
Filterless fashionista Pipiro and poindextrous punster Pokkle are ordinary step-siblings facing an ordinary day in their ordinary little burg...until a grand theft macguffin occurs and they decide to become unlikely heroes for cash and glory (in that order). This goes about as well as you’d expect.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
谨以此文纪念我曾经最好的朋友! 断断续续终于把双星物语打通关了,真是一个好故事,这游戏对我来说属于非常特别的一款游戏,因为它关乎着我记忆中最好的朋友的一份美好念想。 时光回溯到,我读初二那会了,我坐在中排,他坐在左后排,长得高壮带有粗眉毛方形的字脸,起初我和他不是很熟。当时我经常身上有十几二十来块零用钱,又是讨好型老实人格,因此招来了很多猪朋狗友找我蹭吃喝,每天课间操做完后,有十来分钟休息时间,我就去学校小卖部请这一大帮人吃蛋糕喝牛奶。有一天我急着上学怕迟到,忘了带钱,恰好那天的天气非常炎热,下午体育课安排自由活动时,我好口渴,口干舌燥,想着先跟身边几个“要好”同学应急借个一两块钱买水喝,结果没人肯借我,实在太无语,当时心态快塌下来了。可没想到,他听闻我这情况后,只犹豫了一下,二话不说从身上掏出两张1元钱递给我,我拿过钱,感激的道了声谢,立马跑去小卖部买了瓶矿泉水,旋转开盖,清凉的水咕噜咕噜滑入我那极度干渴的喉咙里,简直舒爽极了,那是我喝过最好喝的水。 还有一次我和同学A产生矛盾,发生打架,他看到也是出手吆喝帮忙,颇有侠义范,就这样我和他开始相熟了,几乎每天下课时间和他混在一起玩耍,感觉有无尽的话题可聊,有时上课时趁着老师不在时还突然大喊我的名字逗我。他喜欢玩游戏,对于飞行棋、桌棋什么都有浓厚兴趣,有次去他家甚至看到大富翁、角色扮演类型的桌游,那豪华包装给我看得赞叹不已,他可以说对于游戏总类型,兴趣相当广泛了。当时他家里也有电脑了,我们就经常没事闲聊讨论着游戏玩。直到读初三时我们虽然分班了,私下里关系还是非常好的,我经常去串他家门,他就盛情招待我喝饮料吃零食什么,他每天有空就热衷于玩游戏,玩着模拟器FC的重装机兵、GBA的口袋妖怪等等,都不是我当时喜欢的类型,心理总觉得“幼稚”,他大概察觉了,只是微微一笑,鼠标点点击换了别的游戏,忍者神龟阿、街机横版动作闯关的、格斗游戏之类,我们就以往常那样,双手操控着同把键盘一起开心玩了。直到初三读完,他没去参加中考,只是去学校领了本初中毕业证书,就没继续读书了。那两天我开着250摩托车去镇里学校参加中考,考完试一身轻松,意气风发带着两位同学BC一起去他家玩,还是盛情招待,当时聊的什么欢乐话题几乎忘光了,只记得他电脑屏幕画面上闪烁着“双星物语”这款游戏,当时心里想,他还喜欢玩这种类型“卡通”游戏,换我估计没啥兴趣玩不来,我喜欢玩的是要塞、暗黑2、生化危机这种“成熟”的游戏大作。可没想到,那是我最后一次去他家,也是我最后一次见到他玩的最后一款游戏了。。 新学期高中的到来,我和两位同学DE结伴骑着单车去隔壁镇学校读高一了,每天来返路程就要花一个多小时,当时对于身体体弱的我感觉好不习惯,加上新环境新同学,很多东西都要来适应,每天很累,对于他逐渐疏于冷落了,有大段时间都没怎么来往。有一次放假在路上刚好碰见,他还是热情的叫住我,当时不知聊了什么话题,他戏谑喊我“少爷少爷”,我笑呵呵地没怎么表态,就离开了。未曾料到,这小小的插曲,竟成了我俩最后一次见面了。。 没过多久,噩耗传来,他出事了,听同学说他当时交了个女朋友,不知是年轻气盛还是什么,他开摩托车太快,夜晚不小心直冲撞到街上的电线杆,冲击力太大,七窍出血,当场身亡。我当时震惊到不敢相信,人有些恍惚,有股十分不真实的感觉,怎么好好的一位活人,就这样死了!?不敢接受这现实,去找了好几人确认真假,我还打电话给同学F,说他去世了,同学震惊停顿了好久,勉强吐了一句这不是开玩笑吧。那段时日非常难受。。直到现在都不大愿意去回想起来,当时我记得联系了几位他要好的同学,想着去他家慰问祭拜一下他,当时说得好好的,结果同学B临阵反悔,说他父母反对不同意,不能去祭拜他,他年纪轻轻无故惨死会变成厉鬼,怕以后被他“缠身”不吉利,那一刻我动摇了,这事就这样不了了之。。 那段时间,我整个人都很消沉,和我结伴一起去学校的两位同学DE,为了开解我,放学后两人远远的看到我走来,笑嘻嘻地喊我,一边说着笑话,我当时不理解,还特别生气,凶了他们一顿。那几年,我老是梦到他,在梦中他还是那样洒脱开朗,我惊喜的说你没事啊,他一脸笑容说着嗯嗯没事,他去医院把身体治好了,我笑着说那太好了,那我去找你,好久没见到你了,他没应声,身影突然一下子模糊,然后梦就醒了,我哭了。。曾经无数次幻想他还在,明明那些梦是多么的真实。。 后来我就开始接触法老控的游戏,空之轨迹、伊苏6,还把之前伊苏1&2补通关,再后面玩的伊苏F、双星物语2等,算是法社粉丝了。唯独双星物语1,不知因何原因久久没动过,可能游戏类型不喜吧,或者怕那段尘封的回忆再次浮现出来。。直到24年8月4号在“steam朋友”平台买的首个游戏KEY-双星物语,只花了7.7块钱。以现在的游戏环境来看,虽然本作机制有些古老了,但画风是那种可爱清新好看的手绘风格,台词太有趣了,女主皮皮洛可爱不做作,那个嘴毒辣啊,呛得对方无话可说,双主角ARPG战斗系统有意思,闯迷宫吃食物涨经验,隐藏探索要素很多,想不到实际游玩起来意外的硬核,当年真是误解他了哈。那个年代出来这款游戏真了不起,匠心制作,开场动画还是新海诚做出来的。OST还好听,喜欢布克村曲,那种田园暇意的氛围很赞,不过怎么我听出来有股忧伤的感觉。还有赛尔芬迪纳曲,很燃,有股英雄置之生死的感觉。