
An epic dark fantasy where fates are decided by mighty Eikons and the Dominants who wield them. This is the tale of Clive Rosfield, a tragic warrior who swears revenge on the Dark Eikon Ifrit, a mysterious entity that leaves naught but calamity in its wake.
Most likely between $5.5M and $15.5M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 79% | approximately $9.1M |
| PlayStation | $49.99 | 89% | — |
| Xbox | $49.99 | 88% | — |
| Epic | $19.99 | 93% | #88 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $12.44 on Epic · Ukraine (−38%). Compare 44 prices in 15 markets →
Reviews
Themes across 1907 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
This game is amazing. Beautiful graphics, storytelling, gameplay, and cinematic cutscenes. Though I will say this is a high spec game so try to demo first to see if your device can run it. When it comes to achievements this game does require you to purchase the dlc and play 2 playthroughs. I did buy the dlc, echoes of the fallen is pretty short and only provides one mission. The rising tides dlc might be worth it, as it provides a new area and a story to go with it. What this game does best is the boss fights, they are perhaps as good as you could possibly want from a fantasy action rpg, really top notch. I do have a few complaints about the game though, so I'll go through them. First is the voice acting, the actors are great but everyone whispers all the time so it's like you're in an asmr experience. Second is the darkness, by this I mean a very large amount of the game takes place in dark areas, so I found myself having to turn off all the lights in my room to have the best experience. You could probably raise the games brightness but I feel that would take away from the intentions of the dark locations. My last main issue is actually with the combat. As you get late into the game you unlock a lot of strong attacks, and those strong attacks freeze time and attack the enemy in a cutscene, so fights will often have you replay those attack cutscenes many many times and it does get old.
-braucht mods damit es flüssig läuft -cooldowns zu hoch, accessories helfen nur bedingt bis garnicht -crasht während cutscenes, gibt ein fix, was etwas aufwendig ist, -ist mir mehrmals während wichtigen cutscenes abgeschmiert -gameplay ist ein mix aus filmreifen sequenzen und button smashing -copy paste gegner, items und crafting mats sind fast immer gleich -sidequests ganz nett, aber hauptstory reicht aus um zu leveln, also kein grind notwendig, was ok ist -musik war super -eikon kämpfe waren gut gemacht, gute cinematics -pacing ist im mid game etwas träge, early und late game von der main story gut gemacht joa, hätte besser sein können, schade
4060大战火之风之雷之龙之神之海之召唤兽
向最终幻想系列最传奇最能生的母亲,安娜贝拉·罗兹菲尔德,旨意最崇高的敬意
Most driest Final Fantasy installment. Game felt way too easy and highly repetitive. Personally could not connect to the story and characters. Too many cutscenes and loading due to it being instanced based.
好玩
优化一坨
【美しいだけの、操作させない自称RPG】 ラスボスまで遊びました。良かった点は、映像が綺麗なこと。それだけです。 本作はムービーが終わると次のムービーが始まり、それが終わるとまたムービーが始まります。これを何度も繰り返し、プレイヤーは長時間コントローラーを置かされます。私は映画を見たいのではありません。ゲームを遊びたくて購入したのです。 会話が終わるまで移動できない、NPCが動き出すまで待たされる、演出が終わるまで操作を受け付けない。プレイヤーから操作権を奪う場面が異常に多く、最後まで「自分が主人公を動かしている」という感覚を持てませんでした。主人公はクライヴであり、プレイヤーではありません。 移動はもっさりしており、扉を開けるだけなのにAボタンを押してからRボタンを長押しさせられます。頻繁に行う単純操作へ余計な手順を加える設計は、没入感ではなくストレスしか生みません。 ミニマップを意図的になくしたそうですが、実際には現在地と目的地を確認するため、何度も全体マップを開くだけでした。暗く似た景色、同じような扉、分かりにくい通路に加え、戦闘終了後にはキャラクターの向きまで変わります。どこから来たのか分からなくなる設計で、探索の楽しさではなく単なる迷いに変わっています。 レベルという数字は存在しますが、敵を倒して成長し、強くなった実感を得るというRPGの根幹はほとんど機能していません。装備や育成の選択肢も薄く、戦闘と成長が物語を進める動機になっていません。これはRPGの外見をかぶせた一本道の映像作品です。 物語は必要以上に冗長です。短く伝えられる内容を長い会話とムービーで引き延ばし、その間は操作すらできません。スキップできる場面を飛ばした結果、私が実際にゲームを操作していたと感じた時間は、全体のごく一部でした。YouTubeのまとめ動画を見ることと大差がありません。 ラスボス戦まで長い演出を強制し、そこでもプレイヤーより制作側の見せたい映像を優先しています。二周目を前提とする要素まで用意されていますが、このテンポと操作不能時間で、もう一周遊ばせようとする判断が理解できません。 プロデューサーの吉田直樹氏を含め、この仕様を承認した責任者へ問いたいです。完成版を最初から最後まで、一人の一般ユーザーとして本当に遊んだのでしょうか。遊んだうえで、これほど頻繁に操作を奪う構成を「面白いゲーム」と判断したのでしょうか。 映像技術を見せることと、ゲームを面白くすることは別です。プレイヤーは観客ではありません。操作し、戦い、成長し、自分の意思で冒険するためにゲームを買います。 私はムービーを見るためにFINAL FANTASYを買ったのではありません。RPGを遊ぶために買いました。 綺麗な映像以外、最後までプレイヤー体験を軽視した作品でした。おすすめしません。 さらに心底うんざりしたのが、敵のHPへ何度も強制的な停止地点が設定されていることです。 たとえばHPを100とすれば、まず30付近で止まり、どれだけ攻撃しても減らなくなります。イベントを見せられた後に再び攻撃できるようになり、最後はHP1で止められ、決められた演出やムービーが始まるまで絶対に倒せません。これが一体の敵との戦闘中に何度も発生します。 十分な攻撃力を用意しても、上手く戦っても、ゲーム側が「まだ倒すな」と強制的に無効化します。プレイヤーが育てた能力も、戦闘の成果も、操作技術も、すべて制作側の見せたい演出より下に置かれています。 これはボス戦ではありません。プレイヤーに攻撃ボタンを押させながら、決められた映像の再生地点まで待たせるイベントです。敵を倒しているのではなく、ムービー開始の条件を満たす作業をさせられているだけです。 戦闘中ですらプレイヤーに主導権を渡さず、敵のHPまで演出の都合で固定する。その設計思想こそ、本作がRPGではなく「操作を少し挟んだ映像作品」だと感じた最大の理由です。心の底から最低だと思いました。 