
Embark on an epic journey across war-torn 19th-century Japan in this open-world action RPG from Team NINJA, the veteran studio behind "Nioh" and "NINJA GAIDEN."
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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*, Dutch, Swedish, Spanish - Latin America*, Thai, Danish, Turkish, Norwegian +9 more
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 105 reviews with recorded playtime.
Reviews
Themes across 105 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
立身流天下无敌!
4k拉满你别说眉清目秀的,忍组你这不是会做好吗仁王卧龙是什么玩意我求你放弃大红大紫
第一款忍组的游戏,六十小时白金,很符合口味,要不是画面实在太复古,完全可以轻易达到所谓的五百万销量,什么时候忍组才能明白,卖相对销量是绝对意义上的支配因素? 玩这游戏的时候,我时常想起刺客信条起源,无论是战斗系统,还是故事的讲述逻辑,以及支线设计的有意义性,浪人崛起都是完全碾压起源,然而起源就单凭无敌的风景和卖相,销量反过来爆杀浪人崛起,忍组真的不反思反思吗? 浪人崛起是少有的能找到一点点只狼味儿的游戏,只狼在我心中是绝对的第一,所以我对浪人崛起肯定也是喜欢的很了。只可惜没什么让人印象深刻的boss,战斗系统更专注于主角自身的战斗逻辑,而没有在boss战和敌人上有什么比较新奇的设计,这让人十分遗憾。 一,我觉得忍组这技术力真的不行,画面是一方面,还有操作时候也会有很多难受的点:1.没有魂游那种协调一体给人厚重感的感受,人有种纸片感,景观在偶尔光照好的时候还能看,但大多时候都有种很假的感觉。2,操作的视角有时候也怪,还有马转头比开坦克还费劲。3,进游戏甚至卡染色器好几次,以及5070ti非超高,只是高级画质默认选项,就只能保持60帧的优化水平。 二,地图设计方面,我觉得就很平庸,甚至有时候让人恼火,主角甚至无法跳过一个低矮还没有小腿高的篱笆护栏,以至于有时候就在眼前的目标点也得绕一下才能到,还有有些据点那么大,结果只有一个出口,其他方向出不去导致瞎跑路等,刺客信条或者只狼都是有跑酷元素的,基本不会有这种比较烦人的时刻,虽然补充了滑翔翼,钩锁等手段让你在大多时候都跑图比较顺滑,但偶尔就蹦出来一次比较恶心的绕路,实在打断体验感。 三,剧情方面,玩之前看很多人玩梗说周一幕佐周二倒幕周末帮洋人,但实际玩的时候感觉这剧情还是可以的,虽然算不上顶级,起码把故事讲得很明白,塑造了不少让人很有印象的配角,这比大多数我玩的开放世界在剧情方面的表现都要好了,特别点名支线堪比小学生睡前小故事的刺客信条起源。主角作为浪人在这样一个特殊的时代,与各大派系之间的姻缘纠葛,反而更能深入那个时代的各个方面,去多视角的了解黑船时代日本的复杂性,剧情完全称得上及格以上。 四,姻缘系统,让人耳目一新,确实很不错,和人也有姻缘,和土地也有姻缘,这部游戏从头到尾都围绕着姻缘在讲故事,游戏性、故事性都和这个核心绑定的很充足,是全新的系统,少有的能肯在开放世界公式化之上,做属于自己的新架构的尝试,非常值得肯定。 五,战斗系统,凡是在战斗上能让人爽快的游戏我都喜欢,浪人崛起的战斗还是挺爽快,但太容易空精之后被疯狗连段直接一套连死,虽然从头到尾死的次数都能查的过来,但其中大部分死亡,都让人感觉死的很憋屈,这又不太爽,不过总体而言,还是瑕不掩瑜,只是可惜画面表现力太拉了,技术力拖后腿太严重,甚至会导致打赢了之后的成就感和战斗时候的真实感、沉浸感也受到影响,如果什么时候能玩到神话三部曲级别的画质的忍组游戏,那绝对是忍组破圈之日。 六,人物以及服装系统,虽然没被西方正确一套污染,但因为技术力拉胯,导致也并没有那么好看,不过我捏了个身材很不错的美女,玩起来总比类似看门狗这种一睁眼就全都是奇形怪状的类人生物的游戏养眼太多了,比上不足比下有余吧。服装上,我觉得现代装束还是太少了,都是和服什么的,我配了一套西服劲装之后,就再没有更多选择了,我这六十个小时,估计起码八九个小时在捏脸和配装,我只能说,潜力无限,只等忍组提升一下自己的建模水平和画质纹理了。 总之,浪人崛起的优点还是很多的,没有破圈还是有些可惜的,希望忍组早点做出剑星级的建模,刺客信条奥德赛级别的风景,这是我对忍组最好的祝福了。
打擊感很夠
除了优化问题外还是非常给力的,就是动作我觉得不是很合我胃口,可能是因为都是日式武道吧,但是可玩性很高,忍组玩法最丰富的一款游戏了
Following the transition from the Edo era to the Meiji Restoration and his parting with Ayame—his partner in the "Twin Blades"—Kenshin embarked on a journey of atonement. As a legendary former assassin of the Meiji Restoration who had sworn never to kill again, he wandered the land wielding a reverse-blade sword (*sakabatō*) to protect the weak, seeking redemption for his dark past.
