
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 98 reviews with recorded playtime.
Reviews
Themes across 98 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
Great samurai game
只有前期还有点新鲜感,中后期就是无尽通马桶,战斗系统看似多样实则都是围绕着它这个石火展开的。苛刻的判定条件加上中后期敌人都是疯狗一般的快慢刀和假动作造成了灾难般的游戏体验,我很少能有游戏玩不下去,但浪人做到了。不理解明明卧龙的化解就做的不错,结果到浪人崛起就是一大坨,也难怪暴死。
这优化烂成啥了啊
你真的活该暴死: 1,战斗系统,左右脑互博,逼石火,你就目吧,一目一个不吱声。 2,优化真牛逼,你优化和隔壁那个JB荒野就一对海尔兄弟。 3,快放设计,神中神!神在哪里?神在原后面! 4,社区,如果那个新手看到这条,我劝你,别买,好游戏一堆,浪人就是垃圾。为啥,你整个游戏,基本想查缺补漏,找个攻略看看,别找了,没有。因为这游戏,没人做!
So far I'm enjoying it. I may update this review when I finish. My greatest criticism lies with the open world; it's a very boring affair. Open the map, many circles, pick circle, set waypoint, follow waypoint in compass. Collect roots and nuts and rocks. Kill some baddies. You get the picture here. You've played this game many times over, sometimes even better. If you can abide that, then the rest of the game has many high points: the setting is interesting, placing your character during the time period of the opening of Japan to the West. Combat is fun with many different weapons to choose from. You'll equip two main melee weapons and two subweapons which are generally long range with some exceptions. Traversal is also quite fun as in the cities you can travel most of the path up on the roofs. It can be a little frustrating determining what exactly your character will climb on sometimes, but you get a feel for it pretty quick. You also get a grappling hook, which can allow travel at certain predetermined points on the map or can be used in combat to throw enemies around. On the neutral side, it is a Team Ninja game so expect a lot of useless equipment to drop all the time. It can get overwhelming but you have many quick ways to dispose it. I've seen some reviews complain about performance, but I've had only a few times where the game has frozen on me. I'm posting my PC specs with this review so you can judge for yourself if my experience will be similar to yours.
优化就是史,什么叫序章130帧,第一章到山坡上往下看57帧???但是打击感不错,游戏性还是很棒的
[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。
1
This would have been the perfect game for the steam deck if it was,better optimized it runs like ♥♥♥♥ if you dont have a monster for a pc
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.
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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