
Play as Willow, who awakens in a deserted military facility with no memory of how she got there, accompanied only by an AI in her ear and a swarm of deadly robots. Can you uncover the mystery of what happened in the facility, learn about Willow's past, and make your way out alive?
Modeled estimate, not a reported figure. How we estimate →
About
When Willow Martin awakens with no memories in an unfamiliar room, she can't figure out how she got there.
Without any semblance of who she is or where she came from, can she trust the AI who aids her? Or is it her enemy?
So begins her deadly battles against mechanical weapons in a bid to escape. But what truths lie at the end?
Live. Die. Repeat. – Death may seem inevitable as you progress through the story, but it's not the end. With each death you'll resurrect where it all started—and maybe learn a little about what happened here in the process. Escape this loop and discover the truth about the military facility and Willow's past!
Expect the Unexpected – You'll never know what comes next as you make your way through the military facility. Each floor will present a procedurally generated layout complete with new enemies to face and equipment to grab.
Fully Armed and Operational – You'll encounter a veritable armada of mechanical foes in the mysterious military facility. Use a variety of weapons, take advantage of status effects, and power up with unique skills to take them down.
Unlimited Power! – Dodge and parry enemy attacks with precision to build up Exo Force. When enough Exo Force is built up, unleash your ultimate power with Onslaught Mode and become temporarily invincible.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Japanese*, Traditional Chinese, Simplified Chinese, Spanish - Spain*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.
positive critical· bar length = how often the theme comes up
Reviews
ボスまでの道中がそれなりに長い上に、 通路と雑魚の現れるフロアが代わり映えしなくて結構しんどい。 主人公はかわいいです。
[quote]欢迎大家加入[url=https://steamcommunity.com/groups/yxwtb]游戏乌托邦[/url]&关注[url=https://store.steampowered.com/curator/45337284/]乌托邦鉴赏家[/url],我们评测各种类型的游戏,无论规模大小,无论题材风格![/quote] [b]《Scar-Lead Salvation》[/b]由[b]地雷社[/b]发行,是一款带有[b]Rogue[/b]元素的第三人称射击游戏。 故事讲述了少女[b]“薇洛·马丁”[/b]在陌生房间醒来,面对记忆缺失与人工智能的低语指引,逐步走向无尽战斗与“救赎”的旅程。 本作的核心玩法可以分为三大块:养成,射击和冲刺,冲刺,冲! [h2]枪林弹雨的生死游乐园[/h2] 本作枪械种类不少——突击步枪、霰弹枪、火箭筒等——但性能差距很大。 小手枪很刮痧,攻速伤害都很低。相比之下,冲锋枪和能自动索敌的部分步枪要强势很多! 幸好有着强化系统的存在,可以通过刷图把自己喜欢的武器不断升级。 https://steamcommunity.com/sharedfiles/filedetails/?id=3553831179 [h2]繁复的关卡 [/h2] 地图部分采用随机生成,有宝箱诈骗怪物房、道具房、商店房,设定很有想法,但重复度过高,而且全是室内图,刷多了容易腻。 [h2]苦涩的救赎循环 [/h2] 剧情方面,游戏采取即时对话+简易资料库的方式推进。问题是节奏过快,术语解释不足,常常打得正激烈,字幕一闪而过,看不完也来不及消化。 整体剧情像个“长预告片”,女主的身份、AI的真伪、世界的秘密都只点到为止。 不过依然有几个瞬间能触动人心: “出去之后你会给我什么报酬?” [b]“人权。”[/b] 作为人造兵器的[b]薇洛[/b],最终获得的“救赎”可能只是讽刺。 https://steamcommunity.com/sharedfiles/filedetails/?id=3553831209 [h2]华丽与瑕疵[/h2] [h2]优点:[/h2] • 闪避,近战无敌帧很舒适,抬手动作很丝滑。 • [b]Rogue[/b]养成系统丰富,刷宝+养成结合,耐玩度尚可。 • 挑战性高,boss招式固定难度不算很大。 [h2]缺点:[/h2] • 武器数值严重不平衡,部分体验糟糕。 • 死亡丢失主武器和所有芯片,不用的武器不能分解。 • 剧情文本推进过快,世界观碎片化。 [h2]总结[/h2] 本作是一款典型的“有潜力但打磨不足”的地雷社作品。 如果你喜欢弹幕+[b]Rogue[/b]的混合体,能接受重复刷图,那这游戏绝对能给你几十小时的挑战。 如果你冲着剧情或精致建模,本作有着中上的水平。 [h2]评分:6/10(骨折价推荐)[/h2] 定价太高,性价比不如同类型的[b]Sword Art Online: Fatal Bullet[/b],但[b]地雷社[/b]粉丝或对机娘感兴趣的玩家,依旧值得入库。
