
Join RIN, the last child of the Creator, on a journey to restore order in a mystical world. Collect aspects and runes, craft spells, and confront powerful bosses - your transformed siblings. The fate of the world rests in your hands. Can you restore harmony to this enchanted realm?
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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, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Japanese, Simplified Chinese*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.
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Reviews
Просто кайф — художественный стиль, мрачная сказочная эстетика. Игра представляет собой метроидванию, где исследование мира, сбор магических способностей и сражения с монстрами играют ключевую роль. Есть проблемы с балансом и управлением, местами боевка скучновата, но все ровно прикольно. очень откликается по стилю на Ori. Если вам нравятся атмосферные метроидвании, то вы не останетесь к ней равнодушным!
Rin the last child is a rough gem, but a gem nonetheless and one that, despite its flaws, i still really enjoyed. Before going into this i knew the game had a mixed rating, i did not know why but i had already picked it up since i liked the artstyle. As with any game that has a difficulty option and mixed reviews i opted for easy. Since most often the reason for the low ratings has to do with combat. With Rin it sorta had to do with that but not really? The combat in rin is basic, very basic which is mostly due to the very little enemy variety. I think accross the whole game there's probably only a dozen or so different enemies in terms of attacks. They have reskins for each biome but this makes the combat quite repetitive. Luckily there's a large assortment of spells to break this monotony, 18 to be exact. And while some of these function relatively similar most of the are completely unique. Now i'm not gonna pretend they're perfectly balanced since the base attack can get you through the whole game but the option is there and appreciated. Reason why you don't have to engage with this system, atleast on easy difficulty, is that most enemies are generally pretty weak. I heard one reviewer who played on normal also mention how easy combat was so maybe it also applies to hard although i'm not sure. Now for regular enemies this wasn't an issue for me personally, it actually made the game very chill to just explore about but when it came to the game's bosses. Said bosses were complete pushovers and i didn't not have to respect their mechanics in the slightest to beat them. Which is a shame as they featured cool designs and were intergral to the game's story. Said story while not breaking any new ground was actually enjoyable to me despite its predicatable nature. The reason i liked the story is the way you gradually uncover the backstory of the entire world through these lore monolits. Finding these was the driving force for exploration for me personally as none of the other collectibles were particularly game changing. Speak of exploration this is another area that probably contributed to Rin's mixed ratings. More specifically the mapping system and how it works. The integration is just a bit odd, it reveals in large chunks as soon as you step foot in one. So even if you didn't go there yet it will still have shown up on the map already. Sometimes these chunks are manageable in size but often they're quite large with some branching paths too. This makes it a bit hard to keep track of where you have and haven't been. This is further complicated by the lack of markers you can place as the game itself only shows portal and save points. The mapping system also makes the exploration a bit less exciting as you already know what will come up. Luckily the map is very open ended so it's not one of those super linear metroidvania's but rather a fully open ended one. which is why i enjoyed exploring it so much. There's lots of things to