
Pascal's Wager: Definitive Edition is a challenging action role playing game set in a world of dark fantasy. Step into the shoes of Couriers, as they discover the tale behind the mysterious Dark Mist.
Modeled estimate, not a reported figure. How we estimate →
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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, Russian, Japanese, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Korean*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Первый босс был лёгкий второй тоже уже подумал что купил ерунду не сложная на третем боссе мне рвали жопу. Я рвал на жопе волосы из-за этого, а так игра топ
Неплохой мобильный соулс-лайк, что портанули на ПК. Можно брать по скидке, рекомендую использовать геймпад из-за деревянного управления.
哎真是不信邪,买来玩了五分钟,视角镜头顿的我头晕,连这最基本的问题都不优化,太恶心。
Even when I’m not enjoying a souls game I try to find one redeeming feature; something that the game does right despite not appealing to me personally. Unfortunately Pascal’s Wager doesn’t just need a bit more time in the oven, it needs to be put aside entirely and forgotten about. I suppose the fact that it started off as a mobile game should have already sent some alarm bells ringing, but other titles have managed to transition quite well from smaller screens to big ones, and the store page promised entirely reworked controls along with the upgraded graphics. In any case, I pressed start, met up with protagonist Terrance, and watched the opening cinematic which set the scene. My hopes were still high when I played through the tutorial area. Movement was fine, although the camera was incredibly jerky, as if I was dropping frames. After investigating online this is supposedly a feature rather than a bug, but it was an ominous omen of things to come. Combat-wise, you have your typical light and heavy-attack, dodge roll and simple parry system, and unlock further skills that use you “rage” meter that you build up by either dealing or taking damage. Now all this is fine in theory, but as I got a bit deeper into the game I realised there is one major problem : it’s unbelievably clunky. All the attacks, even the faster ones, take too long to pull off, with a notable lag between the button input and the animation. Hitboxes are completely random, either oversized or undersized, meaning you can be standing right in front of your target and still miss completely. I think the absolute worst feature is that not only do your enemies not react to your attacks, but it doesn’t cancel their animations so after you hit them you don’t have time enough to parry or dodge their counterattack. Furthermore, you own animations are interrupted when you get hit while doing them and this, coupled with the excruciatingly slow windup time, made me want to throw my controller across the room. I love hard games, obviously, otherwise I wouldn’t be doing this tier list, but Pascal’s Wager isn’t particularly hard, it’s just incredibly frustrating. About halfway through the game I got so annoyed about the randomness of melee encounters that I ended up relying on hit-and-run tactics which boiled down to using two attacks : a lunging thrust and a spinning dodge. Both of these allowed me to deal damage from afar and carried me through to the final boss. But it wasn’t particularly fun. So how does Pascal’s Wager attempt to innovate the genre? First up is the “sanity” mechanic that drains on every hit until it reaches “abnormal” and eventually “lunatic” status. Abnormal will buff some stats while debuffing others, whereas lunatic spawns a phantom clone for you to deal with. Bosses get harder in the lunatic phase, too, though your increased stats more than make up for it. I’ll admit I more or less ignored this mechanic all together. The game also allows you to switch between your main character and a sub-character, with the change happening automatically if one of the two dies. There are three to choose from (four including the DLC), unlocked as you progress through the story. Which led to another issue, as while they all level-up equally, their skills still need to be unlocked individually, and they all share the same upgrade materials. I chose Norwood, a one-armed coffin-wielder, used up all of my materials to upgrade two-thirds of his skill tree, then unlocked two more characters. There was no way in hell I was going to grind for all those upgrade materials a second or even third time, so I just stuck with Norwood until the end. To add to my list of grievances (we’re getting to the end, I promise), there are no weapons or armour to be found, only “trophies”, upgradeable accessories that can give passive bonuses to your stats. If you like tinkering with character builds like me, you’ll be sorely disappointed. Oh, and finally, I should mention the three-phase final boss boils down everything I disliked about the game into a single, frustrating slog that took me way too many attempts that I would care to admit. Even more annoying is that the first two phases are easy but incredibly long to get through, then the third phase doubles the difficulty and damage. What a pain. I’ve been desperately trying to find out who this game is for and I think the answer is … no-one. It’s wonky camera and run animation, terribly laggy combat, uninspired levels, and frustrating final boss all add up to a game I simple cannot recommend.
移植的这么烂你还敢卖这么贵我真是给你笑脸给多了,纯纯一坨
不知道的看这表现和3C还以为十多年前的游戏,一开始UI出了bug我还不知道,升个级得连点一百多下,还有个令人想起混沌温床的boss(而且莫名其妙90%血进二阶段)... (不是,一个魂游为啥还有检查dps的秒杀技...
痛哭流涕
玩起来总是感觉卡卡的,主角出手慢的要死,不好玩。
Dark soul like super sympa, dommage pour le boss de fin.
有提升的空间,但好玩,故事性也强。
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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