
Two larger-than-life heroes, Ichiban Kasuga and Kazuma Kiryu are brought together by the hand of fate, or perhaps something more sinister… Live it up in Japan and explore all that Hawaii has to offer in an RPG adventure so big it spans the Pacific.
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*, Korean, Simplified Chinese*, Traditional Chinese, Portuguese - Brazil, Russian*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 622 reviews with recorded playtime.
Reviews
Themes across 619 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
Dövüşler yakuza 7ye göre bin kat daha iyi ama boss fightlar yarak gibi
很好玩,喜欢轻松休闲的氛围,彻底治好了我的电子养胃。友情啊羁绊啊什么的最喜欢了!
整體來說很有趣,戰鬥比起七代改善了很多,雖然常常會有選好攻擊方向後人跑掉或是空間不足致攻擊路線偏移的情況。 支線對話是我最喜歡的部分,包含羈絆劇場都很逗趣,讓我有動力到處逛逛和點餐。 主線差不多是什麼可以氣到我就給什麼、什麼是我想看的就被輕描淡寫帶過,看主線劇情如果不放空的話就是一肚子委屈。議題和世界觀都是以現實為基底,主角團一路吃鱉完全沒有記取教訓的能力,事件解法都是正面突破用拳頭說話,事件結束後再開始日式和平主義說教,滿滿的衝突感。 我原本是被腦洞很大的咚咚島要素給吸引的,不過咚咚島比起動森,更接近牧場物語那種每天忙著奔波的玩法,而遊客就是賺錢工具不提供情緒價值,狹小的建地擺一堆公寓大樓也很微妙。以附屬要素來說不算差,是我期望太高,玩到五星後就離開了。 整體來說還是推薦,如果單純做成夏威夷觀光遊戲到處幹蠢事的話會更合我的喜好。
当个8点档来看 放轻松玩 其实还不错
tiệt dời
泣いた··· 名前を取り戻した男··· ありがとう。龍が如く。
一个真正的圣骑士 一条光明面的龙
존잼
好玩
作为《如龙》系列的集大成之作,《人中之龙8》交出了一份优秀的答卷。 在战斗系统上,本作对回合制进行了深度改良,加入了可自由移动的站位机制。玩家需要像打保龄球一样调整角度,利用“击退效果”实现最大化的范围伤害;此外,战术策略非常明确,对倒地敌人追加普攻的收益往往高于直接释放技能。在即时制要素的融合方面,桐生一马的专属觉醒技能允许玩家在短时间内打破回合制局限,体验即时动作玩法,尽管其伤害刮痧,但情怀拉满。更具情怀的是,在与堂岛大吾、真岛吾朗、冴岛大河的经典头目战中,游戏会无缝切换为传统的即时动作模式,瞬间梦回老《如龙》的黄金时代。 在叙事与人物塑造上,本作更臻化境。前期登场的山井丰初看是个乖张偏执的“疯批”,但后期他甘愿自首以换取主角团返回日本,并将大衣披在大姐头身上,反差感的塑造让这个角色有血有肉,近乎完美。而桐生一马与春日一番的薪火相传更是全片的核心——一个背负着黑道的暮岁过去,一个承接着黑道的破晓未来,双主角的互补让系列的传承在本作达到了思想上的新高度。
Related
Related
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.
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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