Art and voice acting are nice, but the game play, writing and overall design are pretty bad. Put simply, all the components for a decent game are there, but no effort put towards ensuring the game would actually be enjoyable to the player. Some of the other reviewers talk about the game balance feeling off, which I agree with, but which is a little hard to talk about objective. A more easy-to-communicate example is how the dialog (and thus the story and the lore) is delivered to the player. They did things exactly backwards: When you're in the middle of an intense fight and there's loud gun shot sound effects going on, they have the two main characters do their philosophical lore dump. Your mind is occupied, so you can't pay attention to what they’re saying. And even if you could pay attention, the background noise from the combat makes it hard to hear anything. I ended up going into the options and playing the whole game with voice and music at 100%, but “sound effects” at 15%, just to give you an idea of how extremely off the sound balancing was. Then, after the fight is over, you have to walk through an empty corridor where nothing happens to get to the next room. It’s precisely during these corridors that they should have had the characters do their lore dump, not in the middle of the fire fight. But even if you do end up paying attention to the lore dump (which I did by rewatching the VOD to the Twitch stream where I played this game), it turns out the writing was so terrible that maybe it would have been better if the game just cut out all the dialog altogether. For example, there’s a scene where you first spawn into an empty room, and your AI companion, apropos nothing, says “I sure hope there’s nothing to ‘make a mountain out of a molehill’ here.” There was literally nothing in the scene that would warrant the character saying that. It comes off like the dialogue writer is a non-native English speaker, learned a new idiom one day, and decided to force it into the game, regardless of whether it made sense or not. Again, the art, programming and voice acting are all good. It’s such a shame that such a talented staff was wasted on such a poorly designed game.
Scar-Lead Salvation Review – A Beautiful Anime Roguelike That Hates You Anime woman with amnesia fights evil robots. That sentence alone sold me on Scar-Lead Salvation. Developed by Compile Heart and Neilo, and published by Idea Factory, this third-person roguelike shooter launched on May 29, 2025 for PC, PS4, and PS5. But after 20 hours of shooting, dodging, and dying, I've got some thoughts. The Premise: Anime Returnal? The setup is classic sci-fi intrigue. You play as Willow Martin, a young woman who wakes up in a mysterious military facility with zero memory of who she is or how she got there. An AI voice in her headset offers guidance—though it's so weird and useless you'll question its motives immediately. Whenever Willow dies, a number on her face ticks up, and she respawns back at the beginning, stripped of her weapons but ready to try again. The game has been described as "anime Returnal"—a bullet-hell third-person shooter with roguelike structure. And honestly? That comparison is spot on, just with a much smaller budget. I actually forgot to switch to Japanese at first and ended up listening to the English dub. And you know what? It sounded good. Not amazing, but perfectly serviceable for a budget title. The Gameplay: Fluid Movement, Hollow Rooms When Scar-Lead Salvation works, it feels genuinely satisfying. Willow controls wonderfully—she runs fast, shoots accurately, and has a cool dodge/dash ability called "Mirage Shift". But the moment-to-moment gameplay quickly reveals cracks. Each run sends you through procedurally generated arenas filled with robots. The problem? The enemy variety is shockingly low. You'll fight the same floating orbs and mechanical cans over and over and over again. At least attack patterns are different, making you adapt to enemies in every room. And those corridors between