经典番茄花园XP系统的开机铃声就是来自本作的休息BGM,不知他当时听到这些曲子是什么心境,现在回想起来他很会接受新事物,什么类型的游戏都喜欢玩,技术能力还相当强。而我反倒在少年时游玩思维固化、仗着小时候(虚岁)4岁开始接触玩到红白机的双截龙2,9岁可以背板把超级玛丽1打通关了等战绩,自认高玩一等,高调在别人面前炫耀自己,可能年少气盛吧,现在想想挺好笑的。 蝉鸣知夏,春深忽晚。有时我在想,他要是现在活着不知怎样,他还是依然那个对游戏抱有热情的少年吗,还会一起兴奋聊游戏玩游戏、调侃我、为我打抱不平吗?有一次心血来潮和我哥聊过这话题,我们感慨随着时光的流逝,很多以前要好的同学朋友们到现在已经形同陌路了,侧面印证了网上一句流行的话,阶段性朋友,我内心感叹着,人啊,是种越发的麻木的孤独的动物,我接着说道他要是现在还在的话,也是和我很少来往吧,我哥也说是的。。 即使这样,刘朝雄,我还是希望你能活着 后续更新:前几天在社区看到绮月酱发的和一位老资历辩论的帖子,说的是老资历自己只玩大作且炫耀白金多,对独立游戏带有不屑排斥,称为屎里淘金,因而有感而发。什么是纯粹玩家、什么又是真正的老玩家呢,每个玩家看法或许都不同。但是,那一瞬间,我脑海浮现了你的音容笑貌,时隔多年了,你对游戏那份热情、包容、开放的精神,直到现在是否依然默默感染着我,我想,是的。煽情话就不多说了,老友,我会带着这份热情,一直玩到老的!到那时。。我可以笑着告诉你,我玩到了最后。
好萌好萌的游戏,我超级喜欢!!!非常感谢汉化的老师! 剧情很经典很王道,就是太短了,皮皮洛和布库尔的冒险故事我还能再看二十年...... 指南里的攻略总结特别好,推荐看攻略游玩,自行探索或许会错过很多隐藏要素。 法老控是不是有什么青梅竹马癖和姐弟恋爱好,早期作品的少女少男西幻冒险故事对主角塑造太好吃了(虽然目前只玩了空轨和双星1) 双星2我来了(●'◡'●)
初中玩的,老喜欢了不过玩不明白; 现在倒是玩得明白了,但已经没有当时的心境了,呜呜
其实一分钟都没玩,差评是给没有中文的。英文当然没有障碍,但就是别扭~
steam上准备入坑或者补票的大伙先来看我这条评测! 我在steam讨论区里写了有关这个游戏的开屏动画报错问题的解决方案《The solution to "Indeo video codec not available"》,在开始游玩之前,建议先按照我在讨论区里写的步骤去下载游戏解码器!否则你将会碰到在游戏开屏就跳错误,过场动画黑屏这样很破坏游戏体验的事。(嗯,当然也可以入正玩盗嘛……体验会好很多) 游戏在我心中是绝对的真神水平,音乐和美术太戳我了,很多人也许是通过番茄花园的开机音效找到这款游戏的,但是它绝对值得一试。
Honestly I tried getting into it, but gave up. For reference, I've played a lot of Falcom titles (trails and some of Ys). This game is similar to Ys1+2 Chronicles, in the sense that its unplayable without a guide on where to go. The combat is very basic and spammy, there's zero depth to it. It also constantly breaks the 4th wall so it doesn't feel immersive at all, and tons of unfunny puns that get spammed in the dialogue. If you have the patience to deal with early 2000s JRPG game design, then do play it, it's probably worth it. Thank you xseed for the localization, will probably give it a try some other time.
明面上的引导非常少,极为注重地图探索和npc对话藏的线索。没接触过这个系列建议先品2代,难度和引导更加友好,且有经验了经常能提前跟上制作组的脑回路,在主线上少走大量弯路,游戏体验更好。 ps:决战前四处逛时无意看到主角说回家看看桌上的日记,才发觉一路的冒险都有记录,类似的设计《沉睡的法则》中每章打完也有,但会直接自动展开,在这里虽然藏得不深,如果一路直奔主线还真挺容易错过。
うーーーーーーん 信じられないぐらいめんどくさい でもこれは嫌いじゃない、嫌いじゃないんだが・・・ 致命的なバグが多すぎる。 道中属性魔法で道を開く、という場面がすごく多いんだけど、 魔法を切り替えすぎるとなんかのタイミングで魔法武器が消えてしまい地上へ戻らないといけなくなる あとトレジャーハントの10000円コースで呪われた魔法の時計の本が手に入るが、使うとフリーズする 敵を倒しても経験値を取得しない代わりに、 フードを落とす。大体体感3-4割。食べると回復+経験値取得。同じフード10個集めると1.5倍の効果に交換してくれるので、なるべくためて一気に使うと良い が、序盤はそんな事をせずにパクパク食べる方が強化されて効率がいい 後半は交換しないとやってらんない 上記の貴重品は無くしても商品の売り物に並ぶが、 買い直すのがかなり高額で一気に金が無くなる。 さすがに辛くて諦めた。 2は面白いので、ぜひそちらを もしくは、1.2時間など時間きめて「昔はこういうゲームが人気あったんだなー」ぐらいにとどめておくのが良い可と思います
