
Embark on a journey to a realm overrun by demons in a new epic RPG from the creators of the critically acclaimed Pathfinder: Kingmaker. Explore the nature of good and evil, learn the true cost of power, and rise as a Mythic Hero capable of deeds beyond mortal expectations.
Most likely between $1.3M and $3.7M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $3.99 | 83% | approximately $2.2M |
| Epic | $19.99 | 95% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1512 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
Игра для особых любителей странного, запрещённого в РФ. Там не сложность завышена, и не гринд какой чрезмерный. Там просто надо играть только так, как авторы задумали. Я понимаю, когда такое было в восьмидесятых - там иначе компы не позволяли, но тут намеренно такое. Или ты такой же как они и читаешь их мысли, или обкладываешься интернетами и проходишь по рукововодству. Или тыщи часов тратишь на то, чтоб разобраться в том, в чём не надо разбираться. Купил РПГ для удовольствия, а по ощущениям будто бы окунулся в омерзительную ММО...
It's like they thought of what went wrong in kingmaker and then they dumbed it down into oblivion making sure you can only do what they want you cant think yourself toi vioctore other than choose the rightt most killing skills. It's pathetic how little you can do and how DOMINATING some creatures suddenlyt are. I'm meeting one little succubus and she dominated EVERYONE she wants and when she's dead that dumb ♥♥♥♥ is still dominated ...Suicha disgusintg useless mechanic. Make me able to knock out my domeinated person NOPE? Something that simple is NOT POSSIBLE... Stupid simplistic ♥♥♥♥♥♥♥♥ that makes you SO annoyed it's like those mornic black sould that leanred your name in kingmaker and if you're the worng class you're just ♥♥♥♥♥♥!§ This game makes games dumber. And they trried to make it faster and more smooth? only to make it sticky and uncool annoying and nigh impossible to endure if you're a logically thinking person.
lol
好玩,但圣教军小游戏有点枯燥,对我来说解密有点难,适合找个同品类的crpg游戏一起玩,这个玩腻了玩那个,那个玩腻了又玩这个
Pathfinder: Wrath of the Righteous - a great RPG that you sometimes want to strangle Overall, I liked Pathfinder: Wrath of the Righteous. Enough that despite the huge number of questionable decisions, I still made it to the end and enjoyed the playthrough. But I can't call it a well-polished RPG. The irony is that this is exactly the word fans of the game use most often. After several dozen hours, I got the feeling that what is truly carefully developed here is primarily the progression system, and even that I would call meticulous rather than convenient. The game constantly runs into decisions that work on paper or in a tabletop system, but feel strange in a computer game. The main problem is that the game too often requires you not to play, but to study it. The huge number of classes, subclasses, feats, bonuses, and conditions turns character creation into a separate discipline. If you want to put together a strong party, metagaming begins: you have to read dozens of descriptions and build characters around mathematical efficiency. This hits the role-playing aspect hard. Strong builds often turn a character into a Frankenstein made from several classes, assembled for the sake of numbers. A hero may be an experienced hunter or warrior in the story, but mechanically turns into a mixture of completely different classes. And this creates a conflict: the game tells the story of heroes fighting against the Abyss, but mechanically it periodically requires you to forget about the character's personality and optimize a spreadsheet of stats. And that's where the problem with the mathematics begins. Combat is built around huge defense values. I played on normal difficulty, which I also recommend to newcomers. Some ordinary demons have an AC above 40, which means the party can simply be hitting thin air for several rounds. At the same time, a story boss can sometimes die in one or two rounds. The difficulty feels less like fighting strong enemies and more like the need to stack dozens of buffs. That's why I sometimes felt that I was fighting not so much demons as the mathematics of Pathfinder. The transition from tabletop rules to a computer game doesn't always work, and this is probably the game's main problem. In a tabletop game, frequent misses at low levels can be justified, as the Game Master controls the composition of enemies and the difficulty. Here, however, an experienced paladin can miss a demon several times in a row. Magic is even worse. At low levels, a mage has to pass several checks, overcome spell resistance, and actually land the spell just to deal a few points of damage. Meanwhile, archers calmly tear through enemies. The environment also has almost no effect on combat. You can get hit by an enemy standing on a roof while you're standing underneath it, shoot through brick walls, and throw a fireball through a ceiling. Enemies walk through walls, while a character can't step over a tiny ledge. The quest design is also quite sadistic. Pathfinder loves hidden consequences that only become clear several hours later. You can fail an ordinary lore check and, twenty hours later, discover that it was the first step of a hidden quest. Now the quest is closed along with its good rewards. The game doesn't even always explain what happened. A single hidden check can close a companion's story branch without warning. As a result, a good playthrough requires not only attentiveness, but also knowledge of what's going to happen. The most frustrating part is that there is often no way to fix the mistake within the game. Either you accept it or load an old save. The quest journal is also inconvenient and looks more like a list of long texts. At some point, you stop understanding what you're supposed to do at all, and some quests are completed by accident simply because you happened to return to the right location. The characters could be much more alive. Despite the large number of companions, they react far too rarely to the events around them. You can save someone, lose someone else, find something important, and your companions will simply stand silently nearby. Even the death of a companion is sometimes barely acknowledged. The technical side isn't impressive either. The graphics aren't bad, but they certainly don't justify the game's system requirements: simple models and textures, basic physics, and constant loading screens. Even within some scenes there are additional loading screens, which seriously breaks immersion. So why didn't I quit the game? Because the story here is genuinely good. The story itself kept me going even when the next mechanic started to seriously piss me off. The playthrough itself feels like climbing a mountain: difficult, sometimes unpleasant, and at times you want to stop and ask why you're even doing this. But when you finally reach the top, you get a genuine feeling of satisfaction. Pathfinder: Wrath of the Righteous - a good RPG with an excellent story, a huge amount of content, and a deep character progression system. But I can't call it comfortable, well-polished, or player-friendly. It too often forces you to play by the developers' rules rather than as your character. And yet I'm glad I finished it. For me, the good sides ultimately outweighed the bad ones. It's just that you literally have to squeeze the enjoyment out of this game yourself. This isn't a game I played easily. It's a game I finished in spite of itself, and I was still satisfied in the end.
