
A new dark fantasy Three Kingdoms action RPG from Team NINJA, the developers of Nioh.
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Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese*, Traditional Chinese, Japanese*, Korean*languages with full audio support
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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.
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Hours played at review time, across 600 reviews with recorded playtime.
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Themes across 598 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
作为开发过《仁王》系列的Team Ninja作品,《卧龙》刚公布时就被很多玩家称作三国版仁王。而真正上手后会发现,它既有《仁王》的影子,也有属于自己的东西。尤其是围绕“化解”构建的战斗系统,几乎决定了整个游戏的节奏和体验。如果要给《卧龙:苍天陨落》一句最简单的评价,那我会说这是一款优缺点都很明显,但玩进去之后很容易停不下来的动作游戏。 [quote=][b]评测出自:[u]网易 UU 鉴赏家培训计划[/u][/b] [b]感谢由[u]网易 UU 鉴赏家培训计划[/u]提供游戏[/b] [i][b]加速云存领游戏,满足热爱游戏梦![/b][/i][/quote] [h1]成也化解,败也化解。[/h1] 如果用一句话来概括《卧龙》的战斗,那就是:成也化解,败也化解。 玩过《仁王》的朋友都知道,前作玩的是残心、切段位、复杂的武技连招,那是一套做加法的系统。而《卧龙》做了一个极其大胆的减法,它把整个核心战斗的胜负手,几乎全压在了一个叫化解的机制上。 游戏引入了一个非常有意思的气势系统,它取代了传统的体力条。气势条是一个左右摇摆的杠杆:你积极进攻、成功化解,气势就往右涨(变成蓝色),你就能放绝技和奇术;你一味逃跑、被怪物揍,气势就往左跌(变成红色),跌满了就会陷入大僵直,任人宰割。 这种设计直接导致了《卧龙》的战斗变成了极度高频的脑电波对冲。尤其是面对人形BOSS时,那种刀光剑影的见招拆招,伴随着每一次化解成功时清脆的锵、锵打铁声,爽感直接拉满,可以说,在核心的打铁爽感上,《卧龙》甚至无限接近于只狼! [h1]两面性的士气系统[/h1] 除了化解,《卧龙》另一个核心创新是士气级别。这个系统在宣发时吹得很响,说是什么打破传统等级压制,让战场动态变化。实际玩下来,你会发现这其实是一把双刃剑。 每张地图进去,你的士气都是从0开始。地图上分布着大大小小的旗帜,你每插一根旗子,你的不屈级别,也就是士气保底线就会上升。如果你的士气只有5级,去挑战一个20级的关底BOSS,对不起,高额的数值压制会让你体验到什么叫一触即死。 好的一面是 它强制性地给予了玩家探索地图的动力。你为了堆高士气,必须把地图的每个角落舔干净,找齐所有的旗子。在这个过程中,关卡推进的层次感是有的。 不好的是这种设计在中后期严重破坏了动作游戏的流畅度。有时候我明明只想一路杀过去打BOSS,但为了不被BOSS一刀秒,又不得不满地图去找那根漏掉的小旗子。这就让本来偏向线性、激爽的动作游戏,带上了一股强烈的公式化上的味道。一旦你在BOSS面前失误死掉,掉落的士气还会进一步放大挫败感,属于是强行拉长游戏时间的软限制。 [h1]依旧“稳定”的地图设计和画面视觉[/h1] 聊完让人高潮迭起的战斗不得不提的还是 Team NINJA的地图设计和画面视觉,一如既往地“稳定”,不过这是带引号的稳定。 首先是视觉疲劳。游戏很多地方的主色调,基本上可以用黑、黄、灰三个字概括。除了黄土坡就是烧焦村庄,或者是阴暗的地道水沟。虽然后期有了一些类似天柱山这种稍微清丽一点的场景,但整体画面的美术审美,依然透着股浓浓的上世代泥石流感。 优化在刚发售时也是灾难级的,虽然后续通过补丁修复了不少,但底子就在那里,谈不上惊艳,顶多算中规中矩。 其次是关卡设计的退步。虽然这次引入了跳跃键,地图多了一些纵向的立体空间,但实际的箱庭设计水平只能说差强人意。很多捷径的开辟非常刻意,为了绕而绕。 装备方面到了《卧龙》开发组显然想让门槛低一点,于是对装备系统进行了全面瘦身。重量砍了、词条简化了,还引入了类似《真三国无双》的武器绝技。对于新手来说倒也算是好事,毕竟不用太深入去研究装备。 另外五行奇术的设计本来是个亮点,相生相克的概念很好。但在实际战斗中,因为化解的收益实在是太高了,导致绝大多数奇术沦为了辅助。大家最常用的往往是木系的吸血、土系的减伤或者水系的隐身,真正用来当做主输出手段的奇术并不多。这也让原本底子很好的五行克制系统,多多少少显得有些边缘化。 [h1]写在后面[/h1] 拉拉杂杂说了这么多,最后还是给《卧龙:苍天陨落》下个定论吧。不管是《卧龙》还是隔壁《浪人崛起》,其实都是忍者组在探索新赛道时的一块试验田,但它绝对是一部好玩的动作游戏。如果你是一个纯粹的ACT同好,那么《卧龙》的化解机制能给你提供长达几十个小时的纯粹快乐。它把动作门槛拉低了,让更多人能体会到硬核受死游戏通关后的成就感,这是它的功德。但同时,它也是一部充满遗憾的妥协之作。Team NINJA在做减法的过程中,虽然对新手上手更友好了,但毕竟也是把《仁王》最引以为傲的动作深度和重玩价值也削掉了一部分,此外他们添加的士气系统和所谓的开阔地图,又没有经过足够的打磨,显得生硬而繁琐。