Zwei: The Arges Adventure is a gleefully eccentric action RPG that blends Falcom’s unmistakable charm with old-school dungeon-crawling sensibilities. Originally released in 2001 and later brought to Steam by XSEED Games and Marvelous USA, Inc., the game is a vibrant slice of early-2000s Falcom design—full of personality, quirky systems, and a tone that refuses to take itself too seriously. Set on the floating continent of Arges, the adventure follows step-siblings Pokkle and Pipiro as they pursue a band of thieves who stole six sacred goddess idols from their peaceful hometown. What begins as a simple quest blossoms into a comedic, light-hearted journey filled with whimsical characters, oddball humor, and Falcom’s warm, playful storytelling style. The gameplay revolves around real-time dungeon exploration with the ability to switch instantly between the two leads. Pokkle handles close-quarters melee combat with simple but snappy strikes, while Pipiro uses ranged magic to handle distant threats or groups of enemies. This dual-character system encourages players to swap often, exploiting each character’s strengths based on enemy type or positioning. Combat is fast and straightforward, but it can also feel unforgiving because of the game’s minimal defensive options; the lack of blocking or precise dodging mechanics means players rely on movement, spacing, and raw aggression. The dungeon layouts reflect classic action RPG design—linear, enemy-dense, and punctuated by puzzles or traversal challenges. While these designs evoke nostalgia, they also reveal their age through repeated room structures, narrow corridors, and occasional difficulty spikes caused by tight enemy placement. One of the game’s signature quirks is its leveling system. Unlike most RPGs, experience in Zwei is earned exclusively by consuming food. Enemies drop various dishes—cakes, breads, puddings, fish, and even more elaborate meals—and eating these increases the characters’ levels. Better food yields more experience, and multiple lower-tier items can be exchanged to craft higher-tier dishes. This creates an unusual tension between healing and progression: eating an item may restore health now, but using it as experience later could be more beneficial. It’s a system that rewards planning and restraint, and while strange at first, it becomes a defining strategic layer that sets Zwei apart from other RPGs. The inclusion of pets, which can be adopted and trained to assist in combat or gather items, further adds to the game’s playful mechanical experimentation. The presentation captures Falcom’s early 2000s aesthetic with lovingly drawn character portraits, colorful sprites, and cheerful animations. While the environments and dungeon visuals show their