed somebody while trying to save another person. Violence committed by Imos in defense of others would make him frightening. Violence committed by Thrash receives endless reinterpretation. Thrash is violent, but perhaps he cares. Thrash is selfish, but strong. Thrash destroyed lives, but maybe he is improving. When Imos finally kills him, Lotia says: “Just when Thrash was starting to become a good man, you just had to KILL him!” Then she condemns Imos because the people he killed had families. Victims are expected to exercise restraint. Perpetrators receive patience, contextualization and forgiveness. The game discovers morality only when morality protects the people who caused the suffering. The revenge payoff is insultingly inadequate. The author spends hours detailing degradation and psychological destruction, then becomes suddenly economical when the perpetrators face consequences. Schum dies almost instantly. Thrash receives a boss fight, but his actual death is similarly abrupt. The game wants revenge to feel hollow, but never gives it enough weight to test whether catharsis could have worked. It denies catharsis first, then points at the absence it created as proof that catharsis was impossible. Late in the game, the cosmology becomes explicit. Phenice created a system where only the strong and beautiful deserve elevation: “She decided that only the strong and beautiful may become such.” Everyone else belongs to a discarded class: “Those she considered ugly would be disposed of and made to suffer... referred to as Losers.” This is the strongest concept in the game. Thrash is the logical product of a hierarchy rewarding strength and dominance while treating everyone else as disposable. The despair created by that system eventually produces Behernicht, the Demon Dragon. Behernicht is the closest thing the game has to a sympathetic major character. She exists because Phenice's system created so much suffering that despair took form. She admits what she did and apologizes. “Justice for Behernicht” somehow becomes the most defensible position the game leaves behind. The endings reveal the author's grand thesis. If Imos kills Phenice, humanity loses desire, affection, passion and the motivation to reproduce. People become apathetic and humanity gradually goes extinct: **END 5: The Void**. In **END 6: To the Lost Heroes**, Behernicht gives the world another chance despite knowing that suffering, violence, monsters, winners and losers will return. The intended message is obvious: desire creates cruelty and inequality, but removing it also removes love and vitality, so life must continue despite suffering. That could have been a bleak conclusion. Instead, the author rigs the metaphysics so aggressively that it becomes unavoidable by definition. Phenice says: “I subsist on humans' hope and love.” Then she claims those instincts compel her to feed, have sex, grow stronger, admire beauty and look down on everyone beneath her. These things are not interchangeable. Love does not inherently entail domination. Hope does not inherently entail hierarchy. Sexual desire does not inherently entail predation. Admiration of beauty does not inherently entail eugenics. The game bundles every positive human drive together with its ugliest expression because its final moral collapses otherwise. It offers a false dilemma: accept a world where desire inevitably produces predators and discarded losers, or remove desire and accept extinction. There is no serious possibility of reform. No separation between love and domination. No distinction between desire and cruelty. The author holds humanity hostage and calls the hostage situation profound. Even the mechanics waste your time: the final Phenice fight silently erases progress if you kill God Hole or Goddess Hole, another gimmick hidden behind trial and error. There is a real idea inside *Dark Hero Party*. The author buried it under repetition, contrivance, plastic characters, false choices, uneven pacing and a final moral that only works because the universe itself was programmed to prevent any sane alternative. The game is not bad because it is offensive. It is not bad because it is cruel. It is bad because it spends hours engineering misery with obsessive precision, then demands credit for the emptiness created by its own rigged design. I finished it because curiosity got the better of me. That was a mistake. Do not make the same one.
I liked the game but felt kind of disappointed because the entire review section really oversold how dark and hardcore it is. It barely felt like NTR considering how hopeless and pitiful the MC is. No way that dude was ever getting any girl let alone the exceptional ones he was surrounded with. Still liked it though.