想把设计滑翔训练的人剁成臊子😄
浪人没出dlc内容还是太少了,而且视角问题很大,很多后期boss一个超雄突进或者一个十几连击带突进的长连段直接给你压进墙角,这时候你很可能只能看见对面的半根胳膊在动,你就弹去吧,初见体验尤其差劲。当然熟练利用系统后还是能一定程度打出压制效果来,但前提还是要先石火打出大动摇,这也是这作最大的问题,将立回阶段的思路基本完全限定为石火这种高风险但没多少收益的解法,对于大多数玩家是最大的劝退点。最后优化确实一般,高画质dlaa光照阴影低到了京都某些副本和场景稳不住2k120
Rise of the Ronin is Team Ninja’s attempt to mix Assassin Creed-like exploration with soulslike combat and, despite some interesting ideas, they don’t quite manage to pull it off, with so-so combat and an over-reliance on the same repetitive side activities that so many open world games fall prey to. Surprisingly, I actually found Rise of the Ronin’s story to be one of it’s strong points. My eyes usually glaze over when sitting through the interminable cutscenes of a Team Ninja game, but this time I was, much to my surprise, invested in the plot. There are no supernatural entities here, but rather a retelling of the end of the Edo period, where the increasing encroachment of the west into Japanese trade and politics eventually led to a rift between the incumbent shogunate and various anti-western factions. It’s a fascinating time in Japanese history, and getting to forge alliances all while rubbing shoulders with well-known historical figures such as Shoin Yoshida, Ernest Satow, and Kaishu Katsu is great. In fact, I’d go as far to say that the story is far better than Assassin’s Creed Shadows which had a plot so thin it was almost transparent. My only gripe is that, as Team Ninja are wont to do, there are far too many characters, including some that disappear for hours at a time only to reappear at head-scratching moments. If you bounce from one alliance to the other as most players will, you’ll also often end up fighting an NPC only to go on a sidequest with him moments later. The story was great, but if the developers had just pruned down the fifty or so NPCs to a dozen or so, it would have been even better. Team Ninja’s typical lust for excess spills over into the other mechanics as well. Loot bloat is back with a vengeance, though tempered somewhat by the fact that you can auto-sell or auto-dismantle stuff at every checkpoint which alleviates some of the frustration. Each item has up to four minor passive bonuses (such as get 0.5% more of… something) that I continue to ignore, with only the set bonuses worth keeping an eye on. The open world falls into the same trap as the later Assassin’s Creed games, with scores of boxes to check, but only three main collectibles : cats, photos, and chests. Now I love petting a cat as much as the next man, but after collecting 85 of the furry felines I was starting to dread the moment I’d have to sit through the same animation for the umpteenth time. To get the collectibles to show up on your map you need to clear out enemy bases to restore public order. Again, these are all eerily similar and are completed more or less in the same way : by stealthing your way in there, killing as many as you can undetected, then finishing off the remainder when the unko hits the fan. Similarly, side quests are lacking in variety. You’re often either rescuing someone, or assassinating someone, which leads to you navigating a closed-off level until you reach the miniboss at the end. There were a few exceptions such as investigating a haunted village or taking photos in a brothel, but they were few and far between. The carrot on the stick for finding all the collectibles in a region is a stat point or two and a constant trickle of resources. Stat points can be spent in one of four skill trees (strength, dexterity, intelligence, and charm) to unlock additional combat moves, lower store prices, or expand choices during conversations. It kind of works, but it didn’t give me the flexibility I was looking for as in most cases stat points are specific to a skill tree so you are levelling all stats equally rather than customizing your build. Luckily, the combat is serviceable, though I think it’s probably my least favourite of all the Team Ninja games, a mix of Nioh and Wo Long with a heavy focus on parries that I didn’t quite jive with. Ki-management and stances are back, with different stances doing more or less damage against different enemy types. Gone, however, is the ki-pulse, replaced by a blade flash, which is a gauge that fills as you attack with your weapon and can then be expended at the end of a combo. After being so used to ki-pulsing, I found this additional resource to manage to be a bit finicky, and not being able to get ki back after a block or a dodge was annoying. Speaking of finicky, Rise of the Ronin’s parries, or “countersparks” are also harder to pull off, especially as you have to parry the entire enemy combo (sometimes up to six or seven hits in a row) to see any meaningful effect on ki. Even worse, martial arts are back, but you can’t cancel out of most of them, and even the weaker enemies have absolutely ludicrous amounts of hyper armour, not reacting in the slightest to a flurry of greatsword swings to the face. It made me frustrated enough to limit my parrying attempts to bosses and brute force my way through most of the weaker enemies which I’m not sure it what Team Ninja intended. Firearms have always been powerful additions to Team Ninja games, but here they are incredible. Rifles and bows will kill weaker enemies in a single headshot, and 8 bullets from a rifle will take a full third of a boss’s health. Plentiful resources mean you can add fire, poison, or electricity to your blade or bow, and these can also trivialise some fights, making most of the late game rather easy, including the final boss who I set on fire three times in a row and watched burn to death. As is often the case, by trying to split their focus between two genres, Team Ninja have mastered neither. The exploration is not quite varied or enticing enough, and while the combat flows well (apart from a few hiccups due to finicky ki-management), it doesn’t have that extra spark to raise it up to the level of a Nioh or a Wo Long.
