
Battle hordes of yokai in this masocore Action RPG. Create your protagonist and embark on an adventure through a myriad of locales across Japan during the Sengoku period. Utilize the new Yokai Shift ability to defeat even the most ferocious yokai and be prepared to brave through Dark Realms created by your enemies.
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Languages: English*, French, Italian, Spanish - Spain, Spanish - Latin America, Portuguese - Portugal, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese* +2 more
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Hours played at review time, across 610 reviews with recorded playtime.
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Themes across 609 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
[h2]我引以为傲的操作被你们说是轮椅复读。[/h2] 樱花树上樱满天,樱花树下樱满集。 不得不承认仁王2拥有着相当优秀的战斗,如果说仁王2是前辈,那么能从后辈作品身上看到很多前辈的影子,这就能说明仁王2在战斗系统这块儿是十分可取的,但是作为一款游戏来说,越到后面越是战斗爽,越玩越有回味,是一款不断给玩家带来成长反馈的“爽”游,那么,代价呢? 剧情上,是谁在外面打架!?他们为什么要打架?我也要和你们打架吗…… 仁王2战斗系统臃肿,上手门槛高最大的问题是占了太多的游戏类型生态位了,魂、角色扮演rpg、刷本、动作act、资源管理,上下限差距极大,上限是动作爽游,下限是回合制战斗,对投入的时间与精力有硬性要求,从某种角度上来看,一周目通关才算是刚入门仁王2,很庆幸全网有很全面的仁王2系统讲解,因为仁王2本身系统复杂又有深度,教程又很垃圾,对于游戏讲解攻略来说我从未这么认真去钻研,不这么做的话真的不知道该怎么去推进这个游戏,也正因如此对于本作持一个不推荐的看法,不推荐给通关一周目以后不接受多周目的玩家,推荐给喜欢怪物猎人类型的魂系玩家。 简单来说,仁王2的游戏体验一开始像是进入了黑心血汗工厂,你必须遵守制定好的条条框框,熟练掌握每一个技能,然后不断被要求去学习进步完成越来越高的指标要求,虽然每天叫苦连连,但最后坚持下来的你发现自己的能力和刚开始入厂的你比起来天差地别,学到了好多东西,吃了这么多的苦终于尝到甜头了,你深受感动,好不容易熬出头了,于是你最后认可了黑心血汗工厂的做法,可喜可贺,可喜可贺。 仁王2因极其复杂的系统机制导致整个流程显得很臃肿,甚至用各种心思去绑架玩家去体验制作组做出来的内容,比起玩游戏更像是去军训,要想深度体验到仁王2里最为核心的战斗系统,拥有一套成型的构筑是很重要的,而这个成型的过程是极其漫长的,不光玩家自身数值要成型,还要装备词条成型,一周目通关才算是有个雏形,较高收益的关卡要在一周目通关以后才会解锁,这就导致在一周目玩家没有办法靠硬刷经验去提升数值来提高容错率,也没有太大收益,因为仁王2的出伤系统及其复杂,近伤、属性伤害、背伤、混沌、武技、妖怪技、空精、各种增伤词条各种机制,这些机制不是光靠提升基础面板就能一步到位的,当然玩家可以选择不管这些东西,就用最朴实的打法平A+闪避去玩可不可以?可以,是可以,但是不好意思,精力魂游这快儿,玩家的精力条基本上是永远都不够用的,没有精力就约相当于等死,并且在仁王2里面面对精高血厚的敌人动不动就被一脚踹死是一种常态,这基本上宣告了本作就是那种你不赶紧把敌人打死,你就等着被打死,既然精力这么刚需,那能不能把所有点数点到一个属性上?