
This package celebrates the elements of the AD&D video games that you know and love - vast dungeons and beautiful locations to explore, a wide variety of monsters to slay, quests to complete, adventurers to assemble and worlds to be saved.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
played the original back in 93-97, still an awesome game
一周目刚刚通关简单模式,先来评价一番。 之前是一直在玩wizardry和wizlike的DRPG,理想中的DRPG应当是回合制。DM系(Dungeon Master)的游戏虽有尝试,但不多。一直觉得实时战斗比较不适合我。 但最近重新拾起EotB和DH,玩进去了发现也非常好。不同于Wizlike,DMlike(在这里我指以Dungeon Master为先驱的一系实时探索blobbers)的沉浸感体验非常强。很难想象,在[strike]3A大作[/strike]遍地横行的今天,一款来自1993的SSI经典仍能让我在探索地牢时感到紧张和沉浸:遇怪时打不过赶紧跑,转弯时谨慎的切角,战斗时的手忙脚乱…… 从战术的策略角度,虽然不及Wizlike,但遭遇强敌仍需要谨慎规划[strike]以及SL大法[/strike]。 Dungeon Hack的rl属性,让游戏的可重玩性增加了不少,不过相对的生成的地图肯定不如DM或EotB这类专门手工打造的地下城机关重重和精妙。 简单模式确实很简单,新手友好度++:物品掉落完全拿不过来,食物管够(后期还能捡到 ring of sustenance)完全不必担心饥饿。觉得经验不够,可以速刷过前两层,后面经验就框框上来了。下一步准备尝试下更高难度。似乎在困难模式下,还具有真正rl的永久死亡机制,不可以SL,沉浸体验会更强(当然代价也会很大)。 从rl角度来说也不错,我认为属于中上水平。但考虑到rl和drpg的结合,似乎没有见过,在第一人称drpg走格子的rl中可能独一份了,因此非常值得体验理论上你可以收获drpg+rl+adnd2e的三份快乐! [hr][/hr] 更新: 玩了几次困难模式,总的来说,挑战极高。首先困难模式是真正的RL永久死亡机制(当然可以开自定义模式把永久死亡关了),无论存几个档,死亡都会全部消失,这点一定要注意。 然后困难模式下地牢中的资源极少,食物几乎没有,饱腹度下降地极快(肉眼可见的速度)。这两点结合构成了前期最大的挑战。因为在空腹情况下,法师牧师法术都无法靠休息回复,而且每24小时会掉血。所以一旦没有食物且空腹,基本上就无法回血了。 目前来看个人认为前期两个破局方法:一个是单职业牧师,开局5000经验,打到2层1/3进度会拿到13000经验升5级拿3环法术中地创造食物,一劳永逸解决问题;另一个是圣骑,每24小时送一次 lay on hands 回血锁定技能,非法术,不受空腹限制,可以用来回血。其他的搭配目前我还没能撑过前期。困难模式下打怪给的经验相当多,所以刷多兼职完全可以,只要能撑过前期(这个我认为是比较难的)。 另外,困难模式下的机关,钥匙,锁非常的多,不过似乎存在卡关的情况。如果不注意使用顺序,有可能卡关(有待进一步确认)。即没有匹配的钥匙和道具打开门锁,从而被困住无法推进。目前我有一个档似乎是这样的,而且检查了所有能检查的地方,也没有暗道。关于这一点需要注意。
Hitting Caps LOCK breaks your game
Classics
Forgotten Realms: The Archives – Collection Three may be smaller, but it delivers two deep, memorable dungeon-crawling experiences. With just Dungeon Hack and Menzoberranzan, this collection trades quantity for quality - and both games bring a lot to the table. Dungeon Hack is essentially a Wizardry-like built on the Eye of the Beholder engine, but with a huge twist: procedurally generated dungeons that make every run feel fresh, something incredibly rare (and refreshing) for the era. Menzoberranzan, on the other hand, offers a more story-driven experience steeped in the rich lore of the Forgotten Realms, making it a must-play for fans of Drizzt Do’Urden. It’s a focused package, but one that still provides plenty of depth and replayability for CRPG fans.
You probably did not wander here without playing these games as a kid, so you already know what's inside. So - just get it. I've bought this one for DH only - back in the day I did not get a thing about it, how to play and what it is about. But now it's fire.
Hard not to recommend this game pack just for dungeon Hack alone. Some highlights - Procedural dungeons - w/seed variables such as trap frequency, and if the dungeons levels have puzzles that span multiple levels, up to 25 levels in a dungeon Character Customization - you can buff your character's stats too if you're having fun or having a tough time plays on a nice running dosbox install Playing nice on linux, i7 8k, 2060rtx (this with a graphics update and lighting, *swoon*)
The controls haven't aged all that well but in my opinion these are two of the best AD&D-based games. I'd love to see a remake of Menzoberranzan, maybe in the style of King's Field/Shadow Tower.
Altri due titoli che esplorano una parte molto più oscura e esplorata rispetto alle altre collezioni, con diversificazioni a livello di gameplay molto più ampie, che in questo caso mi hanno quasi ricordato The elder scrolls
In der Box sind Menzoberranzan und Dungeon Hack zwei Klassische RPG Games aus der schönen alten Zeit.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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