
Xuan-Yuan Sword VII is an ARPG rooted in Chinese history and mythology. Players take on the role of Taishi Zhao, a calm and reliable swordsman who was accidentally involved in a tragic fate. To protect his beloved family, he starts a journey in this chaotic realm to find the truth.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, Traditional Chinese*, English, German, Russian, Japanese, Spanish - Latin America, Korean, French, Turkish*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 41 reviews with recorded playtime.
Reviews
Themes across 41 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
[h2]Overall: 6.5/10[/h2] [h3]Story:[/h3] This is the first Xuan-Yuan Sword game I’ve played, but from what I gathered before jumping in, each entry tells its own story, so you don’t really need knowledge of the previous games to understand what’s going on here. In theory, that’s great for newcomers like me. The narrative is clearly meant to be one of the biggest focuses of XYS7, and I appreciated being able to jump in without homework from older titles. That said though, by the end of the game the overall narrative still felt a little all over the place, slightly disjointed, and unfortunately pretty undercooked. XYS7 is also a bit of a slow burn at the start, and it takes a while before things really get moving. However, the core motivation is clear enough: Taishi Zhao is trying to [spoiler]restore his sister Xiang’s body through magic after she gets mortally wounded.[/spoiler] It’s a strong and personal starting point, but the journey that follows and all the information you learn along the way ends up feeling scattered and difficult to follow at times. The real issue, at least for me, is that this game tries to juggle too many plot threads for a story that only lasts around 15 to 20 hours. You can tell the developers didn’t want the plot to be as simple as [spoiler]“just go resurrect your sister,”[/spoiler] (which is understandable), but the way the journey is extended doesn’t always feel convincing. You’ll run into elements like [spoiler]the Blackflame disaster, political conflicts between factions, and various pieces of Chinese mythology.[/spoiler] All of these ideas are interesting on their own, but they rarely feel like they connect together in a satisfying way. It’s not outright bad, but the best way I can describe the narrative is "surface level", in a game where the narrative is a HUGE focus. Outside of the main goal of [spoiler]saving Xiang,[/spoiler] most of the other story threads only give you just enough context to understand the immediate situation you’re in. They rarely go deeper than that, even if you take the time to read the character logs and location entries the game provides. By the end, I felt like there were a lot of potentially cool ideas floating around, but not enough time or focus spent tying them together into something more cohesive. [h3]Gameplay:[/h3] The gameplay left me feeling slightly conflicted. On one hand, the combat is a pretty fun and approachable action RPG system that focuses on fast swordplay, stance switching, and flashy executions rather than overtly punishing difficulty, but just like the story, it took a while to really “get there.” Going in, I had also seen a lot of comparisons between this game and the souls-like genre because of features like a stamina bar, parry/dodge mechanics, and enemies respawning after resting at campfires, but in my experience this is 100% not a souls-like. At most, it’s an action RPG with a few moderate souls-like elements layered in. Regardless, when I first started playing, the combat actually felt pretty stiff, and I had to reel myself in and meet the game where it was at for a while before things began to click. But even then I'd say XYS7 is just good at what it does, not great. Despite that, most encounters revolve around locking onto enemies, chaining light and heavy attacks into quick combos, and dodging/blocking when monsters try to attack, which quickly felt familiar without getting the sense that the game was trying to do too much. Furthermore, there are four martial art stances you unlock throughout the game, which change the properties of your heavy attack and give you access to unique special techniques, keeping combat fresh while further proving its distance from a souls-like formula. With all that said though, one of my biggest pet peeves with the combat is how bosses always seem to target you, the player, exclusively during boss fights. On hard difficulty this made certain bosses with faster move sets like [spoiler]Sun Ke or Mo Huang[/spoiler] feel genuinely tedious, especially when potion + stamina cooldowns forced me to back off constantly. There were several moments where I found myself getting chased around an arena while my companions freely attacked from the sidelines without ever pulling the boss’s attention, leaving them completely unharmed while I tried to survive. It just made some moments feel more frustrating than challenging. [h3]World:[/h3] I genuinely liked the map, but there is no sense in beating around the bush about its structure, the entire world is basically one long corridor. Progression is extremely linear, with each area feeding directly into the next rather than offering any real exploration opportunities off the beaten path. Still though, I would not call the world lazy or even repetitive. In fact, XYS7 does a pretty good job of giving each city/region you pass through along the way its own distinct personality. My biggest issue with the world design, then, is that although you have the option to, there's honestly no real reason to ever return to any of these cities after you move on from them for narrative reasons. Aside from the Chess players or merchants, there is nothing to interact with. From a technical standpoint, however, the world generally runs quite well. I experienced little to no frame drops during my playthrough, and aside from a couple spots inside Kunyang or right outside Caiyang, there was not much noticeable pop-in either. It is just a shame that there is not more to actually do in any of the towns, because the world itself has enough charm and identity that I found myself wishing the game gave me more reasons to spend time in it. [h3]Visuals:[/h3] By the time I finished XYS7, I actually felt that the visuals were also good, especially considering what the game is and the scale of the project. During normal gameplay the environments, character models, and lighting all look very solid. The real problems with the visuals show up in the cutscenes rather than the gameplay. A lot of the major story scenes are surprisingly cinematic and almost movie-like in how they are framed and directed, but several of the smaller/more transitional cutscenes can feel a little funky. More than once I noticed subtle issues like characters moving/rotating faster than their animations, or camera angles that feel awkwardly positioned during conversations. The biggest visual issue for me, though, is how blurry some of the cutscenes can look. Even the well produced ones. At times, it feels like the depth of field is way too aggressive or simply not positioned correctly, which causes characters or parts of the scene to lose clarity when they are obviously intended to be in focus. It is not something that happens in every cutscene, but it certainly happened throughout the entire game. It's a shame too, because when the camera isn't smeared in Vaseline, XYS7 genuinely looks good. [h3]Music/Sound Design:[/h3] The music is easily one of the best aspects of XYS7, hands down. The soundtrack leans heavily into traditional Chinese instruments, which fits the game’s historical fantasy setting extremely well and gives the world a distinct musical identity. However, what surprised me the most was just how much variety there is across the soundtrack, and how well the music reinforces the atmosphere of each location and moment in the narrative. On the dialogue side of things, even though I couldn't understand exactly what was being said since the game is voiced in Chinese, I still felt like most of the character performances were expressive and well acted. The tone, emotion, and delivery still came through clearly enough that I rarely felt disconnected from what was happening in big narrative moments. On the other hand, the general sound design outside of the music and voice acting is not anything particularly special. It was all serviceable, but at the same time nothing about them ever really stood out or left me particularly impressed.
emmmm 我竟说不出一个优点
游戏内分辨率不能调整,基础部分做的太差。
轩辕剑系列全通,七代玩着感觉普普通通,改成ARPG游戏后战斗系统过于单调,而前期BOSS的梼杌过于畜生,残血后无限猪突。在前期简直恶心到暴,时不时穿插的QTE设计也让我反感,另外就是商店ui设计,出售商品的时候只显示物品名字和售价,数量需要移到对应物品上。因为流程过短,剧情叙事方面有点不足,这作与其说是三位主角的故事不如说是给枫之舞、黑龙舞兮云飞扬的补完了。
轩辕剑于在下来讲 是个白月光,但这款7,纯纯就是小丑。 困难难度过于简单,鬼神难度又过于魂淡,看起来是个魂系,但却没有魂系的自觉。几乎所有的boss设计得都很残废,武技耦合度极低,互相毫无关联,这种残废最后要让玩家来买单,用缩短冷却时间来让boss看着不这么脑残。制作组还怕不够,又来一个倒地追加来强行伤害玩家。在下有没有说清楚?CD极短,还有倒地追加。也就是说,不是一管血而是一格血,只要倒地那基本上就死翘了。这是魂系嘛?魂系是这样的嘛?踏马的,鬼神难度,你们是不是根本就没测? 轩辕剑是青春 是旧识,有这种情怀在,做出个什么乱七八糟的,在下都会买账 都甘之若饴。哪怕是通关之后让我跑三百六十五里。但关键就是,鬼神难度他奶奶的个爪的卡在莫煌这里的过不了啊! 哦,在下有没有表述清楚,前面说的小丑就是区区在下?