不能!首先属性点到一定程度上收益就很低了,再加上沟槽的装备系统对玩家角色面板有一个最低的生效门槛,就算有一些属性当前根本没什么用也得点上,即便如此精力也是不够用的,你还必须掌握仁王2中最核心的战斗机制“残心”,当玩家消耗精力后使用按出残心能够一定程度上恢复消耗掉的精力,玩家需要熟练掌握残心才能很好的环节中前期的精力压力,为什么是中前期,后期不能按照这个思路打吗?那就必须讲一下制作组为了让玩家体验到所有他们“匠心制造”的内容所动用的心思了,仁王2战斗系统中玩家人物有三种常用的攻击架势,上、中、下段架势,不同架势应对不同情况,每一段架势攻击都有派生技能,派生技能大部分情况下都能触发残心,一般情况下精力是够用的,玩家可以只用一段攻击方式就能应对大部分敌人,但是制作组在关卡敌人的配置上让我一度怀疑这么多的堆怪和车轮战场景是按照多人联机的配置去设计的,在中后期不可避免会出现同时处理2个敌人以上的情况,单独拉怪很容易吸引到其它单位的仇恨,这个时候光一个残心是满足不了精力上的消耗的,玩家必须掌握残心的进阶技巧“流转”,当玩家触发残心后立马切换攻击架势能够恢复精力的同时增加精力条,残心后切换2次不重复的架势能够触发“流转2”能够更进一步增加精力条,这样一来就算玩家平时不怎么用其它架势,为了触发流转机制也得掌握所有架势的切换,变相达到了制作组让玩家使用不同架势的目的。到了这里就结束了?还不够!仁王2里有妖怪技机制,平时玩家攻击敌人在把敌人的精力条打空以后或者破坏弱点才能出现硬直,而仁王2中的敌人配置中经常会设置一些高精血厚多动的精英敌人挡在主要通路上,在构筑没有成型前不太可能让玩家像打木桩一样去处理掉这类敌人,这种情况下就得使用妖怪技来打断敌人的行动为玩家争取到输出的窗口。 在地图设计上更是有种在走迷宫的感觉,单调的地图场景,阴暗的色调,错综复杂的岔路,在探图过程中经常掉到某个洞里就再也回不去了,有时候是直接似了,更多的时候是真的迷路了,在一张地图里有多条岔路通向一个复活点,并且大部分情况都会有强敌挡路,处理掉强敌以后才能打开单向门解锁通往复活点的捷径,探图过程中很容易引起生理上的不适,在地图关卡设计上更是高度和支线任务奖励绑定,主线任务通过一次以后支线任务再让玩家反着从终点到起点再推一遍,任务奖励还很关键,甚至还和核心装备制作机制相关联。 那么到底有没有一种方法可以扔掉大脑,有的,阴阳术和忍术流派,这两个流派包含了仁王2喜闻乐见的轮椅玩法,阴阳术能够极大改善玩家正面遇敌的压力,忍术更是轮椅流派的核心,远程道具扔谁秒谁,更有隐身可以无压力探图,硬是玩成潜行暗杀类游戏。但先别急着直接扔掉大脑抄作业坐轮椅,坐轮椅之前你必须点出关键技能,达到一定的等级需求,构筑一套合适的词条装备,装备的获取首先需要主线达到一定的程度,其次要清理掉一些支线任务,最后要刷关键的装备词条,关键技能需要玩家的技能熟练度,熟练度的提升方法最主要就是多用,是的,玩家还是需要经历一个“主动学习”过程。 至此,制作组一直在想方设法给予玩家压力,逼迫玩家去体验完整的游戏内容,如果选择跳过游戏中的一些环节就会变成玩家自己给自己找罪受,游戏难度高那是玩家的问题,游戏中有减轻难度的机制,是玩家自己没有玩明白,有福你不享,有罪你硬受。这种制作组教玩家玩游戏的小心思实在无法认同,只要掌握一个机制就能减轻一点压力,获得一个爽点,虽然在一周目通关后在游戏体验上产生了质变,也会产生这一切都是值得的“错觉”,但仔细一想,游戏的初衷是享受这款游戏,而不是先军训我一顿,所以拒绝和解,无法原谅!实在是无法原谅!无法原谅我花了3个小时拼正面才勉强打过的boss,别人扔了一轮道具秒了,可恶啊!
Great game, just like the first one. I’ll sit tight and wait for Nioh 3 to go on a 40–50% sale, just like I did with 1 and 2. Sorry for being poor. 😭
I persevered and it became one of my favorite games. It's the best soulslike combat ever (From Software games included) and I will die on this hill.
