
A new dark fantasy Three Kingdoms action RPG from Team NINJA, the developers of Nioh.
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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, 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.
Engagement
Hours played at review time, across 611 reviews with recorded playtime.
Reviews
Themes across 609 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
I am coming into this game as a fan of the Romance of Three Kingdom, I have never played a Souls-like before and I am really enjoying this game. I don't know why the review are so low compare to the Nioh serires
Most people tend to talk about Wo Long: Fallen Dynasty and Nioh in the same breath, which is a shame because despite some similarities they are most definitely each their own thing, with their own strengths and weaknesses. The story is my opinion pretty lacklustre, another retelling of the Han Dynasty and the yellow turban rebellion that we have seen a hundred times before, with a host of historical characters entering and exiting the story seemingly at random without having any memorable impact. This unfortunately seems to be a staple of most Team Ninja games, where it feels that the plot is sort of mashed together around the main character almost as an afterthought. It’s not really an issue, however, as I’m not sure most of us Team Ninja fans are buying their games for the story. We’re looking for fast-paced, stylish combat with a host of mechanics and customization, and luckily Wo Long delivers on all of these things and more besides. Gone are the ki-pulses and stamina management of the Nioh games. Wo Long’s combat rewards aggressivity and counters. Much like in AI Limit, attacks and deflects build up your spirit meter and lower that of your opponent’s, especially if you manage to parry certain unlockable glowing red attacks. The spirit you gain passively increases your damage input, but more importantly can be spent to block or use power weapon and martial art abilities. Not only that, but if you manage to reduce your enemy’s spirit to zero, you can perform an execution technique that will kill most regular enemies and take a huge chunk of health off bosses. Parry windows are generous, and enemies are relentless aggressive, so there’s no reason to not attempt to deflect everything, although some opponent can deflect attacks of their own, which leads to some Sekiro-like back-and-forth. The second new mechanic Wo Long introduces is the morale system. You begin each main level with zero morale which you can then raise by killing enemies and locating various flagpoles scattered around the map. Morale affects both damage dealt and received, so attempting to attack a level 20 enemy when you have a morale of 1, for example, would be borderline suicidal, forcing you to find enough flags or kill enough enemies to stand a fighting chance. It’s an interesting idea in theory, though for me it was partly let-down by the bland environments and enemy variety. The morale system forces players to explore, but that only works if the exploration is interesting, and I just didn’t find the levels well-designed enough. Enemy variety is even worse, with only a dozen or so different types that you’ll discover over the first three hours or so, then proceed to fight again and again until you reach the end credits. This is not helped by the introduction of sub-missions, that have you visiting the exact same environments a second or even a third time. I also found the weapon system to be a chore. The loot bloat problem from other Team Ninja games is in full effect here, with hundreds of items dropping every mission. What’s missing is a level-based system, which means all the weapons you find of a certain type are exactly the same, differentiated only by minor passive buffs and their upgrade level, both of which you can change yourself at the smithy for a handful of resources. It’s a confounding design choice, because, unless I’ve missed something, once you settle on your favourite weapon and armour, its far more viable just to keep upgrading them, rendering the entire loot system useless. Now it is still worth sifting through the pile of stuff for qi crystals that give you experience or dragon veins that increase the number of uses of your flask, but the rest can just be sold or dismantled without a second thought. This dichotomy between fun gameplay and frustrating mechanics can be found throughout Wo Long, which makes it a complicated game to score. On the one hand, its fast-paced, parry-based combat is incredibly satisfying and different enough from other Team Ninja games to feel new and refreshing. On the other hand, the lack of enemy variety, botched loot system, and uninteresting story led to several moments of boredom or frustration. I think your enjoyment will ultimately boil down with how much you want to engage with these systems. If you’re ok with sidelining some of the side missions and button-mashing your way through the cutscenes, you’ll find that the gameplay, while not quite as deep or challenging as Nioh, can still conjure up a lot of fun.
