
A fighting game in card form. Learn your character, practice combos, and read the opponent's tendencies. Strategic, turn-based card battling that lets you experience the nuances of fighting games like Street Fighter and Fantasy Strike by a lead designer who worked on both.
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Hours played at review time, across 40 reviews with recorded playtime.
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
到底是什么天才才会把自己的桌游主题版图中加入“格斗游戏”这样一个格格不入的奇妙元素?《先觉斗牌 2》就是一款这样的作品,把格斗游戏的各个招式克制博弈和蓄气操作,以及全盘的FTG思维加入了一个互动式的桌游中;本作包含丰富的模式地图,包括各类主题性的限制塞,各个组别的锦标赛,以及在线的异步对战玩法。 为什么说本作是“格斗游戏思路”,而不只是“格斗游戏风味包装”的桌呢?因为这个《先觉斗牌 2》真的把格斗游戏的设计逻辑渗透到游戏的方方面面了,远不只是个攻防换皮。你完全可以把他看作一个双方都有无限反应时间,但是招式帧时间一致的真正格斗游戏。 比如,相比大部分战斗DBG“个位数角色+每个角色独特卡组”的职业系统,本作真的能像街机格斗游戏那样拎出五类二十余个的丰富阵容,但是配上了更有限的独特卡牌——上下段各类攻防卡牌都是全体通用的;所以实际产生区分的,除了有着丰富动画演出的大招,最影响每个英雄特征和流派的就是被动技能,比如在每个回合主动损失血量来获得手牌数优势,或者通过成功闪避触发免费的道具牌。这些被动会让你快速建立对一个英雄优势流派的认识,但是也会让你陷入固定的出牌pattwrn而可被预测。 对这个游戏来说,记牌是所有中高阶操作的基本逻辑。因为本作中,你可以在每个回合交换自己墓地中的牌和当前手牌,让手牌的灵活性增强了很多。所以你需要更主动关注对手更换了什么牌,他是真的即将在这个回合使用刚刚换上的牌,还是故意尝试干扰你的障眼法?因为游戏的核心运作依旧是猜拳,所以心理博弈无比重要。而且这也远不止于锤子剪刀布那样的简单胜负,一次对方防御位置以外的重攻击足以破防,闪避和翻译也经常有收益和可靠度的差异,投技更是博弈的核心,先后手和技能增强状态都会影响你到底是将对方摔趴击倒,还是反露出破绽。游戏的核心玩法已经验证,十分扎实,有深挖的空间。 游戏的缺点也显而易见,《先觉斗牌2》本身并不是实体桌游转电子化的作品,但是它当前的状态明显更适合实体桌游那样节奏更慢,有更多确认和交互环节的载体。一方面,各类基础动作的卡图均使用线稿姿势,难以辨读,让换牌攒气弃牌这种高频操作经常需要后续去墓地确认;另一方面,回合结束,或是需要追加进攻的反馈都过于平淡,很难分清自己的主阶段和战阶等。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪[/hr]
好玩
Very good card game. Elegantly encapsulates a lot of what makes fighting games fun. Tense, mind game focused game play with some card shenanigans thrown in. Software wise, great ui, and generally very pleasant to play. Single player will never be as fun as playing a human (due to the mind game aspect) but they didn’t just gloss over single player and it does its job for learning characters/matchups. Unfortunately it’s also incredibly niche, so it’s (ironically) a discord “fighter”. Having said that there does seem to be a real discord presence.
nice game
I also bought the physical game which I love. Enjoyable way to play fighting games without requiring quick reflexes. Good single player matches, excellent for on-the-go play that you can put down and pick back up any time.
I'm finding Yomi 2 to be a big improvement over the original Yomi (and I really liked the original Yomi). I've ordered the physical version of the game as well ( as of this writing, there's a sale at the Sirlin webstore). Recommended.