各方面来说都非常可惜的一作 卧龙2公布了,于是抱着赤石的心态来玩的,实际体感意外地比预期好上不少(预期管理帮大忙 然后又因为dlc3的关羽足够数值,让我又不知不觉多赤了四个周目,愣是刷了一套丐版伏羲毕业套才封盘(速通大法好 总觉得忍组和怪猎世界组一样陷入了某种怪圈,一方面很希望把自家的游戏做的足够轻量化吸引更多轻度玩家、一方面又扔不下自己老牌硬核的部分和积累的素材库,结果出的新作总是两面不讨好。实际上动作刷子游戏世界上也仅此二家,这下真是卧龙凤雏。 说回本作,作为一向吃着fs尾气的忍组,卧龙毫无疑问是照着只狼学的(当然这也是现在arpg的一大趋势)。以化劲和气势条为核心的战斗系统对标弹刀和架势条、以五行奇术以及各类异常对应自家仁王的法术混沌、再配上高周目的词条爬塔刷子终盘,这基本就构成了卧龙的全部。实际上不论是过于简单的一周目、还是需要真正理解系统的高周目,这些内容彼此融合地并不逊色,也绝非广为流传的纯按住防御等红光游戏。 由于五行异常效果不同且自带打断,实际上属性异常的优先级和化解杀招是等同的,配上高周目有词条加成的紫电踩头化解,在熟练掌握机制和系统后,卧龙有着足够的主动进攻机会与高速攻防转换,也确实配得上简化版仁王的称号。 但众所周知,以弹反为核心又很大程度上会降低战斗系统的上限。在剥离了仁王残心流转、多架势以及削精崩解的系统后,本作的武技起到的唯一作用就是削减气势条。造成的后果就是即便高周目有六个槽位,实际能用的武技往往也只有一二个,一场战斗从而变成了【上雷毒异常-武技复读-化解敌招-处决】的公式化循环。你既没有足够多样化的进攻压制手段,也没有机会打出漂亮有操作感的段子。实际上在高周目包括终盘,除了玩玩忍组祖传的各类词条叠加外,就没有更多的玩法了。(当然我没有深刷,不知道爬塔是否有更多的游戏内容。)其实从浪人就可以看出,忍组确实不明白只狼的成功在于减法做得够多、单周目的流程控制与演出足够优秀,又或许确实没有这方面的技术力,终究还是错付了。 总而言之,玩卧龙最快乐的时间段有二:等一是在一周目初见各个boss,学习招式并逐一化解的阶段,包括吕布张辽最终boss、dlc的甘宁关羽太史慈、都是一等一的武林高手;第二是在二三周目以恩宠套装与词条为基底、重新搭建自己流派和玩法的阶段。而其他时间段可能就一言难尽了:包括尽管有足够引导和小巧思的隐藏寻宝、却被大量毫无辨识度的重复素材所淹没的低劣地图(dlc甚至直接复刻了两张仁王地图);包括相当一部分重复的武器动作模组(关羽和吕布甚至共享武技);包括各种瞎眼的红白黑色彩美术;等等等等。 尽管说了这个那个的缺陷,对我而言卧龙玩起来并不算糟心。毕竟浪人也就这个水平,放低期待作为动作刷子代餐仍算及格。但愿卧龙2忍组能好好打磨,但忍组好好打磨卧龙2不太可能。 ++ 爽感十足的化劲系统 + 五行奇术、与并未缺席的流派构筑 = 三国乐子野史,日本人看仁王大抵也是同样搞笑 = 系统上限不足,无法支撑终盘内容 - 模组重复过多、小怪种类过少、素材再利用之神 -- 辨识度极低的地图、祖传红黑美术与光污染 以简化版刷子arpg而言,可玩 8/10
Это типичный соулс‑лайк, только в эпоху Троецарствия: сложные бои, где каждая ошибка стоит дорого, и мрачный мир древнего Китая, охваченный демоническим хаосом. Всё как по стандарту: умер — пытаешься снова, и так по кругу у каждого босса! Для себя я вывел один минус: враги однотипные, кроме сюжетных.
Putting deflect and dodge on same button gotta be crime agains humanity.
Should not be deck verified. Kills battery in an hour and isn't even fully stable at 30 fps. Insane this game got the green check when so many others don't. Probably not a bad game, but criminally false to act like this game should be verified. Also parrying is extremely unsatisfying and feels WAY less consistent than any souls game I've played Edit: why does this games review percent blatantly not line up when I check the actual review numbers? Says like 70% approval but steam says there's more negative reviews than positive under the filter. Guess steam reviews is a useless metric that's just lies.
There's both an inherent limitation yet simultaneously an advantage to a binary "yes/no" recommendation system over a score system. On one hand, it can feel somewhat unfair to not recommend something that's still kind of good, on the other hand, it's more informative for the sake of aiding the decision making of others. Wo Long is likely to be the best game that I would still give a "not recommended" rating to. Not to serve as active discouragement, just not to overpromise for it. First off, it really has all the signs of a game that basically shouldn't exist. Clearly conceptualized on some board meeting, where after Koei Tecmo heard of Sekiro's success, they decided to dust off another one of their "mythologized historical asian setting", this time their classic Romance of the Three Kingdoms inspired Ancient China, and told Team Ninja to make "something very parry heavy like Sekiro because it was popular". Honestly, the result of it is not bad, mostly because Team Ninja remain extremely competent developers - if maybe viewed by some as comparatively low budget - so