
A grand adventure in the skies awaits! Form a party of four from a diverse roster of skyfarers and slash—or shoot or hex—your way to victory against treacherous foes in this action RPG. Take on quests solo or with the help of others in up to 4-player co-op play!
Most likely between $22.9M and $64.8M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.99 | 90% | approximately $38.1M |
| PlayStation | $59.99 | 92% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $24.60 on Steam · Ukraine (−38%). Compare 16 prices in 15 markets →
Reviews
Themes across 2374 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
令人倍感舒适的美术风格,激昂的BGM,标准的日式热血王道剧情,怪猎一样爽的操作手感,堪称二游的标杆。唯一可惜的是本质是个刷子游戏 同样是一队四个角色的基建神游要是动作模组和连携技做的有这游戏一半的水平也不至于无聊透顶了
アクション、素材集めゲームとしては面白い。しかし、敵が強くなるにつれて、バーストオーラやスキップ不可ムービーがめちゃくちゃに増えて苦痛になる。 バーストオーラ連発はただの遅延だし、ムービーも初回見る分には演出として受け止められるが、素材集め周回で何度も同じ物を長々と見せられれば、どんな完成度のムービーだろうと食傷気味になる。 このためインフレが進む後半ほどモチベーションが下がる。
Cons: boring, worst parts of modern MH multiplayer and FF14/16-like combat combined, uninteresting MSQ even for someone familiar with GBF, clunky gearing/loot/inventory menus, utterly confusing ticket redeeming systems with like 10 different tickets for different things, 100 different upgrade materials designed to confuse people, new character power creep of a gacha game, long dungeon areas made of hallways and plains that waste your time, microtransactions, matchmaking does not seem to connect to anything, questionable nonsense such as the crab questline (blood lobster flashbacks), midgame(?) consists of non canon repeated boss fights with no noticeable attack differences for what seems like an eternity, even the spectacle fights are not particularly impressive, and there is a toggle for the game to play itself provided you lock-on and hold forward. I cannot believe I was tricked into buying this and that it was in development for over 8 years. Pros: It looks nice I guess.
It resembles an exquisite "doujin convention" - all popular elements are neatly arranged, yet lacking a genuine emotional core. The issue is not whether it is good or bad, but rather, its very existence embodies a "non-ambitious" attitude: it has no intention of exploring new boundaries, but merely aims to maintain a proven and safe equilibrium. The feeling of "not being overwhelmed with despair, but being hopelessly disappointed" may be the most difficult to quickly digest - it doesn't make you feel angry or broken down, it just leaves you with a slow, persistent exhaustion. You don't expect it to get better, because you already know it won't; you also no longer expect yourself to fall in love with it again, because you have seen its true nature. That "despair" doesn't stem from "what it did wrong", but rather from "what it never truly aspired to become". It's merely one of the many containers filled with commercial logic, and you've already moved past it.
即使站在8年前,那个《怪物猎人:世界》刚刚横空出世的年代,也很难想象在6年后会有这样一坨用重复流程、换皮怪物敷衍玩家到极致的游戏会收获“特别好评”,并在各大论坛被捧为“二次元怪猎”。
这游戏有点过誉了 早些年我玩过这个厂商的影之诗和世界弹射物语,影之诗出了2彻底凉了,弹射物语直接关服跑路 我是纯路人玩这游戏的,不是原作或者二游爱好者。 这游戏真的肝的要命,肝因子(符文),刷词条,武器要强化、觉醒,武器也要肝词条,人物要点天赋,点完天赋要点二觉。 副本是卡战力的,你如果不找大佬带你玩真的一把打半小时,自己创建房间等路人也要等半天,不等自己单机玩还要肝你的3个ai队友的战斗力 综合来说非常不推荐,游戏的画风也没有别的二游瑟,画质也一般般,就是个披着网游风味的单机。以后遇到cygames这个厂商赶紧跑路,没有100个肝真的别玩
Unfortunately I cannot recommend this game. The gameplay seems fine, and from what I have heard, that is the main draw of the game. But that on its own is not enough for me. The extremely juvenile dialogue, tone, and characterisation prevent me from becoming invested. Believable character behaviour matters a lot to me, and the characters rarely feel like people psychologically shaped by the dangerous world they supposedly inhabit. I never managed to develop enough attachment to the setting or story for the combat to carry the game. The main issue is simply that the game never made me want to buy into its world, and I found myself cringing slightly and rolling my eyes during a lot of the dialogue. For some people this probably won't be a significant issue, but for me it is. Not recommended.
This game is what Final Fantasy wants to be but it cant because Square Enix doesnt know how to make a Monster Hunter Game.
FF11に脳を焼かれたPとDとアクション畑のDがタッグを組み FF14的なレイド設計をのっけたゲーム
One of the most enjoyable action combat jrpg I've played in a while. The main story took me about 25 hours to beat, although I was skipping most of it as I was more interested in the endgame gameplay aspect of the game. If you own the dlc, the game transitions into its endgame quite smoothly. It took me about 120 hours to "beat" the game, that is, defeating all infinity bosses. You can easily get more hours out of this if you like to take things slower or want to min-max more characters. The combat is very fluid and fast-paced, and it hits a sweet spot between being challenging and accessible. You can jump into nearly all content "blind" without needing to learn boss patterns or complex mechanics, and even dying a few times is normal and isn't as punishing as in some other games. Every character feels distinct and has their own playstyle with unique mechanics. The balance across them overall seems somewhat fair from what I've seen, although there're a few exceptions[i] (Yes, I'm mainly looking at you, Fediel..).[/i] Once you defeat Omnis Zegalith on Infinity, you've essentially reached the end of the progression system. By that point, you'll have your BiS terminus weapon, and aside from perfecting summons or gearing up additional characters, there isn't much left to chase. At that point, you inevitably start asking yourself "So... what now?" Like many games, the journey was the actual goal. Once you've completed it, the remaining content is mostly repeating what you've already done with different characters, or trying out different builds. It would be nice to receive more endgame content past Infinity that improves the gameplay loop a bit, and reduce grind where it's unnecessary (sigil rng, MSP amount). More boss variety would certainly be appreciated as well, as with a regular endgame build the game will become simply too easy, and your biggest hurdle becomes simple dps checks. However, this isn't a live-service game, and I think that's perfectly fine. Somewhere along the way, people seem to have forgotten that games can simply.. end? You beat them while having your fair share of fun, move on to something else, and then maybe return months later for another playthrough or new content.