
Live the 4th Great Ninja War and its overpowering boss fights or defy your friends in ultra dynamic online and offline ninja confrontations!
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, Spanish - Spain, Italian, German, Portuguese - Brazil, Russian, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 55 reviews with recorded playtime.
Reviews
Themes across 55 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
Este juego te resume la mitad del anime, que buen servicio
6,5/10
tremendo juegardo acheii
打到最后一张,真的被恶心到了。 首先说整体情况,作为一个粉丝向的游戏,在整体的忍者设计和忍术以及奥义设计上真的非常非常的好,他基本上还原了火影忍者在漫画当中出场角色们的忍术和其进行配套的奥义。 但是整体里面感觉还是有很多很多的问题,比如在技能进行连段的时候,能明显感觉到非常非常的粘滞。然后最开始让人感到恶心的时候就是打秽土转生迪达拉的部分,对面无限的poke会让你很难于去近身打出伤害,而且打出伤害之后,自己的连段还会非常非常的粘滞,打的非常让人“恶心”。然后又到了最最最抽象,最最最恶心,最最最能体现策划喜欢玩弄人心里的最后一章节,无影大战斑的部分其实设计的真的挺好的,不管是巨大战还是说整个无影之间的合作,但是你后面打6只尾兽的时候,你是怎么射的?对面无限的霸体,无限的技能,而你轻轻被碰一下,就会被打断所有的技能,然后躺地上和一条死狗一样?然后从丛林打人形人柱力转到尾兽本体的时候,不但把你的药全部给你扣掉了,而且也不给你中途吃便当回复血量的机会。你要是说这是为了战斗里面的真实性,那我只能说中间有好多都该这么设计,他只是为了让你在最后一张球打的很恶心,打的很难受而已,他没有别的设计意图,真的太恶心了,真的打的已经感觉不是在玩游戏,而是在被游戏玩了
Para mi es el mejor de la saga, le forma de cotar la historia me parece la mejor y es un buen titulo para platinarse ya que no es demasiado complicado. Eso si la jugabilidad se puede sentir algo tosca comparado con el 4 o el connections pero igual se mantiene bastante solido
bom jogo
Peak
One of my top games of all time. Fighting is quite janky at times, which is fine because this isnt a competetive fighting game, or ment to be that. Very beautiful graphics, one of most played childhood games against my brother. Legend final boss fight is an extrememly unfair fight, I still find it fun anyway. Thats probably all rose-tinted glasses though
最后一章不是给人玩的
2代3代是巅峰,不过这代最后的bug只能换英文才能解决
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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