This game is awesome. I am completely hooked. Three things you should know: - It is an actual board game. You can buy the box (but probably should get the way cheaper PnP) and play at a table with a friend. This actually limits what the game can do. So as a videogame, it is not very dynamic. - The artwork is meh with the extra art in the videogame being even more so. To me, it makes the game feel cheap. - The interface is identical to the console one, which feels kind of weird on a PC. All that said, this game is brilliant. It shouldn't work, but it does. It is basically Rock, Paper, Scissors. But you can get good at it and win every game. How does that even make sense? There is a layer of valuation/mindgame that only opens itself to you after a dozen games or so. But once that rabbit hole opens, this game goes very deep indeed. It has a regular card deck, is restrained by being conceived for physical cards and has no in-game purchases or unlockables. And it is still magic. Very much worth it. I already have it on XBox and I might return this one and just play it on there. But that is not a disqualification: Me buying it twice in launch week is the best compliment I can give this game.
+1 有中文 没成就
Super super super super super
Yomi 2 is a card game-♥♥♥-fighting game that gives you all the satisfaction of pulling off deadly combos against your opponents whilst not asking you to have the reflexes of a ♥♥♥♥♥-up ninja; for anyone who's ever seen the pros play high-level Mortal Kombat or Street Fighter and thought "I wish I could do that", well, now you can! Sort of. To call it a "Grandad's first fighting game" would be a bit harsh, but not entirely unfair; Yomi 2 is unabashedly aware of its target audience (i.e, people who don't possess the aforementioned reflexes) and leans into its core philosophy with gusto and, more importantly, affection. Because as well as affording the likes of you and I a chance at executing a fancy combo without the faff of spending whatever free time you have in the training mode of some obscure Japanese game with an unnecessarily long title and too many colons, Yomi 2 shows its love of the genre from which it draws inspiration. As you would expect there is a generous roster of fighters, each with their own deck of unique cards that represent their specific playstyle. As with any fighting game there is also a 'gimmick' to the fighting: games like the Mortal Kombat series have had of course the base fighting mechanics universal to the genre (blocks, normals, specials, supers etc) but then with each game they'll add a fancy wrinkle such as MK1's assist characters, or Street Fighter 6's Drive Impact; and in this regard, Yomi 2 is no different. Because as well as the standard deck of cards unique to each character, you get to choose a set of add-on "gem" cards which can shore up the weaknesses or bolster the strengths of the character you wish to use. So if your fighter is great at getting up close and personal but lacks ranged attacks, you can choose the gem deck that gives you some projectiles, along with other cards that put pressure on your opponent. Are you a heavy-hitter but lack card-draw? No worries, there's a deck for that too. And fighters themselves come in all the different flavours you'd expect from a fighting game, like grapplers, rushdown, ranged etc, so mixing and matching fighters and gem decks is a fun way of experimenting so that even mirror-matches don't feel samey if each fighter has chosen a different gem. Combos are fairly straightforward: each of your attack cards have a letter associated with them (A,B,C,D and so on) and a speed value, so if you connect your opening hit with a B-card, for example, you can combo with a C-card next, then a D-card, and maybe even end with a super (provided you have the meter) to maximise damage. But those hits don't come free; you have to guess correctly whether your opponent will block high or low, or use a faster opening move than you, or unleash some devastating super you didn't even know existed. And if all this sounds like some silly, grandiose way of playing what amounts to just Rock, Paper, Scissors, then hey, I've got news for you: THAT'S FIGHTING GAMES. And I've oversimplified things a little for the sake of brevity, so do yourself a favour: stop reading this, go and have a look at some gameplay footage on YouTube and when you've finally decided to stop beating around the bush and actually buy the game, come back and let me know how right I was to recommend this to you. I won't go on any longer, I only meant this to be a short review, but I'm 11 hours in and it barely felt like 3. Thing is, if you're interested in this game at all you'll probably love it, and that's because it does such a good job of getting to the heart of modern fighting games while giving you an easy-to-digest system to express your playstyle in whatever way you please. 9/10
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Languages: English*, French, Russian, Simplified Chinese, German, Spanish - Spain*languages with full audio support
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