after the updates past the trashy initial PC release, it actually feels quite good to play, even having some mechanics I really enjoy - such as the Magic system being tied to your Stamina-like resource, which in of itself is gained via combat on all successful moves, including timed parries and landing attacks, making it more of a "combat momentum" style gauge, the spells being very quick to use and powerful, essentially limitless, giving it a very satisfying feel for the base combat with quite a lot of options and skill ceiling, as you are given the varied offensive options to play around with freely. So what's the downsides? Well, it comes down to two core issues, they themselves being somewhat tied to one another: 1. "One buton fits all" defensive system: The game's parry-sloppiness comes down to having an omnipotent "dodge" buton which serves as a parry/deflect for melee attack, a dodge proper which also triggers special scripted "parry" animations like the in-place deflection does, working for everything including giant waves of fire and other hazards which don't look like something you should be able to just casually spin through. See, Sekiro had the right idea of forcing you to change up from only "spamming block at the right time" by introducing attacks which need to be jumped over (making good use of it having added a jump button) and dodged position-wise (as the game had very few i-frames to rely on so for the fully unblockable attacks just getting out of the way was the only real choice). Wo Long evidently never considered the importance of that switch-up, which means that the defensive options in fights get boring because the dodge/deflect/parry button timed right is the solution for everything. The game has a jump button which you use for exploration but you'll never feel justified to use in combat because it'll just strictly be a worse option than doing the dodge/deflect, as that one is easier on your muscle memory to spam for defensive actions and successfully using it GIVES you stamina to further your offense or gives you leeway for blocking later. 2. Difficulty balancing: This is directly tied to issue 1., namely because the aforementioned design deprioritizes everything except sheer timing in terms of planning defensive options, and many fights reflect that by having enemies who fly around and home in onto you during their charge attacks or outright shooting homing projectiles at you (many of which are special unblockable attacks which you can time-deflect back at the enemies with the all-purpose button). This means that the difficulty in terms of defensive options is always limited to how troublesome a given enemy's attacks are to read and time parries against, as well as the damage each of those individual attacks deal, since there's effectively no "alternate strategy" you can conceptualize within these limitations. Add to it, that, for some inexplicable reason, there are a few bosses with essentially instant-kill