fights? Massive, empty hallways designed to make you listen to Willow and the AI bicker. It's padding, pure and simple. The level design is a major offender. Every arena is the same grey box with slightly different wall configurations. The game insists you run down identical corridors, presumably just to give it time to load the next encounter. And here's the kicker: you can literally just run past most enemies. The exit door is never locked. You can sprint through entire levels, ignoring combat entirely, and still progress. Which is a must because you cant teleport back and forth. Only before the boss room is one of the 3 starts if you feel you need to find a second life upgrade or improve your weapons. Roguelike Mechanics: RNG Roulette On paper, the loop is standard: clear rooms, collect weapons, grab upgrades, fight bosses. But the procedural generation is deeply flawed. I prepared extensively for the final boss—maxed out my weapon upgrades, secured extra lives through the "second life" upgrade. But here's the problem: the portal that grants that second life may simply never appear during a run. Instead, you'll get "max heal restoration" three times in a row when you're already at full health. The RNG doesn't just make things harder—it makes them genuinely unfair. Weapons: SMG to 75 and Still Nothing Let's talk about the arsenal. You can carry two weapons at a time, upgrade them at stations, and unlock "Exo Skills"—passive buffs that persist after death. Some weapons are wildly overpowered compared to others. I somehow managed to level an SMG all the way to 75—seventy-five— thinking I'd finally cracked the code. It shredded basic enemies like wet paper. But against the final boss? Absolutely useless. It barely scratched the thing. The Difficulty Wall: 20 Hours and Counting The game's official description promises a "high difficulty that even advanced players will find challenging". And it delivers—but not in a good way. I played for 20 hours. I upgraded relentlessly. I secured extra lives. And I still couldn't beat the final boss. The game's producer, Hiroshi Aoki, has admitted that Compile Heart deliberately made the game brutally difficult to justify its "clothes damage system"— where Willow's armor falls off as she takes damage. The difficulty spike is a cliff, not a curve. Visually, Scar-Lead Salvation is a disaster. Empty rooms with no art design, poor quality textures, and areas so similar you'll get genuinely lost. The only difference between floors is a thin layer of ice or fire slapped on the same grey corridors. Final Verdict: Skip It So, who is Scar-Lead Salvation for? If you enjoy an unfair challenge— the kind where RNG decides your fate and the final boss feels designed to frustrate rather than test—maybe this is for you. If you're a die-hard Compile Heart fan who loves their weird, janky experiments, you might find some enjoyment. But for everyone else? I can't recommend it. The movement feels good. The core shooting is responsive. The English dub is fine. But none of that matters when the roguelike systems are broken, the enemy variety is non-existent, the level design is tedious, and the difficulty balancing is outright hostile. This is a game that misses the mark so completely that it feels like a proof of concept rather than a finished product. The bones of something good are here—an anime Returnal is a fantastic idea. But Scar-Lead Salvation isn't that game. Final Score: 4/10 Have you played Scar-Lead Salvation? Did you actually manage to beat the final boss? If so, tell me your secrets in the comments below. I'm serious-how you did it? I need to know.
