
Every 333 years, something stirs. 1666: Amsterdam is a 3rd person Dark, Story-Led, Action-Adventure where Noa, the Collector, wields witchcraft to uncover demonic entities hiding behind human faces. Investigate by day. Face your demons at night.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best RU #30, worst UA #96 · 11 markets collected
US · last 30 days
About
Entities known as The Originals have lived for centuries, granted time, granted power, and the freedom to abuse both. That power is now owed.
Noa Brooklyn was born The Collector, raised by the Zaindaris for a purpose she did not choose: taking that power back.
Explore a handcrafted Amsterdam by day. At night, uncover what lies beneath its surface. Every facade carries a gablestone. Not all of them tell the truth.
The Originals walk among Amsterdam’s citizens, hidden behind human faces. Identify them. Mark them. When the Esbat comes, confront them in their true form under the moon. Collect what is owed.
Noa commands witchcraft and spellcasting passed down through generations of Zaindaris. Each target can be approached in multiple ways. Strategy, timing, and choice define the outcome. Every Esbat is a reckoning.
Noa is not alone. Aaron, summoned from 1999, now sees the world through the eyes of a cat. Together, they are one: Switch between Noa and Aaron across two radically different playstyles. One wields witchcraft. The other has four paws and flair.
Panache Digital Games is an independent studio founded by Patrice Désilets, creative director of Prince of Persia: The Sands of Time and Assassin’s Creed.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 962reviews | 64% | — | $601.6K |
| $29.99 | — | — | #13 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 556 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I was gonna open up with a joke for some likes; however, i honestly can't find a good one right now but since we are talking about jokes, let's talk about the game itself. Concept is nothing groundbreaking but ok, immersive thanks to great music and VA's. Combat is dogsh*t. Swing your staff once and you'll never wanna swing it ever again. Since AI's doing most of the work let it write the dialogues as well since its a pile of dogsh*t as well. It needs so much work to even be considered and early access game sadly.
[h1]想法大于体验[/h1] [h2]游戏推荐指数:★★★★★★☆☆☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 《1666:阿姆斯特丹》当初在夏日游戏节公布时,凭借《刺客信条》系列初代创意总监领衔打造的噱头结合游戏的黑暗叙事风格吸引了不少关注度,但如今游戏以抢先体验版本(EA)发布后,只能说这部作品当前所呈现的内容依然停留在昼夜双形态调查、人猫之间的无缝切换、三线不同时空叙事这几个独特的创意层面,但将这些创意落实在游戏内容上却有着不小的落差体验。 游戏主要采用三条时间线彼此嵌套关联的叙事结构,分为现代线、1999年线、1666年线。 现代线扮演女儿科莉奥,发现失踪父亲遗留下的手稿,与卢卡斯教授展开古老秘闻调查;1999年线扮演父亲亚纶,与女友艾格尼丝展开一场古老仪式,却导致女友昏迷不醒,自己成为了一只受召唤前往1666年的黑猫;1666年扮演女巫“取者”诺娅,因使命与黑猫一同找寻并收回“原初者”的力量。 