es un sekiro, por lo tanto 10 de 10
稀烂的游戏,游戏的核心是化解(完美弹反)和给敌人上属性,为此特意把格挡和化解分开按键,把法术绑定加点局内可以无限放,但是你dlc出的boss是什么?袁术是人能想出来的东西?免疫属性?超短的化解起手,快慢刀,容错地的要死,一下把游戏的核心内容给毁了,纯粹是一个背板的游戏了。再看看你地图设计的有多敷衍?那地图连一点探索欲望都没有,整个敷衍了事的作品,要不是为了全成就我估计我都不会跑全图。整个游戏一点多周目的兴趣都没有。
■悪い点 ・ローディングが長い ステージを選択するとローディングに入るのですが、こちらの処理にかなり時間がかかります。 メインクエスト消化後に、自動で次のクエストに移動してしまうので、一息入れたい時でも、このローディングを待ってから終了しなくてはならず、ストレスが凄かったです。 テストで誰も意見を言わなかったのかと疑問に思いました。 これだけローディングが長いのだから、勝手にステージ移動させるのは不味いと。一旦、マップに戻して、ユーザーに選択させてあげようと、そんな意見ぐらい出ると思います。 テスターから意見が出なかったのであれば、まともな感覚を持ったテスターに入れ替えるべきだと思います。 意見が出た上で、採用しなかったのであれば、もう少しテスターの意見を聞き入れるべきだと思います。 普通に気づく話です。 ・敵が硬すぎる 自キャラの防御性能が高く、被ダメも他のゲームと比べ低めに設定されていますが、敵キャラの耐久力も高く、延々と同じ攻撃パターンを回避して攻撃を繰り返し、野暮ったい戦闘をずっと続けなければならず退屈でした。 被ダメを多くして、敵キャラの耐久力を下げれば、いいバランスになるのではないかと思います。 テスターの感覚がマヒしてるのか、意見が出ても調整しなかったのか、ジャケットもSEKIROに寄せてますが、SEKIROに憧れて、絶命のみをダメージソースとしたゲームデザインにしたかったのか、色々ダサいです。 ・マップの造りが悪い ステルスを絶対にさせない構成にしたり、確実に不利状況から始まる敵配置にしたり、プレイヤーが工夫してもどうにもならない造りにしている部分が多く、自分でゲームの良さを潰しに行っている感じでした。 ・同行NPCが本当に酷い すぐ死ぬし、当たり判定があって邪魔になるし、無駄口叩くし、勝手に敵引っ張ってくるし、言葉を選んだ上でゴミだと思いました。 ・紅晶が嫌い 声、見た目、仕草の全部が嫌いでした。 話題にして欲しくてこんな感じにしたんだろうなと思いました。 狙いすぎた感じがウケなかったんでしょうね。 ■良い点 ・天柱山の人間が面白い 変わった人ばかりですが、その中で二組の夫婦の仲が凄く良くて、微笑ましかったです。 現実もこんな夫婦ばかりだと世の中平和だろうなと思いました。 ■総評 全体的に雑でした。 何かに追われて作ったのか、チーム仲が悪かったのか、詰めるべき部分が雑なままリリースされた感じがします。 開発体制から見直して欲しい出来です。 とりあえずテスターが意見を出さなかったのであれば、全員入れ替えたほうがいいです。 ゲームしかしてない人間にテスターをさせるのは本当に良くないと思います。
NOPE. This is the company that made Nioh and Ninja Gaiden. Wo Long is really bad for the price tag. Atrocious graphics and mechanics feel like a cheap, early discarded idea from Nioh 1. battle mechanics, maps, enemies are basically the early draft of Nioh 1-2. every mission you get stronger by planting flags and ranking up. i guess they did it to encorage exploring the boring maps. but after the 3rd mission it gets really boring. the same loot over and over. they stick you with Ai companions every mission so far. they can tank most of the damage and you just wait and punish after…rinse and repeat, Bosses included. if you already played Nioh 1,2,3 DLCs and Khazan and you desperatly want the same formula but cheaper, then i guess you might like this game. if you are looking for a challenging "souls" game, with its original input, then look somewhere else. Full price is a hard pass. 50% try the demo but do not recommend it. 70 % off or more... maybe. There is simply no reason to buy when there are endless options for better Souls or Nioh-like games. and cheaper than Wo Long.
A very satisfying parry and combat system with a bit too much rpg cruft to truly shine. baby's first soulslike is a pretty good description but there's nothing sadistic about the game design. the checkpoint and flag system allows you to make sure you can get stronger without purely having to "get good". Repetitive, lack of enemy creativity and a baffling "story" hold it back from greatness
For $20, worth it. Not their best game, but after playing Nioh 3, there is something refreshing about the level design in this one with common enemies that actually require some concentration.
crashes more than stock markets in iran war
速通主线dlc都不想玩了,本以为浪人画面已经够差了,没想到还有高手。尤其是那个大火的那一章,看的眼睛都快瞎了😅,还有条龙在那里放电还不能跳上去打它,玩的难受死了。大部分地图都是黑红黑红的,制作组大概突出这种压抑乱世妖魔横行的氛围,但是根本不重要好吗,因为你这个剧情就是一坨。还有这个小地图约等于没有,迷路。速速卸载
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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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