collect, as mentioned before but most of these can be picked up on the first pass. Now there's definately some backtracking required but not as much as some other MV's. Most of the movement upgrades were only used in their respective biomes which is a shame as that's a fundamental design pillar of metroidvania's. The biome interconnectivity was also a bit of a let down as except for one case all biomes only connect to the central hub one. I would have liked to see each biome connect to adjacent ones by one way doors or ability gating as this makes the map feel even more open. Still though the map felt open enough as is so it's not a deal breaker. What could be one for many people though is the rather basic platforming most of the time. Most biomes have simple platform jumping with some spikes occasionally. There's only a few cases where the platforming gets a bit more complex, which were the most fun parts of the game for me. There's a lot of wind currents to glide through spike mazes though, so if you're like me and loved Ori's sorrow pass then you'll love this. Actually the movement felt a bit ori like to me at times, especially with the grapple and glide but also just how agile the player character is. I would have loved to see some more complex platforming but as it stands it was fine and enjoyable enough. What was very enjoyable though were the games visuals and music. Each biome is vibrant and colourfull and a joy to look at. And while there is a lot of repetition due to how big the map is and the restrictions of indie games only having budget for a limited amount of assets, i still found that they did a good job of staging the screens. Within each biome there's like 5 subparts that feel unique, for example the jungle has a dense jungle, bioluminiscent moss, red cobweb, green poison and large mushrooms subbiomes. And while there's only a few setpiece rooms with unique or memorable assets i enjoyed uncovering the vistas. This is all complemented by a very relaxing soundtrack that enhanced the overal experience. There's only 1 soundtrack per biome, 1 combat soundtrack and the main menu theme so a total of around 7 tracks. And since each biome is so big you'll hear these soundtracks very often but they're dynamic enough whilst not drawing too much attention, that i didn't get tired of any of them. In fact i quite enjoyed them, especially the one in the central biome with the pan flute. Once again the OST gave me some Ori vibes which is a huge plus to me. If the soundtrack were to come on sale for a reasonable price i would definately pick it up but i'm not sure if that'll happen as development/support for this game seems to have ended. A shame as i would have liked to see one more patch adressing some concerns. First of all the integration of custom map markers would be a huge plus for most players. I did a good job of keeping track where i have and haven't been but by the end i also missed 2 collectibles and had to consult Demajen's map for guiddance. I would also like to see some sound design issues get fixed when hitting mobs with attacks, which can get quite loud. Other than that the game is in a good spot technically. I only had lag in one area which probably had to do with an unoptimized asset that was used a lot there. I also only had one small bug that was easily fixed by reloading to main menu. Loading times were also very fast when booting up the game but also when teleporting between areas. Finally i want to give special mention to the fact this game does one of my favorite things in metroidvania's that's actually very rare, which is seemless screen transitions. Like in ori you can keep running through rooms without load screens or doors or any other form of seperation. There's probably chunks going on behind the screens with streaming to optimize the flow but during gameplay this is perfectly integrated. This does so much for immersion and is something that's quite hard to pull of i'd guess, given that so few games do this. I just wanted to mention this as it is often overlooked for how much more enjoyable it makes the game. Which is why i'm recommending it in the end, despite the rough edges. Maybe not at full price but if you can pick this up for 15 bucks or lower i'd say it's a good investment.