因此,游戏的叙事手法结合剧情设定有着不错的观感,但由于抢先体验阶段本地化有着严重问题、剧情也仅有三章内容,更深一层的探索完全没有展开,故事便戛然而止,且官方也并未完全公布完整内容的具体更新节点,后续剧情更新遥遥无期,从基础体验上剥离了这份剧情上的沉浸感,毕竟多次更新后谁还会记得前面发生过什么。 反而依托游戏的剧情设定,游戏以此打造了十分独特的人猫切换玩法,常态下玩家操控女巫诺娅,能完成一系列的探索互动与战斗交互,而切换为黑猫的视角后会与《迷失》中的猫猫一样依靠小巧身形攀爬穿梭,协助诺娅/亚纶打开房间门锁、拾取带回关键物件、吸引守卫注意力等等。 不过游戏中的黑猫并非单纯的解谜工具,反而会发出经典的哈气,对部分特定人物哈气上去给一巴掌即可实现附身,协助开门探索,而对原初者哈气给几巴掌就能使其现出原形,而且游戏从底层设计上也并不鼓励玩家在人群中冒险,能潜行尽量潜行,不然一旦触发警报除了被源源不断的敌人围殴,击杀敌人也近乎零收益,就只能逃跑躲在水上静待警报消失或主动被捕。 十分可惜的是,《1666:阿姆斯特丹》这套比较亮眼的创意框架止目前步于设定层面,实际游玩体验多多少少会被糟糕的软引导、生硬的动作手感以及优化问题拖垮,并且难以想象的是作为一名女巫竟然铁打的甘道夫,战斗几乎靠一根手杖与敌人互博,而且游戏打击反馈薄弱、动作手感僵硬,卡视角和判定问题也会在战斗中频繁出现。 虽说能在剧情和宝匣中解锁女巫专属的灵光和幽暗两种巫术能力,但几乎在战斗中发挥出不出什么作用,也很难有反应时间,而且作为抢先体验阶段,游戏直至通关解锁的能力也才一部分,各种药剂图纸也收集不全,后面相关的能力升级更无法得知效果,这一方面让游戏以独特女巫为题材的体验大打折扣。 其实纵观游戏整体表现,具体问题要么归于以抢先体验模式推出一款偏线性叙事的RPG作品并不是明智选择,割裂了游戏节奏;要么归于开发团队底层的技术力短板,对其玩法打磨仍有不足,最终导致《1666:阿姆斯特丹》体验上并没有看上去那么惊艳,它确实有着足够的创意,以女巫为核心的各样“黑魔法”能力设定十分具有吸引力,但仅凭设想与题材框架目前难以打造一款暗黑系风格佳作,体验上多少令人失望与遗憾。 [quote] [h2] 优点 [/h2] +三线叙事,氛围十足 +人猫双形态玩法 +题材与世界观有吸引力 +玩法定位清晰 [h2] 缺点 [/h2] -EA模式下的不完整内容 -核心玩法打磨较差 -战斗系统平庸 -黑猫手感别扭 -优化bug频发 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
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Languages: English*, French, Italian, German, Spanish - Spain, Dutch, Simplified Chinese, Japanese, Korean, Portuguese - Brazil, Russian*languages with full audio support
Hours played at review time, across 556 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Was 1666: Amsterdam probiert, ist etwas sehr interessante. Ichwurde sofort von der Optik und dem Setting des Spiels angezogen. Wichtig: Ich habe das Spiel am Release Tag getested, falls das Game updates hatte, kann ich noch nicht mehr dar¨über sagen. Als erstes möchte ich ansprechen, dass das Spiel sehr sehr gut aussieht. Das Setting ist grandios und sehr sehr detailreich. Schon von den ersten Spielminuten an, kann man die idee der Entwickler sehen. Düster, emotional, kalt und spannend. Sound technisch trifft das Spiel meiner Meinung nach ebenso ins schwarze. Vongespänstigem Geflüster bis zu den super Voice Actors im englishen, sitz alles. Was mir jedoch nicht so sehr gefällt ist die Menge an Infos und Tutorials am Anfng. Man wird förmlich davon erschlagen und versteht nicht viel bis zur ersten Anwendung. Nach dem Prolog wurde mir viel mehr klar und ich habe die Mechanicken besser verstanden. Die Idee des Charackter wechsel, dem versteckten Aussehen und der Katze als Partner finde ich mega. Wo es einweig nachlässt ist im thema Performance. Beim ertsen Boss war der Kampf komplett schlecht in der FPS Anzahl trotz gutem PC. Ansonsten läuft das Game abgesehen von einigen Rucklern stabil. Das Kampfsystem ist simpel und gut jedoch fehlt mir eine Art stealth. Mal schauen ob dies noch kommt. Ich persönlich hatte einen guten Eindruck, würde das Spiel aber bis zu einigen Fixes noch nicht empfehlen, Die Perofrmance muss noch stark bessern.