age—repetition and simple geometry are common—the expressive art direction helps maintain the game’s charm. The Steam version benefits from widescreen support, visual refinements, and an updated soundtrack, all of which bring new life to the original assets. The music, composed by Falcom’s JDK Sound Team, is upbeat, catchy, and infused with energy, giving even repetitive dungeon trips a lively atmosphere. However, the true standout is the localization. XSEED’s English script is witty, filled with puns, comedic banter, and contemporary humor that fits the game’s irreverent personality without ever feeling forced. Structurally, the game is compact and efficient. Most players can complete the adventure in fifteen to twenty hours, making it a breezier experience than Falcom’s larger franchises such as Ys or Trails. Despite the light length, the adventure is densely packed with side activities, mini-games, optional dungeons, and collectibles. Small details—NPC chatter, secret corners in towns, hidden passages—give Arges a cozy sense of place. Yet the game’s age occasionally shows through in its pacing; certain sections involve backtracking or unclear progression cues, and the combat balance can sometimes skew abruptly toward difficulty spikes, especially when enemies group tightly or spawn too close to the player. Despite these imperfections, Zwei: The Arges Adventure remains an endearing and refreshing experience—an unapologetically whimsical action RPG that embraces its eccentricities. It captures a particular era of Falcom’s design philosophy: mechanically simple but heartfelt, humorous, and packed with odd creative decisions that make it memorable. For players who enjoy retro action RPGs, quirky leveling mechanics, or Falcom’s distinctive charm, it offers a nostalgic yet lively journey. While not as polished or mechanically deep as modern titles, its sincerity and personality make it stand out, offering a warm, character-driven adventure that still resonates decades after its original release. Rating: 8/10
>falcom game >look inside >bump into enemies to attack 10/10
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
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.
Related
| Family Crush | $166.2K | 666 | 81% | $13.99 |
| Disciples III - Renaissance Steam Special Edition | $166.1K | 540 | 51% | $9.99 |
| Last Hope | $166.2K | 257 | 94% | $19.99 |
| DEMON GAZE EXTRA | $166.1K | 155 | 70% | $49.99 |
| Galaxy Princess Zorana | $166.1K | 186 | 91% | $24.99 |
| Život Není Krásný: Poslední Exekuce | $166.3K | 578 | 98% | $14.99 |