[table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/44900613]“黄油收集师”[/url][/td][/table] 《RIN: The Last Child》是由Space Fox Games开发并发行的一款类银河战士恶魔城平台动作冒险游戏。玩家将扮演故事的主角RIN,作为创造者的最后一个孩子,肩负着恢复神秘世界秩序的重任。游戏的剧情受到古希腊神话中克洛诺斯和他的孩子之间的冲突启发,为玩家提供了一个宏大的背景设定。游戏中的角色,包括RIN、她的兄弟姐妹以及他们的创造者,都有各自的故事线,这些故事线交织在一起,为玩家呈现出一个复杂而引人入胜的世界观。 [h1]唯美又神秘的世界,但手感需要优化[/h1] 《RIN: The Last Child》的故事情节扣人心弦,角色设定独特,充满魅力。玩家将扮演RIN,一个寻找恢复神秘世界秩序的最后的孩子。RIN的旅程充满了挑战和未知,玩家需要与各种敌人战斗,收集元素和符文,制作法术,并面对强大的首领。在游戏中,玩家需要了解每个角色的背景故事,以便更好地理解游戏情节和角色动机。这种深入的角色发展系统让玩家能够更好地理解角色的性格和背景,增加了游戏的沉浸感。 《RIN: The Last Child》游戏的画面和音效表现得非常出色。游戏采用了一种独特的艺术风格,将手绘的细腻与神秘感完美结合,为玩家呈现出一个充满神秘色彩的世界。每个场景都充满了细节,无论是森林、城市还是地下迷宫,都让人仿佛置身于一个真实而又梦幻的世界中。但在音乐方面拿捏的较为欠缺,与背景元素没有非常符合的感受,有一种与之割裂的感觉。 游戏的战斗系统需要玩家熟练掌握角色的技能和战术,通过合理的搭配和操作,战胜敌人。此外,游戏中的探索和解谜元素也增加了游戏的可玩性,玩家可以在神秘的世界中自由探索,寻找隐藏的宝藏和秘密。而游戏的角色成长系统也还算可以,但是游戏的手感非常一般,跳跃手感与平A的手感并不是特别舒适,游戏的跳跃动作感觉生硬,跳跃的反馈也是有一点点问题,并且跳跃到平台边缘有一种卡住的感觉,攻击的软弱无力感和延迟的反馈也让战斗的体验打了折扣。 游戏也有一定的自由度。玩家可以根据自己的喜好选择不同的游戏路线和策略,根据不同的选择,故事将走向不同的三种结局,这种自由度让玩家能够根据自己的兴趣定制游戏体验。无论是喜欢探险和解谜的玩家,还是喜欢战斗和角色扮演的玩家,都能在游戏中找到自己的乐趣。这种自由度也鼓励玩家探索不同的游戏方式,增加了游戏的可玩性和耐玩性。 游戏中的法术有多种,并且还可以通过次级符文对法术进行附魔,也可以升级法术或者用大符文来改变法术的效果。法术有3个插槽,可以让次级符文、大符文和升级来组合出非常多的法术变体。随着游戏的推进,法术也可以拆解出各种元素的组件来和其他的组装起来。 [h1]结语[/h1] 《RIN: The Last Child》在画面上较为细腻唯美,但是在音效和手感上必须加强,游戏虽然也有探索的自由度,但是部分道具摆放不合理,怪物设计也较少,部分怪物有换皮现象,地图大,但较为空旷等等,所以游戏需要优化的地方还有很多,截止目前制作组已经更新了2个版本的补丁,部分游戏体验好了一些,如果喜欢类银河战士恶魔城的玩家,可以考虑后续游戏完全优化后再入手。
类银河恶魔城这个品类有着太多的优秀作品以致于后来者难免会拿来做比较,总不能拿奥日、空洞这些游戏作为标杆去要求吧,那样的话,真就没几个能玩的了,对于本作而言,虽然有着各种各样的小问题,但我玩起来还算顺畅,普通难度下6小时即可完成通关,还是有一些亮点和特色,至少还是个合格的作品并没有那么不堪。 美术风格尚可,但操作手感有待改善。手绘风格还是挺讨巧的,整体观感还是很舒服的,技能特效也没有很夸张,画面表现还是很优秀的,尤其是各个地貌特征的场景,通过主色调差异来进行区别,在跑图过程中过渡得也比较自然,不会产生视觉疲劳;动作部分整体还是比较流畅的,但在跳跃时会与边缘位置存在挂边的情况,导致滑落下来,另外在平台锁定时并不是锁定最近的对象,造成锁定的平台不是最合适的跳跃位置,就很难受了,尤其是在快速连续跳跃时,对于锁定平台的准确度还有待提升。 战斗部分倒是设计了挺多内容,可惜的是大部分都用不上,游戏中元素法术种类很多,在跑图时解锁,然后收集到符文再对法术进行附魔,附魔之后可以强化法术某方面效果,特别是在解锁了高阶附魔效果之后,法术将产生质的提升,虽然提供了很多种法术,但同时也只能选择三种进行使用,而游戏中并没有太多敌人或者机制需要不断调整法术,初期获得的法术足以通关游戏,这样就有些尴尬了,不少法术都没用过甚至都还没获得,就已经通关了,花功夫做的设计也都白搭了。 地图设计结合能力解锁做了很多设计,一些区域需要解锁了对应能力才能前往,直到最终Boss前都还有新能力解锁,这让整个游戏体验过程始终都有新的内容亟待探索,始终保持了足够的新鲜感,但在目标指引方面还是有改善空间,目标位置常常在一个虚空位置,也不知道该从哪里才能前往,加上传送门虽然设置了很多,但却不知道该去哪个门,不时要打开地图寻找可能的路线,虽说谈不上迷路,但无意义跑图还是让人有些迷惘。 其他的部分,比如剧情,玩家作为六子要依次挑战五子,战胜后选择解放或吞噬,这个选择会影响结局就很头疼,摆明就是希望玩家进行多周目,个人不是太喜欢这样的设定,即使你重新修改了选择也只是再最终Boss战时是不是会出来帮你攻击一下以及片尾的图片文字不同罢了;而Boss战有些过于简单,倒不是说提高伤害就能让战斗变得有挑战性,本身机制就过于单薄,甚至初见就已经能基本掌握其攻击规律,让整个Boss战显得过于无趣了些。 总之,游戏还是有一些自己的特点在,战斗组合方式多,场景机制丰富,对于类银河恶魔城要求不是太高的话,倒是可以尝试一下。 [code]双语评测,认准我们: [url= https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url= https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
RIN: The Last Child, developed by Space Fox Games and published by Salient Games, is a Metroidvania that clearly aims to stand out by building its identity around magic, mythology, and player-driven customization. You step into the role of Rin, a demigoddess navigating a fractured world shaped by the remnants of creation itself, where her journey is not just about survival but about reclaiming lost power and confronting the legacy of a broken divine order. The premise carries a sense of weight from the beginning, presenting a world that feels both mystical and melancholic, with themes of rebellion, identity, and consequence woven into its foundation. What distinguishes the game most is its approach to abilities through a modular spellcrafting system. Rather than unlocking fixed powers in a traditional progression, players are encouraged to experiment by combining runes and magical aspects to create spells tailored to their playstyle. This system introduces a level of flexibility that is uncommon in the genre, allowing for a wide range of approaches to both combat