强!各种系统打磨到极致,玩的非常爽,这是魂小将体验不了的玩法,毕竟它们脑容量只会处理地上打滚
前后历时两个月,共计四百个小时,我终于打通了仁王初代与二代的全成就。首先要夸一句,这个系列真算得上是[b] 博大精深 [/b]了,所谓的全成就大概也就是百分之二三十的进度吧,要想彻底打穿这俩游戏,我估计得上千小时起步。 最关键就在于它的战斗机制,以复杂程度而论同类游戏真是难出其右,除了常见的攻击,闪避,格挡,物品外,还有残心,流转两大独有机制,还有妖怪系统【变身,妖反,妖怪技】,忍术和阴阳术系统,且这些无一多余都是必须掌握的。除此之外,仁王2有十一种各带三段架势的武器,这十一种武器每段架势的动作模组和可以搓出来的招式和武技都各不相同,再加上武器间的转换,架势间的转换,不知可以衍生出多少变换。以我190小时的经验,也只能说较为熟练掌握了其中三种武器而已,要把十一种武器都吃透,付出的精力绝对是难以想象的。[b] 单就战斗机制而言,我可以给出满分。 [/b]而围绕着战斗系统打造的庞大体系,包括词条搭配,锻造,合魂,重炼,卷轴,难行石等也是体量庞大,完全足够支撑一周目后的游戏体验,塑造出[b] 极其丰富的游戏性 [/b],这应该是仁王公认最长的长板了。 这么复杂的系统带来的当然是[b] 极高的难度[/b],作为一个键鼠玩家,我从初代入手后最大的感受就是手指不够用,哪怕有两个鼠标侧键分担,左手需要频繁使用的键位依然有十多个,压力远大于我之前玩过的任何动作游戏,从手忙脚乱到从容残心流转,切换架势,按出妖怪技和武技,光是培养肌肉记忆可能就需要数十个小时。这还是我接触过不少硬核动作游戏的基础上。而且仁王的[b] 数值填得非常不当人 [/b],前中期没有属性点,没强力武技,又不懂活用阴阳术和忍术的新手们绝对坐大牢,滚a给小怪刮痧,给boss按摩,被称为魂游也不是没道理。 这游戏难度那么高,除了数值离谱外,不得不提的是[b] 美术和地图设计这两坨相辅相成的狗屎 [/b]。尤其离谱的就是忍者组的美术,我真不知道是不是关系户啊,就只会一个祖传的黑红配色,而且光影永远调不好,突出一个又亮又暗,看久了伤眼,这个我在一代就骂过了。没想到二代更变态,不知道是哪个神人想出了常暗这种机制,在黑红色调上又加一层黑白滤镜,突然大幅度变换颜色视网膜变换不过来,就和吃了个闪光弹一样恶心。然后这游戏的地图设计师和美术像是一个老冯肚子里生出来的,在恶意这块给宫崎英高的伎俩都学完了,但fs社的地图设计是完全没学,地图做得一塌糊涂,就会两招单向门和放梯子,设计路线就是单纯为了绕而绕,配合瞎眼的画面是双重打击,出生兄弟了属于是。拜这对卧龙凤雏所赐,这游戏开荒探图绝对是仁王系列最痛苦的体验了,甚至部分图多周目还会迷路到怀疑人生。 [b] 剧情 [/b]上来说,如果对应日本历史那绝对是离离原上谱了,洗白德川到谄媚的地步,给西军都踩完了。不过[b] 不了解日本历史的话至少是可以看看的程度 [/b]。不会真有人玩仁王是为了看剧情的吧?[b] 音乐也是中规中矩的程度 [/b],对比一代有所进步。中阴之间的bgm非常好听,以至于我每次退出游戏都是在那里。 总结一下,虽说我对仁王2吐槽了很多,但依然还是认为[b]这是一部打底8分的作品[/b],因为它的本职也就是战斗系统打磨得非常好,唯一的问题大概也就是过于复杂,但这甚至不能算是缺陷。最致命的问题在美术和地图,这让仁王2在我心里终究算不上神作,但足以称得上优秀二字了。
So I'm someone who has played most Soulslike games. I am familiar with the difficulty curve of such games. So let me say that I WANT to like this game. I REALLY want to like this game. It does have a lot going for it, but man....I cannot derive any joy from it, and even the satisfaction of winning just does not hit for me. And I see a lot of reviews utterly failing to assess this game in a meaningful way. Visuals: The visuals of this game are passing. The environments are colorful, bright, but also almost comically limited. Nearly every level is just an older level, but you start in a different place, and some areas will be closed off. Some people are rendered very well, others not so much. At times the game looks beautiful, others it looks severely matted and plain. Even for when this game was made, the Graphics are nothing special. They aren't bad, they just aren't great either. Passing. Exploration/World: Exploration gives you almost NOTHING. You will receive endless variations of the same few weapons, which exist solely to sell or break down for parts that you won't be able to meaningfully use until late game. 9/10 you will find shortcuts that don't mean anything, because once you finish that mission, you will likely never return to it again, or need it. There are no breathtaking landscapes to enjoy, no meaningful rewards, no legendary weapons, and almost no NPCs who might offer some interesting dialogue or worldbuilding for your efforts. Combat: I could spend hours talking about combat in this game. Not in a good way. There is the skeleton of something really interesting here, but it's almost nullified because of a few MASSIVE issues. First, there are a LOT of mechanics and almost all of them are absolutely necessary to do anything but claw your own face off in anger. The game seems to think it's clever, giving you a library of "moves" or "techniques/skills" for each possible weapon. However many of these skills, sometimes in the very same tree, invalidate each other. Some can only be used in certain stances, high/mid/low. (Finish a light attack combo with a heavy attack to perform skill) and you can only have one, while there are tons that are just garbage, nearly useless in a practical sense except for the sweaty tryhards who will inevitably post "No hit/Soul level 1" compilations on youtube. One of the most frustrating mechanicus are Ki Pulses, where you have to press your guard button after