
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
Updates
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
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.
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
想把设计滑翔训练的人剁成臊子😄
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.
Les performances n'ont jamais été patché, plusieurs settings doivent être turn off ou minimisé, upscalers sont nécessaire, malgré tout ca j'étais obligé d'utiliser Lossless scaling pour avoir une image "fluide" car le jeu stutter et jitter sans arrêt. Le jeu en lui même est un mauvais mix entre Assassin's Creed, Nioh et Sekiro. Des grosses maps à check list avec les même activité répété pour 4 maps. Style de combat à la Nioh autant en difficulté qu'en gameplay, mais un peu plus complexe avec beaucoup plus de styles de combat et armes. Le tout est gâché par l'abus de devoir tout contrer (Sekiro) rendant la majorité des armes débalancés négativement car leur timing est trop off ou sont trop lentes. Le système de contre prend quasiment toute la place dans les combats gâchant le plaisir surtout qu'il est mal fait. Certain contre nécessite d'être juste avant d'être touché, d'autre quand vous êtes touché, encore un autre situation où on est obliger de laisser passer certains coups pour contre les prochains et malheureusement les ennemies spam leur attaques/grabs. C'est quasi impossible de savoir quand contrer sans avoir fait plusieurs essais/erreurs et les boss sont pire car il ont souvent mélangé... C'est ans parler que chaque arme et style de combat ont leur propre fenêtre pour contrer et que chaque difficulté en a une différente en plus... À la fin du jeu vous débloquez le mode "Midnight", une difficulté débalancé trop haute qui rend tout les défauts du combat encore pire. vous retournez au début du jeu à devoir refaire toutes les maps en plus que maintenant ail y a des bosses et il faut rejouer les missions pour débloquer les autres maps. Aucune raison de jouer en Midnight... C'est juste pas agreable et il y a aucune récompense à part des nouveaux équipements rouges qui permet de custom les bonus, mais donnent a peine un avantage et nécessite trop de grind. L'histoire est horrible, first c'est sensé être basé sur de vrais histoires du japon, mais avec des libertés prisent et des choix qui sont majoritairement inutiles. Il y a deux factions, les anti (xénophobe violent têtu trop fier qui veulent les étrangers out du pay qui finissent par être des terroristes tuant des innocents en se bâtant contre le gouvernement) et les pro (gouvernement qui veulent les étrangers out du pay, mais qui comprennent qu'il faut faire des sacrifices en les acceptant pour être plus fort contre eux tout en finissant par être corrompu tuant des innocents) donc aucune bonne faction... L'histoire vous forcent constamment à changer de faction pour vous faire voir chaque coté de la médaille rendant l'histoire awkward à cause que l'on passe son temp à affronter ses amis et faire copain avec ses ennemies... Y a du fun à avoir, mais vaux mieux que se soit en solde et avoir un bon gros pc pour brute force les mauvaises performances.
absolute gem of a game
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
нормальная игра , из-за продажных хейтеров людей нет в онлайне. Нет ни одного бага.
打擊感很夠
很多人都拿他和对马岛比画面,没什么可比性,这两款都不是同一风格的游戏。我把它当《侍道》系列的替代品或是进阶版,体验就相当不错
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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.
Audience
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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