attacks, so when those are paired with bad/complicated timings, it makes those few encounters by far the most difficult in the game, while the others inbetween tend to be surprisingly and disappointingly easy, instead. So for most of the game the difficulty is either yawn-inducing or rage-inducing, with little space to find a golden in-between. Most people's favourite boss is Lu Bu somewhere near the middle of the main game, and I reckon it is mostly because he's relatively difficult but without ways that are infuriating - he has plenty of attacks, a ton of HP to get through and most of his attacks real a relative good bit of damage so he drains your resources fairly quickly, but as the fight is not outrageously long, none of the individual attacks are excessively difficult, he provides a rare circumstance where a player's flex of offensive options gets a chance to shine as well, and as I mentioned earlier, the offensive options in the game actually do feel really good. But aside of that I can think of at least 3 bosses feeling very unfair, 2 of them also being very long fights in the DLCs that really drained my patience. Incidentally, this is about the bosses, which many people will consider the "core" aspect of gameplay that everyone looks forward to in action games of this style. For fighting normal enemies, the systems of this game actually fare much better, as those tend to deal high damage on average but also go down relatively quickly, making the encounters against regular enemies highly dynamic in feeling, where it's high-stakes but quickly over, as opposed to the boredom or frustration that the aforementioned bosses cause. Overall, due to the frustrating difficulty which usually feels too easy only to suddenly emerge with big difficulty spikes, I wouldn't recommend it. I won't even get to the "morale" system as a pseudo-progression system which works within each map indepedently of your actual stats which was a complete garbage idea which is a ham-fisted way of "promoting exploration" because if the rest of the systems were good, I could forgive it because there is some valid creative idea behind it, even if the implementation is... pretty dreadful. Ultimately, I wouldn't actively discourage trying this game out, it feels very good to play in terms of basic controls, but it's just not put together well enough by the end of the day to be worthy of being a real contender with the really good action RPGs - especially other Team Ninja titles - so it's only really worth getting into if you already played all the great action games before trying out all the "not quite great" games like this one.
패링의 맛은 알고싶지만 이런 류의 게임이 처음이라면 필살기까지 모조리 패링할 수 있는 이 게임으로! 본편 기준 고점이라고 할만한 여포전도 어렵지만 짜증나는 게 아니라 오히려 공략하는 맛이 있다. 그만큼 패링의 손 맛, 전투의 맛이 좋은 게 이 게임 최고의 장점이라 재미를 붙이기 충분하다. 최적화가 정말 별로라는 이야기를 들었는데 오래된 게임이라 지금와서는 또 나쁘진 않았다. 감녕과 태사자의 영상을 보니 차마 dlc는 감당할 깜냥이 아닌 것 같아 차후에 구매해서 도전을 하기로. 추가)안하긴 아쉬워서 dlc 3개도 모두 완료! 감녕, 태사자, 원술님 대단한 무공이세요 하. 이제 정말 끝!