i tell this many hours in that this games story is going to be good
Скорее рекомендую, нежели нет, много читать, много всего, но больше всего духоты и бессмысленных сражений. А так, знатное приключение.
The tutorial helps a lot - a good way to learn a game that has quite a steep learning curve.
Cannot hype this game enough. King of replay value and excellent writing.
SPOILER FREE: Questo gioco avrebbe meritato MOLTO più amore dal pubblico dato che, dopo Baldur's Gate 3, è a mani basse il prodotto più qualitativamente elevato che io abbia mai visto tra quelli basati su d&d. Ha una quantità IMMENSA di contenuto e tantissimo testo, se ti piace leggere ti innamorerai. In generale, questo gioco è proprio cibo per giocatori di ruolo, al punto che potrebbe risultare troppo complesso per chi non ha mai avuto a che fare con dungeons&dragons. Le energie spese dagli sviluppatori per rendere bella la narrazione sono immani, l'intero gioco sembra un bellissimo libro. Tecnicamente, è un gdr isometrico a istanze con il combattimento che può essere o meno settato "a turni" premendo un tasto. È basato su un set di ambientazione di Pathfinder realmente prodotto a livello di gioco da tavolo, oltre che sulle regole del suddetto (con tanto di schede dei pg), con una storia ufficiale MOLTO lunga e molto articolata. E se non bastasse l'alta longevità della storia in sé e per sé, è pure SUPER rigiocabile, dato che cambiano tutte le cose principali in base al tipo di percorso mitico che decidi di intraprendere. "Cos'è un percorso mitico", ti chiedi? Se non lo sai, non voglio spoilerare. Sappi che ti piacerà TANTO, ed è una cosa che occupa un ruolo centrale non solo nella narrazione dei piccoli e grandi eventi, ma anche e soprattutto su cosa sei in grado di fare a livello di gameplay. Ci sono montagne di roba tra magie, talenti, abilità e poteri vari, per non parlare della mole di equipaggiamento e armi, e non saprei come contare il numero di quest tra maggiori e minori. Ci sono i punti esperienza e i livelli, oltre che gli skill checks (ripeto: stesse regole identiche di Pathfinder). È concesso il respec per denaro, quindi fai il personaggio che preferisci senza paura, ma rendi la tua scelta efficiente o andando avanti i combattimenti saranno troppo duri. Inoltre, il gdr isometrico è intervallato da sessioni di gestione strategica di un regno in guerra, le quali sono presentate nella forma di un vero e proprio "gioco dell'oca" misto al risiko, con risorse, spostamenti di truppe, acquisizione di mercenari e combattimenti su griglia, e questo rappresenta una parte integrante del gioco per rompere l'eventuale senso di monotonia. Il mondo di gioco è DECISAMENTE grande e colmo di locations, inoltre ci sono diversi compagni reclutabili e con storie personali a cui puoi accedere guadagnandoti la loro fiducia. Il comparto musicale è proprio ammirevole e pompa i momenti epici oltre ogni limite. Quando fai le tue cose da percorso mitico e kicka-in quella musica, ti senti dio. Come dicevo prima, tutto varia in base al percorso che scegli per il tuo personaggio quando arriva il momento. Il percorso che ho scelto io (e che non dirò per non spoilerarlo) mi ha fatto vivere una storia bellissima, oltremodo coinvolgente, misteriosa per la maggior parte della sua durata e sinceramente commovente. Mi spingo a dire che mi ha stimolato persino diverse riflessioni filosofiche sul mondo reale. Mi chiedo se gli altri percorsi mitici siano altrettanto assurdi. Prima o poi, tra chissà quanto, voglio ricominciarlo da capo e intraprendere...QUEL percorso mitico ben preciso, quello che ti fa essere VERAMENTE ma VERAMENTE cattivo. Se ci hai giocato, scommetto che hai già capito quale, vero? ;)