
In the third game in the dark samurai action RPG series Nioh, you will need to use both Samurai and Ninja combat styles in your battles against formidable yokai as you explore a thrilling open field.
Most likely between $11.3M and $31.9M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.89 | 78% | approximately $18.8M |
| PlayStation | $71.49 | 89% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1531 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
it feels too much like way of the ronin, if parts of way of the ronin were copypasted into this game somehow
yes
I like cheese
通了DLC和二周目,这作舒适的难度曲线跟琢技系统这一天才设计的加入让原本就丰富爽快的战斗更上一层楼,感觉可以给个9分,仁王应该是现在arpg领域在战斗上耕耘最深的游戏。 优秀的地方自不必多说,可有些我在脑子里憋了很久的话我一定要说清楚 新武器感觉你们忍组想推出轮椅兼交互感更强的武器骗新人入坑,不过你们好像没有明白自己的游戏一直小众的根本原因,美术和剧情对比二代倒退导致的卖相差就不说了,感觉说了也不会改,但有一个很重要很容易被忽视的因素是,任何在深度上有造化的游戏,新人能够闻名而来的最大障碍是你在自己核心内容上的引导,传统魂类或者类魂不做战斗系统上的引导是因为它本来就没多少战斗上的知识量,但你要知道新人在面对第一个boss或者蛇骨婆的时候,脑子里必然会蹦出来 “这是打这是防这是苇名弦一郎” 的负面情绪,作为架势系统最基础的残心流转,咱能不能专门做个教学讲一下,顺带一开始就给玩家解锁,你放在技能点里看缘分,如果不是玩过前作的估计通关都不知道这些东西。 --------------------------------------------------------------------------------------------------------------- After completing the DLC and a second playthrough, this game's smooth difficulty curve and the brilliant addition of the Zoku-geki system elevate the already rich and satisfying combat to an even higher level—deserving a solid 9 out of 10. Onryō is arguably the ARPG with the deepest combat design currently available. The strengths are obvious and don't need much elaboration, but there are some thoughts I've been holding onto for a while that I feel compelled to share. It seems like your team at Nioh is trying to introduce new weapons that resemble wheelchairs—cumbersome yet more interactive—to lure in newcomers. But you haven't grasped the core reason why your game has remained niche. Let's not dwell on how the art and story have regressed compared to the sequel, which has hurt sales—saying it won't change anything anyway. However, one crucial yet often overlooked factor is guidance on your core gameplay mechanics. For any deep and complex game, the biggest barrier for newcomers isn't just the depth itself, but how well you guide players through your central systems. Traditional "Souls-like" or "like-Souls" games don't offer combat tutorials because they inherently involve minimal combat knowledge. But when a newcomer faces their first boss or the Snake-Bone Woman, negative thoughts inevitably pop up: "What do I hit? What do I block? Is this Sōshin Genichirō?" The most basic element of your stance-based system—residual momentum (zanshin) flow—could use a dedicated tutorial. Why not unlock it right from the start? Instead, you hide it under skill points, making it nearly impossible for new players to discover unless they've played the previous game.
面白いです けど 手動セーブのやり方が私には分かりにくく、腹が立ってやめました
好玩
Im Gegensatz zu den anderen beiden Teilen ist dieser Teil mit Abstand der schlechteste. Manche Gegner haben mal wieder so krankes Autoaim wie nichts gutes, während du selber daneben haust. Gegner machen an dir extremen Damage und du prügelst drauf. Die Werte Verteilung der Waffen womit sie leveln abgrundtief schlecht gewählt. Und da große Problem die openworld. warum nur die anderen Teile habe ich geliebt mit dem schlauchigen stil und hier ? nur weil openworld im Hype ist muss man natürlich mit aufspringen. Ich hoffe beim nächsten Teil gehen sie zu den Wurzeln zurück. Sonst wäre der nächste Spieleentwickler tot in meinen Augen.
动作丰富,画面烂
还是老味道,合我口味必须好评
新手感觉挺有意思的,没玩过旧作感觉本座难度也不是很高,跳跳乐有点搞人