アプデ後に購入してプレイしたので、発売初期に購入した方とはプレイ感覚が違うかもしれない点をご了承頂きたい。 一部から「虚無」とも揶揄される本作だが、最後までプレイしてその意味がよく分かった。 主人公「ウィロ」は男勝りな言動で胸囲もそれなりに大きく、ダメージを受けてアーマーが取れるとゼロスーツ状態のサムスの如く見事なボディラインを見せてくれるのはいいが、如何せん研究所という閉鎖空間が舞台なので、周りの風景はほぼ変わらず、敵もバリエーションに欠けている。 フルプライスで買うと内容に愕然とするが、セール時に買えばそれなりに満足するだろう。 せめてDLCで衣装が追加されればより楽しめたと思う。
《Scar-Lead Salvation》是一款第三人称肉鸽射击类游戏。扮演二次元少女薇洛,在遍布机械兵器的实验室中浴血奋战,一边寻找逃出生天的方法,一边揭开自身背后的谜团。 本作封面好看,女主薇洛的身材比例协调,3D建模表现尚可。借助爆甲元素,玩家能有机会一览无余她那性感的身材。“爆甲”类似“爆衣”,指的是女主角身着的装甲会因承受敌人攻击而逐渐破损,直至完全消失,最终处于衣不蔽体的状态。 值得注意的是,当护甲完好时角色不会受伤,只有装甲破裂后才会开始损失血量。爆甲后除非修复装甲,否则即便玩家恢复血量,破损的衣物也不会自动复原(这一设定比较合理)。不过由于该作是全年龄向的作品,游戏中的爆甲并不是完全裸露的,所以并不存在涩涩的内容哦。 以上便是本人认为是游戏的优点,其余的基本上都是缺点,带给我的整体体验是较差的。尽管出于个人习惯我给了好评,却不建议大家尝试,主要原因在于它的游戏性实在不高,且过程重复度极高。 游戏全程只有射击战斗一种玩法,虽然带有肉鸽元素且房间数量也不少(是真的太多了,玩过的肉鸽游戏当中,房间数量最多的,多到有点离谱了),但肉鸽是缺乏惊喜、无趣的,房间是来来回回各种复制粘贴、滥竽充数的。基本上都是“换汤不换药”的战斗房间,即便中途有商店和奖励房,也就是各种不同类型装备的箱子和血包跟金币的开箱,对提升闯关趣味性没什么帮助。此外,场景设计也十分简陋,无论是章节与章节之间还是每个章节内的各房间之间,场景与敌人配置都大同小异,无非是各种主题配色的换皮(比如第一章偏蓝色基调、第二章偏白色基调、第三章偏红色基调)。用不了一周目,就单单第一章前几个关卡闯关过来,就能感觉到肉眼可见的极高的场景复用率,不少房间只是调整了进出门的位置,初次遇到时甚至让人产生“鬼打墙”的错觉(笑)。 如果你留心观察的话,会发现商店页面下的演示视频中,官方自己都给战斗的视频画面加速了,或许官方觉得没什么内容可展示的,自己也都看不下去了?实在是有点绷不住(笑)。作为一名强忍着耐心通关一周目假结局的玩家,我实在没勇气挑战第二遍真结局。原因很简单:真假结局的区别仅在于是否拥有开启真结局的钥匙,而要获得钥匙,玩家需要在开启二周目从头再玩一遍。更折磨人的是,二周目部分房间还增设了分支设计(一周目都是一本道路线):比如A房间延伸出B、C两条路线,若B路线是死胡同,玩家就得原路返回再走一遍C路线,让原本就高度重复的流程变得更加的枯燥。好在作者留有点良心,大部分房间没有强制玩家必须肃清敌人,抵达地图上绿色标记的大门处就能离开。 一周目就差点让我玩到反胃,二周目实在是玩不下去了,这不仅是身体上的疲惫,更是精神上的煎熬。恐怕没多少人会像我这样,好奇地打完一周目以为后期能够看到点什么不一样的东西,结果却只能无奈吐槽“就这?”。复用率极高的场景闯关,无聊单一的肉鸽射击玩法,任何一点都足以劝退玩家,再加上高昂的售价,实在找不到推荐它的理由。 [quote] 加入[url=https://steamcommunity.com/groups/ADZZW]爱の榨汁屋[/url]&关注[url=https://store.steampowered.com/curator/34815366/]爱の鉴赏家[/url],用爱品鉴世间作品,用心流淌真情实感。 [/quote]
