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Unsouled

已在库内

2.3/5

( 2 Reviews )

2.3

2 Reviews

中文(简体), English & 3 更多
19.9919.99
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DRM FREE. 无需激活或联网验证即可开始游玩。
保障与满意度,完美支持24/7最多30天內全额退款。
Unsouled
介绍
- 快节奏风格的战斗 每个瞬间都无法停下来。敌人会根据玩家的行动做出反应,只要露出破绽就会马上攻来。需要玩家在每个瞬间都做出最佳的判断。 - 极限的时机和操作 多样的连续技能加上为了造成巨大伤害的反击都能带给玩家极致的满足感。虽然有可以调整难度的功能,但为了华丽的游戏效果,练习也是不可少的。失魂者准备了随时可以钻研各种系统的"深渊"。 - 连技系统 失魂者的所有技能都拥有专属的连技时机。施展技能后,在角色闪烁黄光时可连接使用其他技能。为了安全地减少施展技能后的冷却时间,并设计专属的连续技,是一定要熟练的系统之...
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用户评论

2.3/5

( 2 Reviews )

2.3

2 Reviews

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产品详细信息
2022, Megusta Game, ...
系统要求
Windows 7 or Later, Intel Core 2 Duo E6320 (2*1866) or equivalent, 2 GB RAM, 512mb video memory, 2 G...
DLC
Unsouled - Digital Artbook, Unsouled Soundtrack
Time to beat
3.5 hMain
9 h Main + Sides
30 h Completionist
6 h All Styles
介绍


- 快节奏风格的战斗
每个瞬间都无法停下来。敌人会根据玩家的行动做出反应,只要露出破绽就会马上攻来。需要玩家在每个瞬间都做出最佳的判断。


- 极限的时机和操作
多样的连续技能加上为了造成巨大伤害的反击都能带给玩家极致的满足感。虽然有可以调整难度的功能,但为了华丽的游戏效果,练习也是不可少的。失魂者准备了随时可以钻研各种系统的"深渊"。


- 连技系统
失魂者的所有技能都拥有专属的连技时机。施展技能后,在角色闪烁黄光时可连接使用其他技能。为了安全地减少施展技能后的冷却时间,并设计专属的连续技,是一定要熟练的系统之一。


- 截击系统
在极限的时机点能一次压制敌人的技能。虽然风险较大,但能够确实地造成极大伤害,只要时机抓得好,就可以发动连续截击。是能让战况瞬间逆转的系统,必定要熟记才行。


- 互动目标
推敌人撞墙、砍下树木压倒敌人、使敌人坠落峭壁、使敌人落入水中或用倒大型目标来过河等,可利用各种环境要素来攻略敌人。


- 被动&主动灵魂系统
透过战斗或探险可获得特殊的灵魂。被动灵魂在获得当下将立即发动效果,可提高能力值、解锁新技能或升级原有技能。主动灵魂为透过输入按钮来发动的功能,可使用一般头目用过的技能、连接连续技或在被敌人包围时,为了突破包围时发动。


- 美丽的像素图
"5个地区皆有独特的像素背景,在由这些地区组成的世界中探险,可以遇见由像素动画所呈现的各种敌人。
像素图因套用即时操作的效果,可以体验到时时刻刻都变化万千的互动像素图。"

© 2021 NEOWIZ & Megusta Games All rights Reserved.

所有成就
包含内容
内容
Standard Edition
Digital Deluxe Bundle
Artbook korean
Artbook english
Soundtrack MP3
Soundtrack WAV
系统要求
最低系统配置要求:
为什么 要来GOG.com购买?
DRM FREE. 无需激活或联网验证即可开始游玩。
保障与满意度,完美支持24/7最多30天內全额退款。
Time to beat
3.5 hMain
9 h Main + Sides
30 h Completionist
6 h All Styles
游戏详情
类型:
操作系统:
Windows (7, 8, 10, 11)
发行时间:
{{'2022-04-28T00:00:00+03:00' | date: 'longDate' : ' +0300 ' }}
公司:
大小:
596 MB
链接:

游戏特性

语言
English
音频
文本
中文(简体)
音频
文本
Deutsch
音频
文本
日本語
音频
文本
한국어
音频
文本
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用户评论

Posted on: March 28, 2023

Demands of Precision Not Reciprocated

Unsouled carelessly borrows from too many disparate sources to be anything but less than the sum of its parts. Imagine Hyper Light Drifter, Sekiro, and Bayonetta trying to dance but stepping on another's toes. The game has a meager movelist with significant functional and tactile overlap. Enemy and encounter design leave little room for what scant stylistic expression would be allowed by the moves on offer. There's more nuance than I have space to give credit for, but moves can generally be distilled to "hit enemy", "hit enemy away", and "move to and hit enemy". Combos feel isomorphic or call-and-response in a way that more carefully considered action games avoid through expanded movelists and move properties. The "chain" system, which ostensibly drives combo depth or demands exacting inputs, is in the majority of cases merely a graphical signifier that the player has finished move recovery and may input their next attack; it's nothing novel, let alone noteworthy. For some, the appeal lies less in expression and more in rising to imposed technical demands, but Unsouled's loose design tolerances leave the game issuing these demands without facilitating the player's ability to meet them. Player and enemy hit and hurtboxes were not designed with the core principles of this game's combat in mind. Attack adjustment tracking, collision friction with enemies, and enemies' hurtboxes/player hitboxes are all so small that the player's attacks, most of which significantly reposition the player, will frequently pass harmlessly past enemies and leave the player disadvantaged in position and state. All of these flaws are exacerbated by the additional layer of Souls/Sekiro mechanical and statistical derivations meant to force a rhythmic ebb and flow of attack and defense. Tracking four separate meters above each individual enemy is too big an ask when I'm occupied by parry windows and razor-thin attack margins. Got bad end on hardest diff. Some fun! Much frustration!


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Posted on: March 17, 2024

undeadAlic3

验证所有者

游戏: 15 评论: 4

Clunky, cluttered and unconsidered

Imagine putting foregrounds elements on a top down action game to obscure what the player is seeing... yeah that should be a microchosm for the quality of the game. Combat feels quite clunky with lots of redundancy in the control scheme. Like there is a dodge and a block button instead of having a block button that activates a dodge on movement. Sure you have a dedicated button for each cause the block is directional but that doesn´t add much to the game. Speaking about the block, it also feels worthless to use as the block stun you get from using it makes it worthless when trying to follow it up with any sort of attack. Many things in this game are just not well considered. The dodge move is a stab that knocks the enemy away, when the whole point of a move that you use during a dash is to close in the distance, why would I want to knock the enemy away? Also rather than just allowing you to dodge halfway through hitstun like most action games the game forces you to use a mechanic called ghost dodge to cancel hitstun with a dodge. This system is nonsensical because: 1.It has be activated by pressing block and dodge, meaning that you can´t dodge out of a block, making the block feel even worse 2. Requires two buttons for an action that should be instinctual. There is no reason why they couldn´t just have made it so that if you press the dodge button during hitstun you use the ghost dodge and consume the resource. The controls did not need to be cluttered like this 3. Makes the game feel clunkier as a whole, forcing you to rely on a resource to get mildly smooth gameplay. The chain system is also quite restrictive as for the chain window to appear, you have to wait a bit for your attack to finish, making it feel clunky and slow when the game should feel exciting and technical. And the game has actions that require you to hit the Y button while hitting every other face button, which feels awful to do.


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