【A Beautiful Game That Refuses to Let You Play It】 I reached the final boss. The graphics are beautiful. That is the only positive thing I can say. A cutscene ends, another cutscene begins, and then yet another one follows. This repeatedly happens several times in a row while the player is expected to put down the controller and watch. I did not buy this game to watch a movie. I bought it to play a game. You cannot move until conversations finish. You must wait for NPCs to start walking. You must wait for animations and scripted sequences to release control. The game takes control away from the player so frequently that I never felt as though I was the protagonist. Clive is the protagonist; the player is merely his audience. Movement feels slow and heavy. Even opening a door can require pressing A and then holding another button. Adding extra steps to an action performed constantly does not create immersion. It creates irritation. The developers deliberately removed the minimap, but this did not improve exploration. It simply made me open the full map repeatedly to determine where I was going. The environments are dark, corridors and doors often look alike, and the character may be turned around after combat. Instead of making exploration rewarding, the game makes basic navigation unnecessarily confusing. Levels technically exist, but meaningful character growth barely does. Defeating enemies, becoming noticeably stronger, developing your own build and overcoming powerful bosses should form the core of an RPG. Here, progression feels shallow and largely disconnected from the experience. This is a linear cinematic production wearing the label of an RPG. The story is excessively drawn out. Information that could be communicated clearly and quickly is stretched across long conversations and cinematics, during which the player often cannot do anything. After skipping the scenes that could be skipped, the time I felt I was actually playing represented only a small part of the experience. Watching a condensed story video on YouTube would provide a remarkably similar experience. Even the final boss prioritizes lengthy spectacle over player control, with major sequences that cannot simply be skipped. The game also expects players to consider a second playthrough. Given its pacing and constant removal of control, I cannot understand why its creators believed many players would want to endure the same structure twice. I would genuinely ask producer Naoki Yoshida and everyone who approved these decisions: did you play the finished game from beginning to end as an ordinary customer? If so, how did you conclude that repeatedly preventing the player from playing was good game design? Displaying impressive visual technology and creating an enjoyable game are not the same thing. Players are not passive spectators. We buy games to control characters, fight, grow stronger, explore and shape the experience through our own actions. I did not buy FINAL FANTASY to put down my controller and watch hours of cinematics. I bought it to play an RPG. Beyond its visual presentation, this game consistently places the developers’ spectacle above the player’s experience. I cannot recommend it. What disgusted me most was the repeated use of forced HP gates during boss fights. If a boss effectively has 100 HP, its health may first become locked at around 30. No matter how much damage you deal, the bar refuses to move until the required event has played. Later, it may be locked again at 1 HP, making the boss literally impossible to kill until the game triggers its predetermined animation or cinematic. This can happen several times during a single fight. It does not matter how powerful your character is, how well you play or how much damage you can produce. The game simply declares, “You are not allowed to win yet.” Your character progression, combat performance and player skill are all treated as less important than the spectacle the developers want to show. This is not a boss battle. It is a scripted event that occasionally asks the player to press attack while waiting to reach the next cinematic trigger. You are not defeating an enemy; you are performing the necessary chores required to unlock the next movie. Even during combat, the game refuses to give the player control over the outcome. The fact that enemy HP itself is held hostage by scripted sequences perfectly represents the entire design philosophy of this game: it is not an RPG driven by the player, but a cinematic production with brief moments of mandatory input. I found this design genuinely awful.
[b]Pro:[/b] - Die Bosskämpfe sind wirklich absolut peak - Der Soundtrack samt deutschen Voice Acting ist sehr gut - Die Story und Charaktere haben mir gefallen [b]Contra:[/b] - Die Hauptstory ist an manchen Stellen mit Nebenquests (die als Hauptquests zählen) gestreckt. Das hat mir wirklich nicht gefallen, weil es das Momentum der Story ein wenig gekillt hat. - Das Kampfsystem fand ich zum Ende hin etwas repetitiv, das ist aber reine Geschmacksfrage. [b]Fazit:[/b] Das Spiel hat mir gefallen und ich würde es weiterempfehlen.