……うん、クソゲーだね!! こんなゲームフルプライスで出したとかマジでやべぇよ 分類上はローグライクなTPSガンシューで、部屋に入るたびに敵が出現し それを殲滅すると先に進めるという、シンプルなもの ローグライクなゲームなんて、だいたいそこそこ遊べるジャンルのはずだけど…… 残念! 他のゲームを全く参考にしていないのか、全然面白くないぞ! このゲームのローグライク要素といえば、銃と四つ持てるパッシブ まず銃だけど、ローグライクゲーならあって当然の、ランダムなパッシブとか一切ない コモンとかレアとかレジェンドみたいな、心が弾む分類もない アタッチメントをつけて、性能を変化させるとか、そういう要素もない あるのは、レベルによる若干の性能差だけ ゆえに、強い武器を持ったら、もう銃が入ってる赤い箱を壊す必要さえない 当然、何も面白くない パッシブも、かなりしょうもない まず種類が少ない。ゆえに選択肢も少ない 同じパッシブを重ねると性能が上がるという仕様だけど、一部を除き 伸びしろが少なく、気休めにしかならないしょぼさ あと全てのパッシブには、1から4の数字が割り振られていて それぞれ対応したスロットにしか入れられないという仕様を説明されないので 最初はなんで落ちてるパッシブ拾えないのか、割と悩んだ マップは無意味にだだっ広く、何もない通路をひたすら走ることになるので 長時間プレイしてると、割と嫌になってきます 操作性はいいので、最初は戦闘を楽しめたけど、 後半になると常識ではありえないほど、部屋に敵が湧くので もう敵なんて全部無視して通路だけじゃなく部屋の中でもマラソンするだけ 君はぜひあの敵たちと戦ってみてくれ…… そしてこのゲーム、ボスがやたら強いです いや強いのは別にいいんだけど、一回死んだら普通にやると再戦に一時間ぐらいかかるんだよね…… いちおうリトライ機能もあるけれど、武器は初期武器レベル1に戻されます あのラスボスと初期武器で戦うなんて、正気の沙汰ではない とてもじゃないけど、正攻法でプレイするようなゲームじゃないよ…… ストーリー? 最初から最後まで主人公とサポーターが会話するだけで終わるよ 一枚絵とかそういうのも一切ない 総合的に見て、操作性がいいから割と許せる部分も多いけど まあうん、普通の人が買うようなゲームじゃないよ…… コンパイルハートのゲームを揃えようとしている、奇特な人にのみオススメ 総合評価は45点
Actually not that bad once the price comes down. It certainly doesn't feel like it should be $60, they were shooting for the moon with that one. Even at $30 it's a bit much. I think if this game released at $20 initially, it would not have garnered such a bad rep. It's actually pretty competently made. The movement feels fine. The voice acting is good, the shooting is okay. Get it on sale and I think you won't have a problem with what you get.
[h1]爆爽,割草,重复,缺乏挑战! [/h1] 为什么我会有这么多形容词来形容这款游戏,因为这款游戏真的是让我又爱又恨,地雷社这次还是非常稳定的发挥,做出了一款刚刚到达及格线的游戏,说是肉鸽游戏,一周目的难度挑战并不大,说是割草游戏,游戏还具有一丢丢难度,不过作为一名常年混迹于《命运2》各种副本的老噶点来说,本作的难度其实有些低;不过画面效果和建模依然还是保持了一定的水准,女主的颜值非常高,身体塑造效果也非常好,有很强的科技感。 游戏的剧情内容填充我感觉整体只是一个引子,很多地方都没有挑明,就是告诉玩家,你醒来了,你需要去开枪打怪,前因后果没搞明白,因为你也没啥记忆,探索了一圈之后你还是会感到非常的云里雾里,整个剧情好像持续在序章一般,有的时候场外音说话也不太合时宜,有的时候你赶去下一站开始战斗了,画外音才开始,有点杂乱的感觉。 