and traversal. Some builds favor aggressive, high-damage outputs, while others lean toward utility or defensive strategies. The freedom to experiment is one of the game’s most compelling ideas, and it gives players a sense of ownership over how they interact with the world. Exploration follows the familiar structure of interconnected environments, but RIN takes a less guided approach than many of its contemporaries. The world is expansive and often opens up quickly, giving players multiple paths to explore early on. While this can create a sense of freedom and discovery, it can also lead to moments of disorientation where it’s unclear which direction to pursue. The map design emphasizes scale and openness over tight, carefully gated progression, which may appeal to players who enjoy wandering and uncovering secrets but may frustrate those who prefer a more structured flow. Combat is where the game’s ambitious systems meet more mixed results. The variety offered by spellcrafting suggests a depth that isn’t always fully realized in practice. Enemy encounters, while functional, can feel repetitive, and their behavior doesn’t always demand the full range of tools available to the player. Boss fights introduce more spectacle and narrative importance, particularly when facing Rin’s siblings, but mechanically they don’t always push the system to its limits. As a result, there can be a disconnect between the potential complexity of the magic system and the actual demands placed on the player. Visually, the game makes a strong impression. Its hand-drawn, painterly style gives the world a distinct identity, blending vibrant colors with darker, more somber tones that reflect the story’s themes. Each region feels unique, with environments that range from harsh, desolate landscapes to more lush and surreal areas. The visual design helps maintain a sense of immersion, and the fluidity of spell effects adds a layer of dynamism to the experience. The soundtrack complements this well, using subdued, atmospheric compositions to reinforce the game’s emotional and mythological tone. Narratively, RIN: The Last Child reaches for something more introspective than many games in its genre. The story explores the consequences of creation and the burden of inherited power, using Rin’s journey as a lens for larger philosophical questions. While the storytelling is not always delivered in a straightforward manner, it rewards players who pay attention to its details and themes. The inclusion of multiple endings adds a layer of replayability, encouraging players to consider how their choices shape the outcome of the narrative. Despite its strengths, the game is held back by a lack of polish in certain areas. Technical issues, occasional inconsistencies in controls, and an uneven difficulty curve can interrupt the flow of gameplay. These rough edges are particularly noticeable because the game’s core ideas are so strong—there’s a clear sense that with more refinement, the experience could have been significantly more cohesive. As it stands, it can feel like a collection of compelling systems that don’t always fully align. Even with these shortcomings, RIN: The Last Child remains an intriguing and worthwhile experience for players who appreciate experimentation and atmosphere over strict mechanical refinement. It doesn’t follow the safest path, choosing instead to prioritize creative systems and thematic depth, which gives it a distinct personality within the Metroidvania space. In the end, RIN: The Last Child is a game defined by ambition. It offers a rich world, a flexible approach to abilities, and a narrative that aims to resonate beyond its mechanics. While it doesn’t fully realize all of its ideas, it delivers enough originality and atmosphere to make the journey memorable for those willing to embrace its imperfections. Rating: 7/10
pour une mamy comme moi qui aime les metroivania sans trop de difficultés je me suis régaler .