[h1]耄耋与巫的故事,还有很长的路要走![/h1] [h2]游戏推荐指数:★★★★★★☆☆☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 引用夏目漱石《我是猫》中的话——“吾辈是猫,要说名字嘛,至今还没有起” 有着如书上那般荒诞抽象的体验,你说差又并非如此,反而有着不错的底子,不过毕竟是EA,长板和短板都超级明显,但该说还是要说的。 主要是被故事题材吸引,涉及到中世纪猎巫,还有女巫x耄耋的组合,整体神秘、微恐怖还带点历史背景元素,制作组还有《刺客信条》系列的主创参与,那自然很值得期待一下,实在让想知道是如何展现的这个神秘题材。 叙事的背景描述、路人以及场景什么的,都将那个时代“跃然纸上”,氛围感真的还不错,人物建模就比较粗糙,有噪点常伴吾身,只能说底子有些东西,但我需要优化和接下来的更新。 故事则是发生在三处,现代—1999年—1666年的阿姆斯特丹,以女儿的视角打开故事的篇章,揭开尘封在血液里的秘密,跨越时空,来到十七世纪的阿姆斯特丹。 予者和取者,千年的合作,通过巫术跨越百年的时间,故事的主角是女主的父亲和祖母,父亲一夜变成猫和别人去冒险了,为了拯救“仙人跳”的伴侣。 (这个背景很有意思,但本地化实在很差,所以体验上会有不少的扣分) [h2] 游戏采用双视角进行叙事和游玩——人与耄耋 [/h2] (但其实还有两位次要视角) 叙事驱动故事+猫咪视角探索,一开始还是线性流程后转为小箱庭,基本就是让你在一个区域里面来回探索,探索上很有沉浸感,也得益于不是很明显的指引,一切都要结合线索来,去不了的地方还有“黑魔法”阻挡,太远的地方下次再来吧(表情包)。 猫咪的操作还挺多,因为许多开门需要咪的助力,会让我想起之前的独立游戏《迷失》,但相比之下,本游戏的咪咪操作起来还是比较卡手的,正常的行走都很丝滑,但每当跳跃的时候体验感并不是很好,不过至少还可以穿墙回到身边! 除此之外,还能化身耄耋模式,哈气扑人附身一气呵生(有QTE),很大程度上也是帮助解密(开门),当然也可以进行战斗,只是非常非常脆罢了! [h2] 我以为我是哈利波特,没想到是近战法师 [/h2] 似乎是为了掩盖身份,女巫具有两种形态,在战斗状态下的“猩红女巫”,在大街上走可是会被群众里窜出来的士兵抓住的,所以只能平日里扮演人畜无害的修女。 在你搜刮、私闯民宅、变身的情况下,周围的警戒值会变高,拉满会迎来敌人,着敌人是比较烦的,因为不将他们的”士气“打完,是会一波接一波间隔着来敌人。 而攻击方式实际上有几分抽象,战斗方面采用平a+法术的形式,剩下全靠闪避,摆弄无毛扫帚进行攻击,前期法术能运用的比较少,主要受到“蓝量”的限制,还没准会放歪,打在物品上,或是被来一下,那就十分伤心了 而女巫有两种能量设定,需要吸地图上的红色,黑色两团物质,红色可以当做改变“地形”的能量,黑色则是释放技能的蓝条,可以通过猫咪化身能量来回转变,但战斗的时候吸这玩意不是找死吗! [h2] 为了神秘、唯恐、叙事做的效果 [/h2] 设计的特效蛮多,尤其常常出现的文字特效,效果做的不错,有的时候还能指引方向,不过重复使用难免也有视觉疲劳的时候。但只要记得跟着“字幕”走,方向永远不会错。 偶有一些闪频的快速效果出现(类似于鬼片的那种)会在你不经意间突然突脸来一下,也让你“虚惊一场”,告诉你这是有恶魔的世界,也许这就是游戏的主基调罢了——神秘/诡异。 [h2] 一些碎碎念: [/h2] 现阶段让我在体验上不佳的情况主要还是来自于翻译的问题,很多对话没有做好本地化,再就是战斗方面不良体验——在小屋子里战斗的眩晕感,无限回合制平a,还有换皮怪。 还有一些设计上的问题,npc跟随是和玩家操控的角色产生链接绑定,你旋转还跟着旋转的。这种设计在后来似乎是为了附身跟随准备的,但我觉得还可以有个更好的效果吧?音效上似乎有些问题——似乎录入了不少衣料摩擦的声音,是的杂音太多,这方面的体验并不是很好;还有什么东西出来都是飞出来落在地上。 [quote] [h2] 优点 [/h2] +背景、世界观很吸引人 +猫咪与人相互配合的解谜 +氛围感较强,具有一定沉浸感 [h2] 缺点 [/h2] -讨厌前期频繁的突脸画像 -缺乏打击感和身份象征的战斗,原始战斗 -文本翻译并未完全,优化不行 -缺乏指引,常常摸不到头脑(很大一部分原因是上面导致的) 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
[h1]1666: Amsterdam – Brujería en las calles de Amsterdam[/h1] 1666: Amsterdam es una de esas aventuras que me han sorprendido por una ambientación que consigue atrapar desde el primer momento. Esta historia nos lleva a una Amsterdam del siglo XVII llena de brujería, demonios y secretos, donde Noa debe investigar durante el día para descubrir a los llamados Originales y enfrentarse a ellos cuando llega la noche. La mezcla de investigación, acción, exploración y fantasía oscura tiene bastante personalidad y consigue que siempre haya algo que descubrir. Lo que más me está gustando es precisamente la parte de investigación y narrativa. La historia conecta diferentes épocas y personajes y va soltando información poco a poco, consiguiendo mantener la intriga. Además, Aaron, atrapado en el cuerpo de un gato, aporta una forma diferente de explorar la ciudad y resolver determinadas situaciones. El gran problema está en el combate. Actualmente resulta bastante sencillo y repetitivo, con enfrentamientos que pueden reducirse demasiado a atacar y esquivar, y es precisamente el apartado donde más se nota que estamos ante un acceso anticipado. También hay problemas técnicos, rendimiento irregular, algunos bugs y errores de traducción al español. La propia Panache deja claro que el juego todavía está en desarrollo y que el acceso anticipado busca precisamente recoger comentarios de los jugadores para ampliar y mejorar la experiencia. [h2]Lo mejor[/h2] Una ambientación espectacular. Historia misteriosa que engancha. Investigación y exploración muy interesantes. Aaron y su forma de explorar aportan variedad. Una Amsterdam preciosa y llena de detalles. Fantasía oscura con mucha personalidad. [h2]Lo peor[/h2] El combate todavía necesita bastante trabajo. Algunos problemas técnicos y de rendimiento. La traducción