最近有谣言说:《卧龙1》跟《新三国》是一对笑面虎,两头乌角鲨。 我来澄清一下——这不是谣言。 突然更新提醒玩家注意卧龙2是吧,那我直接就是一个大差评奉上。 奉劝在观望的玩家,就算他们免费送,你也不要花时间来这个游戏里面吃屎。 世界上好游戏多得是,非要把有限的人生浪费在这坨大粪里面吗?
2026 年 3 月現在で書いてます。 7900XTX でもこのゲーム重たいです。 同メーカーの仁王シリーズと比べても明らかに最適化不足です。 120FPS で張り付きしないどころか、突然ガクっと落ちる場面も発生します。 ゲームはある程度良いと思えますが、ビルドにはよりますが、化勁だけをし続けるハメになるようなボスも後半や DLC には出てきます。 普通にその辺はつまらないなと思ってしまいます。 とりあえず、敵を強くしなきゃという発想から、常時ハイパーアーマーにして攻撃一生止めずに、こっちの操作に合わせて特殊攻撃するロジックが組んであったりするので、他のソウルライクと比べると、行動に対してのリターンが少ないことを難易度調整としているんだなと感じます。 あと仁王もそうなんですが、とりあえず連続させて、二体以上同時に出しとけばこいつらクリア難しくなるだろ…みたいな調整が多すぎです。 ほとんどのユーザーは周回プレイしません。 この前提が抜け落ちていて、調整が相変わらず下手だなと思います。
I was originally going to give this game a negative review, and before you come for my neck, let me explain why I ended up switching to a positive one. First of all, and this is a warning to anyone thinking about buying the game: the optimization and performance are absolutely atrocious. I spent more time trying to make the game look and run properly than I did on some of the bosses. No joke. That alone was almost enough for me to leave a negative review. My other major complaint is the loot system. There is so much worthless loot in this game that it becomes frustrating. I'm not a fan of fully exploring an area only to be rewarded with another useless pebble or crafting material instead of something that feels meaningful. Exploration should feel rewarding, and a lot of the time here it simply doesn't. But... The more I played, the more I realized there's actually a pretty decent game underneath those issues. The build variety is surprisingly good and gives you a lot of freedom to experiment. There are plenty of weapon types, and from my experience, almost every combination feels viable. I started with a Polearm and Longsword setup, then switched to Dual Swords and a Poleaxe around the mid-to-late game. Both playstyles felt fun and effective while offering completely different approaches to combat. The Main boss fights are also pretty enjoyable. They're not brutally difficult—you'll probably beat most of them within 2 to 4 attempts—but they do a good job of feeling unique. The game keeps introducing different mechanics and attack patterns, so the encounters rarely feel repetitive. And that final boss from DLC 3? Absolutely fantastic fight. Another thing I appreciated was how approachable the game is. It has enough challenge to stay engaging without becoming frustrating, making it a nice middle ground between casual action games and harder Souls-likes. Ironically, I started playing this game just before the sequel was announced. After finishing it, I can honestly say I'm excited for the next one and hope the developers address the biggest issues here—especially the performance problems and loot bloat. So where do I land? Despite the horrible optimization and questionable loot rewards, I ended up having a genuinely good time. The combat is fun, the builds are varied, and the bosses are memorable enough to keep you pushing forward. If you can tolerate the performance issues, there's a solid game here that's worth playing. Just be prepared to spend some time tweaking settings before you get to enjoy it.
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Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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| Hardspace: Shipbreaker | $21.2M | 22.2K | 89% | $10.49 |
| Victoria 3 | $21.2M | 60.4K | 70% | $14.99 |
| ENDLESS Space™ 2 | $21.2M | 23K | 83% | $39.99 |
| Serious Sam 3: BFE | $21.2M | 28.6K | 88% | $29.99 |
| Need for Speed™ | $21.1M | 28.5K | 69% | $29.99 |
| Shadow Warrior | $21.1M | 26.7K | 92% | $29.99 |