attacking and if you time it right you release a burst that refills some of your Ki and dispells "yokai rifts", which are just small pools that make it so your KI doesn't refill. It's not clever, its not fun, its designed for the sole purpose of screwing you over and making you angry. Because its comically easy to drain your KI even without the pools, and some major fights take place in Yokai Realms which are just omnipresent entire areas that have that same Ki-suppressing effect. If you run out of Ki, you are immobilized, and you will die. And so often you are overwhelmed with enemies to the point where you can't perform Ki pulses without getting slapped, and if you dodge you drain KI, and if you block you drain Ki. A multitude of skills for every weapon are entirely built around this. "A perfectly timed Ki Pulse will generate more Ki and increase the damage of the next attack" or something along those lines. And even more of your "skills" are just "You do 4% more damage with X weapon to enemies with less than 30% health" or "You perform a Ki pulse when you perfectly dodge an attack while armed with X" You have to play like a machine, paying attention to EVERY single action you make and your health and your KI and the entire time a single mistake will kill you. I did not say "may" kill you, you will die. It's not funny. I've played 300+ hours of Elden Ring alone, easily that much of Dark Souls 3/Bloodborne, Lies of P, etc.....and let me be frank I've never played a game that I feel is inherently "unfair". I hate Shadow of the Erdtree, but I don't think it's unfair. This game is silly. Hitboxes are horrid, and trying to juggle your resources takes away from focusing on what the enemy is going to do. I want to reiterate that there is something cool in this system, but it is overloaded, and overcomplicated, and it does not give you the freedom to play with it. You will end up just spamming a few key skills, because they are some of the only things that can stagger opponents. I genuinely feel like this game was made ONLY for the 1% of players who can beat Promised Consort Radahn pre-patch without getting hit. Watching someone who has mastered this game looks like watching an anime scene, and it still doesn't seem fun. Enemies: Pure garbage. There is not a single enemy in this game that is "fun" to fight. They are all infuriating. They are all purely designed to frustrate you. Since you cannot reliably stagger anything, all your precious skills are basically pointless against anything but human enemies. They will just soak up everything you throw at them, meanwhile every hit they throw at you can kill you in one to two strikes. I picked this game up again, after having played it primarily on Playstation, and I am currently in the third major "area" of the game, and even the most basic enemies are just damage sponges. So many enemies, even if I finally stagger them, the critical hit that follows barely scratches their healthbar. The bosses alone, are also absolutely horrible I cannot fathom how anyone says the bosses in this game are "beautiful". They are trash. Infuriating to fight, brutally unfair. The Pit Viper alone was enough to make me stop playing the game for a year, and I only managed to beat it because of sheer luck that it just chose not to abuse its overpowered attacks in the way it usually does. Story: Mid. Sorry. I just don't see anything special about this story. It's pretty painfully obvious just from the opening cinematic alone who the villain is, and they don't even try to hide it in my opinion. You meet characters who are insanely forgettable, who front load you with cheap exposition slide shows, and then basically don't exist beyond this. Sometimes even bosses will do this, like upon beating them you get shown a short cutscene telling you who they were, but then it's never relevant or important again.