[h1]悪いゲームじゃないんだけど…とは言えない[/h1] 悪いゲームです。いい意味ではなく、出来が良くない部分が多いと言う真っ直ぐな部分で悪いゲーム。 そのうえで、このゲームでしか味わえない良さもあるので、悪い部分を飲み込んだうえでならおすすめ。 システム的な部分で、PC版に全く最適化されておらず、120fpsにするとスローモーションになる主要マップがあったり、公式もバグだって把握したまま放置してたりするし…(60fpsにしてFSRで補正するとなんとかなる) グラフィックを最高設定にするとだいたいバグの温床になるので、高に抑えたほうが良い。LOD、テクスチャ、草木の表現あたりは最高でも良いが… そもそもグラフィックに期待しちゃいけない。私の話として、雨が異様な粘度で、油でも降ってんのか?という感じで、ドライバ周りのバグかと思って調べたら、もともとそういうものだったりもした。 そんな、PS4初期みたいなグラフィックの割に重すぎるので、スペックとは相談が必要。モデリングや造形は綺麗なのだが、ライティングが古臭い… パリィゲームなのだが、パリィしたら有利になるのではなく、パリィは出来て当然という前提の上で、絶対にパリィさせてたまるものかとディレイをしまくってくるので戦闘に期待しちゃいけない。 パリィして気持ちよくはなれない、だいたい裏切られる。 実在の流派をある程度再現してるらしく、見る人が見たらどの流派かわかるらしい。 そういうこだわりはよいのだが、問題は再現しすぎてて全く見切れない。見切れないような動きを百年単位で極め続けてた技術を再現したらそうなる。 現にカプコンはそれをやったら見切れなくなったからある程度フィクションにしたと言っていたが、ここはほんとに再現しちゃったみたい。 回避はあってないようなもので、ガードは不可の攻撃が9割。 パリィの良くなさの一例として、回転斬りみたいなことをしてくる敵がいるのだが、これにパリィしても相手の回転が止まったり怯んだりはせず、最終回転の終わりでパリィしないと一切有利は取れない。むしろこっちが怯むので不利になる。しらないよそっちの回転が最後かなんて。 チュートリアルとかで教え込まれたルールを破ってくる敵が出てくるのもめちゃくちゃ早く、中盤くらいにはボスはもちろん雑魚敵も破り始める。 パリィの確定怯み演出だと思っていたものが、それにちょうど慣れてきた頃に裏切られる。そういうのは終盤の主要なボスキャラだけがやってほしいが。 総じてやってる側は楽しいみたいなキャラが敵としてたくさん出てくるゲーム。 オンライン対戦ゲームではないのでそういうキャラは必要ないのだが。 楽しみ方としてはあくまで、江戸時代探索フィクション実在キャラ恋愛道中を楽しむゲーム。 衣装のきせかえも凝ってるし、キャラクリエイトが好きでたまらない人のために2人分キャラクリエイトさせられ、させてくれる。まぁ、片方はプレイアブルキャラクターじゃないのだが…。 江戸時代ファンタジー冒険活劇オープンワールドゲームに、一応それなりのアクションゲーム要素があると考えれば、良いと思う。 コーエーテクモゲームスでも最長の開発期間をかけただけあり、凝ってるところはすごく凝っていて、実際肌で感じ取れる。 モーションもこれ以上無いほど種類があるし、戦闘も武技が強すぎるからそんなのは使わないというのは置いておいて色んな操作ができる。 剣のみに重きをおいた剣術というよりかは、素手や蹴りも自然に入ってくる、古流剣術を操作できて楽しい。 武器も刀や槍だけでなく、サーベルや薙刀、銃剣なんてのもあり、しかもコレは一部でまだまだある。 いろいろもったいないゲームだが、コーエーテクモゲームスとしての力の入れ方はガチ。歴史の偉人とイチャイチャしたい人はぜひ。 とりあえず、ペリー提督が一番カッコよく描かれてるゲームです。
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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