
Eight travelers. Eight adventures. Eight roles to play. Embark on an epic journey across the vast and wondrous world of Orsterra and discover the captivating stories of each of the eight travelers.
Most likely between $2.5M and $7.2M. How we estimate →
Checked against 8 developer-reported games
Cheapest copy: ≈ $8.87 on Steam · China (−51%). Compare 14 prices in 14 markets →
Reviews
Themes across 1118 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
If you're a fan of pixel art, you'll love it. If you like cohesive stories, you won't. Its combat is its strongest point; it's addictive and the game's art makes it memorable. However, there are eight different stories and you'll only see their connections in the endgame. It might seem obvious, but use the compass in the corner of the map; it's your best friend for finding the subclasses. Experiment and create your own formations. It's not a bad game; in fact, it has very beautiful moments, though most are somewhat cliché. Think of it as tales of eight people. Pick the story you want and accompany them yourself, because their companions won't do it.
I wanted to like the game but i jaust cannot. The stories are blander than a wet cardboard someone ejaculated over. I dont care, after the first 2 character intros i started skipping them. The only way to not be stuck at sponge bosses is spending your time googling and twerking for that sweet 0.1% 100x EXP boost. what moron thought this was a good idea? ♥♥♥♥ must go so hard if you are dumb as ♥♥♥♥.
八方旅人或许算不上剧情跌宕起伏的神作,甚至整体节奏显得平淡从容,却用最朴素的方式,塑造出一个个有血有肉、鲜活立体的角色。八位主角,四段交织的命运,通关片尾曲响起时,一幕幕按自己攻略顺序闪过的 Boss 战画面,瞬间把一路的冒险回忆全部勾起,真的格外动人。 它的故事未必宏大惊艳,可地图上的每一个 NPC、每一段支线、每一处小任务,都有着属于自己的归宿与温度,让人真切觉得,他们就在另一个世界里认真生活着。这些故事里有无厘头的趣味,有不经意的温暖,也有让人会心一笑的温柔瞬间。再加上无可挑剔的配乐,让这场平淡却真挚的冒险,变得格外难忘。
评分:7/10 支线任务没引导,作为现代JRPG在我这可以判死刑了; 全成就难度、肝度逆天,是需要单角色通的、速通的、地毯式搜索的、错过就要回档甚至重玩的,这种成就设计极度克我; 顺带一提,复古画面在我这里也是减分项;没剧情加成的话,我只会给得更低。
剧情和对话有点无聊,除了不要对剧情有太多期待,其它方面还行
pretty asf ! !
É um bom jogo, principalmente referente a arte relacionada aos bosses que te deixa ansioso para ver o próximo, exceto a Primrose, a história dos personagens são aquelas mais clichezinhas n acho ruim, gosto de um clichê se bem aplicado Não gosto da forma de up dos personagens, em que apenas os que estiverem na equipe (4/8) ganham XP, deixando os outros em determinado ponto completamente inúteis, o que fez com que eu nem me importasse com os demais personagens do jogo exceto as que eu utilizava, infelizmente Mas em um geral é um ótimo jogo, pra quem quer algo mas tranquilo, de boa, o jogo passa uma sensação tão relaxante enquanto jogo, que dá até um descanso extra após um longo dia de trabalho e esforço
I was hooked from start to finish, I adore this turn based combat system, easily one of my favourites. The OST is amazing too, the story is on the weaker side but there are a few character stories which are pretty good.
一、战斗系统贵在“简单有效”,“做加法”是愚者所为: 一做加法,就必然陷入“玩家到底要挨几下巴掌,才能换到一个枣子”的问题,即使不是因为“设计师表演欲作祟”,总不能大幅降低游戏难度——对游戏公司是“成吨研发资金换来一个臃肿的系统”,对玩家来说就是“眼花缭乱一通操作,伤害可能还不如250”。 “弱点”貌似“很有策略性”,如果它只是简单的“用对攻击手段就能增加伤害”,那我承认这个设计很棒。 但是哪有这么简单: 1、哪怕在能够顺利快速破防的情况下,普通战斗都需要三四个回合,可想而知怪物肯定被偷偷加了血量。 2、充斥着大量“带了N层护盾”的怪。 3、护盾没有衰减,破防状态只持续一两回,没被打死就自动恢复成满盾——boss战更离谱,盾越打越厚。 一旦“弱点”对应的攻击手段不能同时满足“群攻+多段伤害”,怪物又带了三四层以上的护盾,那么你有福了,小怪都能轻轻松松打出“boss战的史诗感”。 “弱点+常态化高强度护盾”实际上就是设计师给怪物安的“锁”,不管装备多好伤害多高,都得老老实实先解这把锁、先跨过这道硬门槛再谈输出。 二、剧情稀碎: 编剧压根就没好好写剧本,八个故事往八个方向发散,“过剧情的时候是一个人,打怪的时候掏出一堆人”没有任何合理解释。 为什么不设计成“主角从一个小事件开始一路旅行,在旅行过程中结识不同伙伴,在互相插科打诨、一起解决不同事件中不断加深同伴情谊,最终面临终极挑战”。
剧情比较老套,但是玩起来还挺有意思的一款jrpg,在品鉴了这么多做得跟答辩一样的jrpg之后只能说总算吃到了一款正常的