太虐了,男主从头到尾没有任何好处可得,就连第一段应该给福利的一起洗澡的cg也没有,最终决战也得和青梅竹马打(虽然这个青竹最终愿意和天天开淫趴的反派搞在一起说是为了大义,实则是顶着这个这个借口的臭标致罢了,这样的标致确实身份掉价,不值得可惜,但叠加上妹妹和好友悲惨经历,依然是虐得一匹),有种为了复仇爽文这碟醋包了一盘饺子的既视感,只能说口味重的人可能喜欢吧,反正老夫不喜欢,不推荐。 哦,如果能补点类似美漫那样把所有仇人“残忍终结”的cg我可能就打高分了,但确实没有,从头到尾只有让人色不起来的重口味悲催牛头人。
毫无疑问的是,我们之中的大部分人都喜欢亲切可爱的情节和人物,不时露出的笑容足以证明。我是个新时代的玩家,或者说是内容消费者,我们都无法避免地被这种氛围影响。这当然是自然且合理的。就像我在写这段文字时在听的时兴动画的主题曲,我不会为了特立独行去讨厌什么,至少在期望中是如此。不过既然想过了,那就相当于做过了。如上所述,虽然我实际上没有在过多作品中见到温柔善良的样板角色,但时代的氛围让我仿佛看过上千部一样熟悉这类角色。所以有些许逆反心理的我就格外喜欢有脾气的角色,就例如圣少女笔下的的音川纱织。她的角色形象基底依旧是温柔善良,但偶尔会像个美少女恋爱游戏中的挚友型角色一样与主角互动,这一切都让我非常着迷。时间是一秒一秒,一天一天过的,人的心也是会一样的生长膨胀,直到我开始迷恋上性格恶劣的角色,似乎这就是我的归宿。我们也就此终于说到本作。 本作在相当垂直的领域内算得上是个名作,虽不及像夏色泡影那般的令人揪心,但也还算有趣,在游玩过程中会有一段勉强算得上心流的体验,结束后的怅然若失也符合大部分人在打开游戏前的期待和序章时作品给玩家的承诺与塑造的氛围。 在游玩过程中每位角色的能力数值也都比较符合背景故事。就比方说主角,除了个别场景外,大部分敌人对付主角都可以说是相当余裕,一定程度上增加了角色扮演感,并且说实话这么弱的角色确实不太会有机会去扮演。所以我认为也许我该珍惜这次体验。 在故事中,存在着这么一群由巨龙亲自选中赐予无上神力的龙人。既然人们实力如此超现实地悬殊,那我们也不必将身边的道德戒律如此套用在空想文艺作品中。在一段情节中,主角获得了一些能够一次性使用的强力道具,便决定前去营救深陷泥潭的青梅竹马。此时我们发现这些道具的确能够击退一些之前认为的强敌,辅助一些走位回避遇敌就能轻松攻至关底,但关底的boss似乎并没有我们能够观测到的血条。我们就只能这样一遍遍重复失败直到剧情推进。就像我的生活一样。所以这之后我只能像主角一样愤怒,因为我别无选择。 在故事的分支点,主角立绘终于有了清晰的面部,选择也变得清晰起来。我没有选择回老家结婚,而是选择了与魔王勾结并像林克一样被陷入许久沉睡。因为我是如此愤怒。再次苏醒后主角艰难击败了与女主过上日子结婚生子的龙人勇者。魔王势力已经几乎被击溃,如此严峻的情形,让人浑身提不起劲。主角手刃勇者后面对眼含泪珠的女主毫无还手之力,所以读档后他决定放下勇者,回到自己的魔王老巢与魔龙少女平淡度过余生。他们每天都会平淡温柔地性爱。雨沁进心里泡软心脏,没有什么能够将这片水面掀起涟漪。当然这其实是我选的,因为众所周知很大一部分的游戏主角都无法自主读档。
剧情还可以,考虑到时代背景在当时估计算顶流ntr了 但是对于后续恶堕描写实在不足,对黄毛的处理也很一般,女主动机也很莫名其妙 还有很多毫无意义的战斗,你可以说它是为剧情服务,但是真的很屎,更何况还有那些关底boss根本打不赢还要硬让你战斗的 综合评价给到4 顺带一提妹妹做药一计害三贤那块确实色
爛遊戲,第八章根本過不了
压抑,郁闷,提示不清不楚。 今人十分生氣的遊戲,貼錢買難受。
不愧是NTR名作,不論作畫、文本、演出都是天花板級的程度,故事雖然很悲慘,一如作品名,但正因為是黃油才能夠用非王道路線來闡述一個故事, 故事情節雖然灰暗但撩撥性慾一流, 實用性高, 而且也並非沒有給主角救贖, 最後的情節令人動容, 少見劇情與實用性都很出色的作品
文本優秀 遊戲時間僅一小時就想毀滅世界了
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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