al español necesita mejorar. Se nota que todavía estamos ante una versión en desarrollo. [h2]Veredicto[/h2] 1666: Amsterdam me ha dejado con muy buenas sensaciones y, sobre todo, con ganas de ver hasta dónde puede llegar. La historia, la ambientación, la investigación y esa mezcla de brujería con una Amsterdam del siglo XVII consiguen crear algo bastante diferente. El combate y el estado técnico necesitan mejoras importantes, pero estamos ante un acceso anticipado y precisamente ahí está buena parte de su potencial. Si consiguen desarrollar todo lo que tiene entre manos, creo que podemos estar ante una aventura realmente especial. De momento, me parece un juego al que merece la pena echarle un ojo si os gustan las historias misteriosas, la fantasía oscura y explorar mundos con personalidad. [hr][/hr] [i]Haz click si quieres ver más reseñas[/i] [code][url=https://store.steampowered.com/curator/45886915-HispanoGamers-Exchange/] Steam Curator: HispanoGamers Reviews [/url][/code]
Leider noch absolut nicht spielbar für mich, trotz allen erfüllten Anforderungen an den PC. Spiel harkt fast durchgehende. Gerade bei Kämpfen sehr frustrierend. Hoffentlich wird es nach Early Access besser, sonst hab ich das Spiel umsonst gekauft...
L'idea di questo gioco è veramente bellissima, originale e ti fa venire voglia di scoprire come va a finire, ma ha dei problemi veramente grossi che ti fanno passare la voglia di giocarlo. Strutturato male, bug, dialoghi mezzi tradotti e mezzi no, combattimenti orribile con sempre le stesse tre mosse, telecamera che va per i fatti suoi, impersonare il gatto (Bellissima idea) ma macchinosa per colpa delle meccaniche inesistenti. Penso che questo gioco abbia un grosso potenziale, ma va completamente rivisto e sistemato, se ci avete messo dieci anni per sviluppare un gioco così rotto non immagino se ce ne aveste messi di meno cosa saltava fuori. Peccato perchè dalla beta non sembrava così, sono veramente delusa.
There are many things to improve, but I feel like the base is there and so it is just a matter of building on top of it!
I've only been playing for a little bit and while I really like the story of this game the combat reaaaaallly sucks. It's just spam attack and dodge so far, you only get 3 hit points and you're constantly outnumbered by enemies that have 3 hit combos... so it gets frustrating fast. I dread the combat section of this game, everything else is great it's just the fighting that sucks! I feel like it needs a rework but I'm not sure if they can rework an entire system like this. Edit: After a few more hours in I can successfully say; f this game. F it until they change the combat. I want to like this game so badly it ticks every box for me but the fing combat is so frustrating and annoying that its turned me off of it completely. Fighting a stupid boss with only 4 hit points and the boss can do 100000000000 move combos while you're stuck spamming your attack and dodge button while doing absolutely piss all for damage is NOT fun. Everything is so frustratingly sparse, you can't stealth without a stupid guard seeing you and then literally 2 seconds later you're caught and have to deal with a mob, the "hints" are not helpful. At all. I spend a majority of this game slamming my head against a wall trying to find out where to go and then once I finally do I'm rewarded with a shtty ass boss fight and fing chloe going "oH nO tHe NuX iS aCtInG uP" and wants to pull me out after I've died ONCE. I'm done. Until they fix this ♥♥♥♥ I'm refusing to play this garbage anymore.
tem um futuro prospero o game é bonito de mais ! e tenho certeza que vai ser uma grande franquia
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