游戏的战斗体验上供给玩家多种选择,枪械的种类不算多,好用的感觉也就是个突击步枪,手枪伤害挺高但手感真的一言难尽,枪械可以在每一层的结尾进行升级,没有什么丰富的枪械系统内容,大多数时候只能选择武器种类或是升级武器~,另外,血量和护甲内容其实也不算很丰富,插槽里面每次升级其实带来的正反馈并不多,而且必须同样的增益才能升级,中途换等级也不会继承~;战斗场景设计还不错,激光,墙壁,机器人非常丰富,但为什么每次都要跑一段非常长的长廊才能实现场景切换啊,你换成小加载不好吗,哈哈哈哈,或者把连廊缩短一点也OK啊! 这款游戏带给我的感受就是,它设计面很宏大,大作的基础条件都具备,但是实际玩起来的感觉就是很空,内容什么方面都有,但是组合在一起却还是显得有些贫瘠,不过视觉效果上的感受这款游戏做的还是非常不错的,非常养眼,如果再丰富一下主体内容,我相信会做的更好! [quote]关注&加入[url=https://steamcommunity.com/groups/sltsoz]深澜探索者[/url][/quote]
[h1]遍历伤痕得救赎,浴火周处除三害[/h1] [b]说在前面的话:[i]作为一部定价颇高的2025年新游戏,本作的表现性价比并不高,抛去价格因素,本作完成度比较高且富有挑战性,因此适合骨折入。[/i][/b] [h2]战甲破衣不旋踵,无尽重生破险关[/h2] 游戏是经典的第三人称射击类rouge游戏,打击质感有点像EDF5或Borderlands 2,也保留了一定刷宝性,当然,更主要的就是在每一大关(后称“区划”)的每一小关(层)中穿越不同房间,最终找到出口逃生的游戏。 在每一小关的不同房间,其设定类似元气骑士,即怪物房/道具房/特殊关卡等。不同的是,绝大多数怪物房是可以跳过的(除了坑非常深的关卡,需要清怪才会给高跳道具到下一房),而且层数是可以保留的,也就是不必走回头路,该游戏某种意义上也成了跑酷游戏。完整的通一次游戏,共计二周目,每一周目是相同元素相同关底boss的三大区划,通关后还能开启更高难度的游戏,因此在这一层面上,可谓“量大管饱”。 在具体操作上,射击以及人物建模偏向手游质感(如《崩坏》等),和百日战记有的一拼,但毕竟出品商底蕴决定下限,不会是什么特别烂作品,游玩时还是十分流畅的,因为除开最核心的射击消灭敌人以及躲避弹幕机制,有意添加了不少的丰富机制让游戏着眼于养成成长。 第一是枪械强化,游戏花费击败敌人得来的货币可以强化主副武器(上限+99);第二是三大冲刺系统,“幻影冲刺”可以长段位移躲避弹幕或者光束武器,“奔跑冲刺”可以用来赶路,“强袭冲刺”可以抵消部分子弹,更可以命中时对敌人造成高额伤害,增加了伤害手段,游戏更鼓励辗转腾挪间刀剑添血,部分小怪会上白盾,此时枪械几无用武之地,而一个强袭冲刺会带来更可观的伤害;第三,rouge中的刷宝感是常规能给玩家带来即时回馈,以增加用户粘度的措施,本作通过在“宝”层面设置了三种类型的内容,需要手动拾取的“神力”(一种buff,可以积蓄能量按t爆发)和枪械,以及自动拾取的整补道具。就种类而言,是繁多的。 值得一提的是,神力能量如遇伤害便会扣减,因此游戏在无伤上增加了一定挑战性,而加之游戏本身角色本身机动性很高,从这一层面来看,游戏还是具有常规意义上很高的可玩性的。 更值得一提的是,游戏护甲受损时,3D立绘的外衣也会随之消解,也就是在很多战斗番里([strike]俩字别看反了[/strike])找不到的“爆衣”在游戏中可以体验一二。 https://steamcommunity.com/sharedfiles/filedetails/?id=3527022958 游戏其余机制设定之好坏,当属见仁见智(个人认为非常损毁游戏体验)。第一是濒死时主武器会消失,因此快死的时候可以把等级低的副武器放在主武器,这样最强的武器可以一直继承下去,而如果切换不及时或者手快换两次,那么一定会有沉默成本付之一炬的心碎感。第二是每种异常状态都会给主角附上僵直效果,触电/冻结也就罢了,甚至燃烧也僵直。 每一次死亡都有损重生,因此合理规划成长以及跳关可能是本作最高的游戏门槛,摸索出来比较合适的玩法是,先至每一的大关底保存一下进度,然后回头慢慢刷成长,或是对自己技术比较自行,直接挑战关底boss即可(就体验来说,第一周目未解放形态的boss前两关还是不难的)。 