bro也算是阅史无数的牢玩家了,但是史成这个鬼样子的游戏我是真的没见过,别的游戏可能因为性价比或者某一方面太差而被差评,评分最低也就20.30分,这游戏纯纯的答辩集合体,真的是负分游戏,玩这游戏好悬没给我干出工伤来。
一周目普通难度通关,怎么说呢,一言难尽。如果你是类银河战士恶魔城狂热爱好者,那么这款游戏或许还值得一玩,但如果你是这类游戏的新手玩家的话,请三思。 可以看得出来,制作组想要做出一款类似《奥日》风格的游戏,也确实能够在其中见到模仿它的影子,但可惜一些设计理念在最开始的部分就出现了问题,在此之上建立的一切东西就不可避免地出现了偏差,最终结果也就显而易见了。 首先说美术部分,角色和场景采用了传统的手绘风格,很细腻。主角因为是个灵体,也没有什么换装系统,模样啥的也就无所谓了,但一些喜欢女性角色的人可能就不喜欢了。场景最初看到时挺眼前一亮的,但是不同场景之间的特色和区别没设计好,有些地方无非就是换个颜色和皮,中间的过渡部分也不明显,时间长了就容易产生视觉疲劳。 说到场景,本作的一些问题就随之而来了。游戏场景和地图确实大,真的是量大管饱,但是在补丁更新前,偏偏在最重要的引导方向上没做好。看似进入游戏后有很大的自由度随意探索,但是当玩家千辛万苦跑到一片区域的尽头后,发现没有相应的地图技能,要么跳不过去,要么爬不上去,等于还是单线地图的探索思路。这样设计也不是不行,但是你好歹在小地图上把这些标记出来,比如哪里有个宝物没获得,哪里现阶段无法通过。可是游戏的小地图探索度设计得很奇怪,它不像一般游戏那样,是一个场景一个场景分割成块来显示的,由于游戏是无缝地图衔接,所以探索小地图直接就是一次显示一大片区域,至于这个区域能否通过,看不出来,有没有遗漏的宝物,看不出来。没有也就罢了,增加个玩家自定义标记功能也行吧,大不了让玩家自己来给地图做标记,但可惜没有。虽然游戏给了很多储存点,有些可以用游戏中打怪获得的灵魂点数来选择是否激活,但是由于场景地图太大了,传送点反而没几个,这就意味着大部分时间里玩家要么是在跑图,要么是在找传送点换个地方跑图的路上。可是游戏的传送门设置菜单也有问题,它不像是传统游戏那样,直接在小地图上显示这个传送门在哪,而是单独列了个菜单出来让玩家选择,可是这个传送在地图哪个位置?不知道,因为当你在小地图上查看某片区域时,它并不会显示出这片区域的名字,所以也不知道传送门到底通向哪里,有时候就得一个一个的试。另外,游戏里的隐藏区域在发现后并不会显示在地图里,这样就又导致了玩家没有参考目标,从而不知道自己有没有遗漏东西。这种看似高度自由的探索反而会让玩家无所适从,加上有些区域的机关设计得很奇葩,不客气地说,游戏在这方面做得很糟糕,而这足以劝退上手没多久的初级玩家。 音乐也是问题之一,毫无特色,长时间听着还会觉得厌烦,我后来直接关闭了音乐,按理说这类游戏的音乐都不会差的,不知道制作组当初是怎么想的。 人物技能采用了魔法与附魔相结合的方式。魔法大体上分为攻击、防御、辅助类三种,利用附魔可以扩大攻击范围,或者减少魔法消耗,使用快捷键可以一次设置6个魔法交替使用,攻击方式也因此显得多花样了。解锁每种魔法需要消耗相应的素材,而如果不想使用某种魔法的话,也可以通过拆解将素材回收,这个设计很棒,可以让玩家没必要做到全收集也能使用顺手的魔法通关。由于每次攻击都会消耗魔法值,所以要么是在储存点恢复魔法值和生命值,要么是击倒敌人后拾取敌人的掉落来恢复,这也意味着在游戏里不可能无限制地狂按攻击键。在这方面,制作组掌握了一个很好的平衡性,因为主角不是靠着击倒敌人获取经验值来升级的,所以游戏场景虽然超大,但是没有采用堆怪的设计,这点很好,而每次攻击后可以获得补充的魔法值和生命值,也避免了玩家采用嗑药战术强行硬怼。但反过来说,游戏里的怪物大多都是换皮换色的,种类少,除了魔法、生命、灵魂值以外没有其他掉落,导致战斗过程就显得无聊了,大部分时间都是硬性的清怪过场景时刻。 