
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
This is a fun and funny and serious and witty and super cool game. Fights can be challenging into the late game which is rare in leveling games if you don't do too much to be op, and the different classes or jobs or whatever it is in this game (I can not keep track of nomenclature anymore, apologies) are funny and cool as well. Add to that writing and more side quests than a Final Fantasy completionist does and so many minigames... This game is HUGE in all the right ways. Did I mention it was fun?
not sure how the story managed to start so well and end so poorly, still decent, but i hope the next one has better writing
包饺子结局,还不错
나는 누구? 여긴 어디? 이치반은 왜 엄마는 안구하고 쓰레기섬에서 쓰레기나 부시고 있는것인가
真是你能想到的RPG要素都给缝完了,我觉得是很用心的一作,春日一番作为新希望虽然圣母一点但起码有个好开头,堂岛之龙的结局让人唏嘘,真好,从第一次玩到如龙黑豹到追完系列大多数,很满足了
1
优点: 1、数值比7代平衡。7代练级全99需要大量重复劳动,练满级了最终千禧塔也不一定能过。8代的DLC迷宫没有夸张的数值断层,通关后可以直接平推。 2、技能组合丰富。单名角色所有职业获得的技能都可以继承到本职业身上,角色的技能搭配自定义程度高,但是伴随的问题是会弱化“职业”的定位,比如说我定位成奶妈的角色也可以打出夸张的伤害。 缺点: 1、意义不明的aloha link,所有npc都只能打招呼。 2、太鼓岛不好玩。目标是提升小岛等级,要满足充实度和知名度两个数值,核心还是数值驱动,所以建筑是为了满足充实度,抓鱼抓虫就是为了提高知名度。我认为太鼓岛的理想目标应该是让玩家感受创造的乐趣,从主线的数值焦虑中脱离,而不是变本加厉。 3、出场boss少。一个黑衣八字胡男、一个白衣老男人,打了无数遍。 4、几个大型迷宫无聊,主线的据点迷宫也无聊。日本人是真的不懂变通,2D逻辑的迷宫到了现在还在用,隔壁persona也差不多。 5、桐生一马线任务敷衍。大量地点回忆、街头救援等清单类型的“任务”。 6、全成就必须二周目,二周目必须买DLC。PC玩家自有应对办法,主机玩家真是吃屎了。 2/5
Bom, like a dragon mudou o jeito do yakuza de ser, e ficou perfeito, jogo lindo, maravilhoso.
不要消费桐生一马了,不要消费桐生一马了!给大哥一个体面的结局吧!
继承历代作品中丰富多彩的小游戏。支线剧情一如既往搞笑加小感动,而且因为玩过前边7部正传和外传,很多情怀部分细节满分。不足的还是战斗系统太过单调,很多设计要素华而不实。因为是日系剧本所以不够硬核,所有坏人都能变好,把几亿人杀光和把地球炸掉都可以被原谅,春日作为男主脑子不好不适合聪明人情感代入(桐生还凑合)。总体而言是没有丢掉历代优点且内容丰富的一作,作为老粉仍然支持,好评。
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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.
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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