https://steamcommunity.com/sharedfiles/filedetails/?id=3527022808 [h2]五百年往复,二度添伤口[/h2] 作为一部rouge游戏,其剧情又是通过战斗时即时对话来进行推送,有时候很难反应和阅读完文本,而游戏自身的资料库对于世界观专有名词解释也是缺漏的(如对“接触者”等根本没有词条设置),在剧情呈现上是比较断裂和节奏过快的。但是草草结束全流程了解整体游戏背景,搜罗可读的信息来看,本作剧情从内容来说品质还是能体现大厂底蕴的。 正如游戏名字《伤痕引导:救赎》,[spoiler]剧情立足于地外生命“接触者”入侵,其使用一种QUEEN的工厂,自动将生物肉体分解为情报,情报再重新生产为生物兵器(每一层关底boss),游戏女主原型是一个研究员,擒获了这个核心终端之后正欲研究,不料也被分解再生产为人形兵器。人类军方开展浩大战争的同时也封印了一系列生物兵器,包括女主,女主在长久休眠之后重生,在一个会不断变化其兵工厂内部结构的武器试验场中杀敌突围,甚至和周处一样,把自己同源的三个生物兵器猎杀了,来到最终的银幕前,方知被人类欺骗,军方使用人工智能不断欺骗女主使其误以为杀完就能出去,实际上没有钥匙就不可能解开大门,女主再被拖入起点,陷入五百年睡眠,在这段时间,人类也以惨重代价战胜了“接触者”,只有少量冬眠仓的人类得以存活,这时军方的人工智能(实际是真人,他们决定让有自我意识的女主享有“人权”)再度苏醒试图帮助女主真正意义上逃出来,让女主在每一大关拿去钥匙,最终脱离此处……[/spoiler] 游戏的结局是开放的,也即女主得否救赎,亦无所知,但闯关时有句话一直令我寻味。女主“出去之后你会给我什么报酬么。”;男主(此时已经是真人)“人权。”其实对于女主而言,[spoiler]由人变仿生人,再仿生人期间被人骗,已属二度伤口了,其救赎之道,完全是无限轮回中火力交织以及踏着无数人造兵器残骸上来的。[/spoiler]而重返“人类社会”,是一个由上层富人精英阶层(可参与冬眠)者组成的未来社会,她仅仅被一句笑谈赋予人权,可见无论是作为人造兵器,还是重返为“人”,都有一层悲剧和深深被怀疑感。但是击破六关从地狱重返的实力,也似乎预示着女主亦有无限潜能,可终获救赎。 整体评价一下,游戏剧情像电影版的沙丘一,是一个非常漫长的“预告片”,整体是俗套的,但是看着不烦,也并不枯燥。 [h2] 游戏本身存[u]硬伤[/u],[u]引导[/u]更新再[u]前进[/u][/h2] 1.鼠标中轴滚轮不能切换武器,这让键鼠体验很一般。 2.前述冲刺分为三种类别,crtl的大冲刺(跳过陷阱 越过障碍物),f的强袭冲刺(抵消部分普通子弹,造成伤害),shift的疾跑冲刺,但是我认为第三种冲刺不是非常必要的,至少第一个和第三个能合并。 3.屏幕分辨率锁1920*1080及以下,虽然帧数不锁,但是作为2025年的游戏,这样的分辨率还是更适合switch1上呈现,甚至ns独占,这样定价198/268似乎还更合理。 https://steamcommunity.com/sharedfiles/filedetails/?id=3527023196 4.立绘、流畅度与关卡设计有着一定大厂底蕴,因此不算太差,但是感觉并没有跟上这几年的技术力,感觉整体质感是仅比《异度之刃2》好一些些的感觉。 5.打击感属于同时代类似手游水平,同样不差,但是上瘾性略有不足。回馈感层面弹幕躲避以及无伤挑战上并没有给予单纯割草类rouge的爽感,有效刷宝频率不高以及爬梯闯关重复度上较大。 6.教程关简明易懂,值得肯定,但终局玩法上也欠缺一定多元性。 7.前述主武器丢失等机制个人体验不好,而且难度没有分级,建议可以设置简单/普通/困难难度,让玩家可以自由选定想要体验的难度(如简单难度不掉武器/不减神力等)。 简而言之,游戏从内容上看绝对不算污染库存,但现有定价仅推荐地雷社粉丝入。 [quote] 恭请雅鉴 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
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