说到技能,除了主动使用的魔法以外,游戏也有常见的一些通过地图特殊地点的地图技能,但是这方面的设计很奇怪,首先游戏没有二段跳这个常见技能,这就导致跳跃时需要利用冲刺来通过一些长距离地点,可游戏人物的跳跃手感有些轻飘飘的,会导致人物降落在平台的边缘部分,然后被卡住出bug(这个问题目前修正了)。或者因为冲刺过头失败了,不得不再重来一遍,好在游戏里的跳跃场景不是太频繁,但是这个没有二段跳的设计确实就有些迷惑。其次,有些技能只在特殊地点出现,通过之后就没用场了,比如放大/缩小,生命精通,死亡精通,时间精通等,只会在几个特定地点使用,而且就局限在某片区域的那个地方,给人的感觉就是为了利用这些技能,才设计了专门使用的场景,说实话有些鸡肋。 剧情方面,游戏将故事的来龙去脉通过收集日志的方式分散在了游戏各个场景的角落里,玩家需要通过收集石碑上的信息,最后汇总起来,才能看出这个世界大致的情况。但是这些石碑,有的设计在必经之路上,有的设计在隐藏地图里,是否收集完整并不影响通关,而且哪怕没有集齐,通过只言片语和BOSS对战时的话语,也能把剧情猜个七七八八的。制作组需要在这方面加强一下演出效果,哪怕使用游戏里为数不多的回忆往事的过场动画形式,都比这种单纯的文字说明要好得多。 总体来说,游戏的框架设计得很庞大,但是基础内容设计得不行,导致后续产生了各种问题。制作组还是需要多加打磨,汲取同类产品的优点,加入自己的特色才行。
Not an extremely difficult game, and there are some ways it can benefit from more polish, but the balance between platforming and combat seemed decent enough although I stuck mostly with my favorite attacks from early in the game through to the end. There are some bugs, but nothing game breaking and I'm sure they will be fixed as the map functionality improved during the span of my gameplay and that alone was an excellent help and showed the developers are listening to feedback. I enjoyed the game and would easily buy again.
La verdad, es que el juego tiene muy buena historia y una jugabilidad igual a todos los metroidvania, el problema recae en que como todos los juegos de este estilo, el mapa es gigante y si quieres encontrar absolutamente todo, vas a tener que revisar el mapa una y otra vez, porque el mapa no está seccionado como en otros juegos y cada sección carece de porcentaje de completado y tampoco se pueden poner símbolos de lugar de interés, pero ese detalle solo influye si eres completista y quieres conseguir todos los logros, aparte de eso, es un juego excelente.
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