I didn't finish the game. Its honestly not my cup of tea But really cool systems and mechanics if you get into it. For me it kind of got repetitive and boring after a while.
神中神 三代玩美了不过瘾PC又玩一遍2代。仁王系列最高的山最长的河,开荒的时候还在结界符流转2,后期魂核和词条刷一刷直接解放。期待3代dlc出完能超越2代的可玩性。
When I started Nioh 2 I was absolutely ecstatic. The game is beautiful looking with a fantastic character creator, I loved being able to make myself into this cool black powder Ninja girl with a cool kitsune theme demon form. The early game was delightful, especially playing in coop with my friend Kisa. It turned what could have been a slow painful grind into a still challenging but mostly delightful romp, where mistakes became fodder for a laugh and constant discovery was a delight. And it was a delight, the folklore inspired monsters with lore bits tied to real folklore, the absolutely adorable little spirits you meet. The genuinely lively world, and fun historic fiction vibe of using the real warring states period. Idk it has this early assassins creed vibe where youre meeting fantastical variants of all these real life people who just happen to also be killing or using demons. Mechanically it was fun enough, pushing you to use two entirely different weapon types. A diverse set of options of all kinds of weapons, magics, ninja tools. It follows a “the more you use it the more you develop the skill” Elder scroll system which at one side is great as it adds all these parallel progression tracks, constantly giving you new techniques and abilities and preventing you from ever feeling like your not progressing. This however has the weakness of further locking you into a set pattern, weapon type, and skill set. Now while all of this works in the early and even mid game, where it falls apart is just the agonizingly slow pace grinding you down. The game is long, my playtime doesn’t even fully capture that as I only got through two thirds of the content. This length is made worse by constantly reused assets. Lovingly made enemies remain unchanging but additional states late into it. Discrete maps are reused sometimes for what seemed like near ten times. All the while the game keeps upping its difficulty in ways that felt mathematically off. Its hard to describe but the simple damage taken to damage output just feels very off in the late game. Despite me and my friend having opposite builds, me light armor quick weapons while they used heavy armor and heavy weapons. We both found ourselves both dying in about two hits to any mid sized enemy. Certain bosses, such as the big bull spider thing felt too big for the camera to track. At first we thought it was a stats issue, the states after all were very obtuse in their explanations often tied to specific weapons as well as certain side effects, like one may raise your stamina bar but also be tied to spears for some reason. So we looked at build guides and saw it wasn’t stats. We tried identifying if it was our equipment, as the game has a very borderlands like looter system. But again, no, it wasn’t that. This isn’t from a lack of experience either, both of us have played through other souls-likes. Full runs of all the Dark Souls together, our own runs of Elden Ring and Bloodborne and other souls likes. All together it all felt off. That exhaustion wore on us, added to it the knowledge that getting a true ending required between one to two whole new game plus runs, a concept that seemed utterly horrid to me with how much I felt myself seeing our runs as work and not fun. In the end it was decided we would drop it after an agonizing mission came to an unsatisfying finish. This bums me out immensely, I had been enjoying myself up until this last third and I wanted to see it through, but asking another person to keep going for potentially another snarly, slow, teeth pulling thirty hours, nah I couldn’t do that.
I played this game co-op with friends for 90% of the time. Therefore, I feel like my experience is vastly different from a normal solo playthrough. This game is not a walk in the park, but some Dark Souls/Elden Ring experience can get you a long way. There are a lot of ways to basically do the same task: killing your opponent. Your opponent has the exact same thing though, many ways to kill you, gruesomely. A lot of things are quite overwhelming and complex, and I feel comfortable saying that having 2 other party members really helped me not having to focus on every single aspect of the game. For example: Taking aggro Using buffs for the party Allowing limited revives when at least 1 other party member is still alive Are all really nice perks of having co-op. Overall, really cool game that scratches the Dark Souls itch while still being something vastly different.
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