情怀之作,交互很糟糕,任务的时候甚至右摇杆转向都不行,不如直接做个CG一笔带过得了,看到有评论还讲比仙剑7强也太搞笑了,但凡玩过仙7都说不出这话,更别说都是一家的游戏还非得踩一脚显得你多牛逼啊。考古了轩辕剑123枫之舞,天之痕,直接玩的7,后面再考虑要不要玩别的,早期的轩辕剑设身处地的想在当年那个年代,还是挺不错的游戏,但是轩辕剑7在今天来讲说实话资金匮乏,制作也过时了,做成质量高一点的H2D游戏没准会更好,可惜暂时应该也没以后的事了,双剑分别易主,只剩情怀和忆往昔了。 二编,已通关,现在我的心情是只想差评,我真是玩了你的爱慕,我从来没想到一个游戏能够如此折磨,游戏本来是该给人带来快乐或者享受,折磨得好或者爽到都可以,但是就凭那个文锦草率的死还有最后那个死了马的无意义赶路,是跟古剑三学的吗,古剑3也就剧情跑跑路算了,轩7呢,MGB的还要去挤缝,爬梯子钻狗洞,我真是草了,我轩辕剑1和2这种上古游戏都考古下来了我真让这最后一段剧情给我折磨得快破防了,就这前面还有几个人敢碰瓷仙剑7?仙剑7的题材再垃圾,好歹也是一个有始有终的故事,可以随便保存,随便传送,你告我这个游戏有什么,就吹建模比仙剑7好看一点吗,也太难绷了,到处都是跨不过去的障碍,3D的游戏还在跟2D一样找路我真是服了。出于对轩辕剑123的尊重,我是不打这个差评了 ,但是这个游戏真的是槽点满满,做不了真没必要硬做,这一作如果是H2D的形式,剧情好一些,我相信也能销量不错,但是。。。算了也没但是了,大概双剑都没什么好结局了,不想再多说了。
这就是个半成品
第一个机关和第二个机关跳过的~~ 我根本不会解机关~~ 通关了~~ 不好玩~~
[h1]推荐指数:6.5[/h1] 先说通关感受,能感觉出大宇确实很想把这代游戏做好,能追上次时代游戏的品质,画质光影方面的技术确实可以算是当时国内的佼佼者,剧情也能感觉出想写好,并且接的是枫之舞的故事(我也是后面查了才知道)但是近几年出的仙剑和轩辕剑的故事真是一个比一个幼稚,玩起来故事细节一个比一个烂,最后的结局一个比一个简单。通关过了几天,剧情完全不记得。 剧情上采用的是王莽盒刘秀时期,可是主线上明明用的很大篇幅去描述,去让主角团才于其中,但是不知为何带入不了一点,结果主角团本身的主线最后也是虎头蛇尾。我都不知道为什么最后就结束了。 给主角设计了多种不同的技能重战,但是最后打BOSS实际还是平A+闪避最舒服也最高伤害。 并且流程也不长,给人一种在努力做了,但是成品是一个完成度偏高的半成品。 (PS:炼妖壶系统依旧很好玩) ———————————————————— [h1]Recommendation Index: 6.5[/h1] First, let's talk about my overall feeling after completing the game. You can tell that Dà Yǔ really wants to make this installment good, reaching the quality of games from the last era. The graphics and lighting technology can definitely be considered among the best in the country at the time. The story also shows an effort to be well-written, and it continues the story from 'Maple Dance' (I only found this out later). But the stories of recent 'Chinese Paladin' and 'Xuan-Yuan Sword' games are really childish, one worse than the other. When playing, the story details are pretty bad, and the endings are just too simple. A few days after finishing the game, I couldn’t remember the story at all. The plot is set during the Wang Mang and Liu Xiu period, and the main storyline clearly spends a lot of time on this, involving the main characters, but for some reason, I couldn’t feel connected at all. In the end, the main story itself is unfinished and unsatisfying. I don’t even know why it just ended that way. The main character has various combat skills for big fights, but in reality, when fighting bosses, regular attacks and dodges are the most comfortable and actually deal the highest damage. The gameplay isn’t long either, giving the impression that a lot of effort was put in, but the final product feels like a half-finished game with relatively high completion. (P.S. The Demon Refining Pot system is still really fun)
折磨
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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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