
The critically acclaimed RPG that raised the bar, from the creators of Baldur's Gate 3. Gather your party. Master deep, tactical combat. Venture as a party of up to four - but know that only one of you will have the chance to become a God.
Most likely between $98.9M and $280.1M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $44.99 | 96% | approximately $164.8M |
| PlayStation | $17.99 | 94% | — |
| GOG | $44.99 | 90% | — |
| Xbox | $49.99 | 88% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2472 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
非常愚蠢的游戏!首先官方翻译烂得令人发指,如果你是注重细节的强迫症或轻微强迫症玩家,使用双语mod游玩,你就会发现中文翻译充满了歧义和理解剧情上的误导。 第二,大量不同对话选项,却常常指向同一结果出口,也就是如果你RPG强迫症选了对话A,又好奇对话B会怎样,就读档,后来又好奇对话C会怎样,又读档,然后你发现,这些对话绕来绕去最后指向了同一结果,你会很无语,这中途你的注意力变得乏味,往往你读档中途就去刷手机或做别的事情了,然后游戏就挂机在那里停顿住了,这也是本人游戏时长巨长的原因之一。 第三,背包管理做得极度糟糕加堆砌了一大堆毫无意义的物品拾取,如果你像玩很多rpg一样,有箱必开有东西必捡,到处翻箱倒柜,那你就会浪费极大量时间捡一大堆毫无用处的垃圾只能卖商店;此处如果你不甘心,认为你捡的东西可能会有一丁点用,然后你更进一步去网上查你捡的各种垃圾的作用,那你就会挂机像本人一样浪费大量的时间,并且在你确认你捡的东西毫无用处的过程中,你游戏的注意力会被打断变得乏味,以至于让游戏晾在那里好多小时,自己干别的去了。那么如果你不翻箱倒柜呢?很好,游戏设计了在你开箱子的时候随机刷出装备,你妥妥地陷入“鸡肋陷阱”。 第四,游戏的故事,它没讲完!它没讲完!它没讲完!如果你纯粹地不看剧透或者低剧透,并且顶着巨烂的翻译理解了剧情,那么你前期中期以及中后期的剧情,都会让你觉得你最终会与一个叫“神王”的家伙终极一战,然而到最后,拉瑞安跟你说,和神王大战它没做! 并且整个剧情中都在告诉你重要NPC麦乐迪从头到尾帮助你,是要求成神之后的你帮她办一件大事,结果一直到最后你发现,这件被多次渲染的终极大事,欸,拉瑞安它又没做!你想知道这大事是什么是吧,你等下一作! 我***************!
If you came here from baldurs gate and liked the interactions there than you will like this game! the combat is great and the story is not bad either
Türüne göre en iyilerinden biri kesinlikle. İlk oyuna göre daha güzel fakat ilk oyunun hikayesi biraz daha iyiydi bence. DOS2'nin ilk chapterı bence en eğlenceli kısmıydı en uzunuydu da diyebilirim. Adadan galiba bi 70-80 saate anca kaçtım. Fakat benim gibi birisiyseniz(ölücü yani) kesinlikle oyunun normal bitme saatinde bitirme gibi bir şansınız yok. Çünkü girmediğim delik bırakmıyorum. Toplamadığım eşya kalmıyor. Eğer oyunun ilerleyişini etkilemiyorsa exp uğruna npc bile öldürüyorum. Çünkü en zengin, en güçlü ve en havalı ben olmalıyım. Huyum bu vazgeçemiyorum. O yüzden arkadaşlarla oynamaya pek uygun değilim. Muhtemelen kimse katlanamaz bana bu konuda. Bu yüzden 200 saate bitti zaten oyun. Çok iyi bir deneyimdi biliyordum da çok iyi bir oyun olduğunu BG3 oynamamış birisi olarak bu böyleyse kim bilir BG3 nasıldır. Hayal bile edemiyorum. Ufak tefek eksikleri var craft sistemi bence kötü. Karakterler konuşurken en azından kritik yerlerde keşke görsel kullanılsaymış. Basit animasyon izlemesi çok heyecanlı değil. Hikayesi de çok iyi değil bazı yerleri çok iyi iken bazı yerleri çok sıkıcıydı. Kesinlikle kendini tekrar etmiyor sadece oldum ben seviyesinden sonra kimse karşımda duramıyor. Ondan sonrası biraz sıkıcı geliyor çünkü zorlanmıyorum hiç. Çevre etkileşimi güzeldi stratejinizi iyi oluşturursanız hiç uğraşmadan karşı rakibi nakavt edebiliyorsunuz. En eğlenceli yeri de galiba burası. Ödüllendirme sistemi sanki biraz zayıf geldi. Evet bir sürü eşya buluyorum ama bir halta yaramıyordu genellikle. Sınıf sayısı yeterliydi. Büyüler biraz daha kombinasyon olarak uyumlu olabilirmiş. Sonu pek tatmin etmedi hikaye olarak harika güçlü bir şey görmeyi planlıyordum yükseldikten sonra sadece kafam parlıyordu :D. Her şeyiyle iyi bir oyundu nasipse artık BG3'de büyüleneceğim artık.
I tried so hard to like this game, but my list of grievances grew far too long that I just couldn't recommend it. This review is a (long) expression of that frustration. I played on classic mode and made it through to early act 4. The first two attempts at playing were co-op at the behest of friends already familiar with it. Do not do this. It is a terrible way to learn the mechanics, follow the story, or immerse in the world. It might be better if none of you know it, but given it is possible to progress dialog without other players present to read it, I doubt it. Once I was able to start progressing through Fort Joy, with a little guidance, it started growing on me. The art, music and voice acting are all great. The characters and the world are compelling, but hampered by the slow progress of the game. Between the main story, your party's character arcs, pop up events, act-spanning quests, and side quests, there's a lot going on at any one time, but none of it is delivered in an ordered fashion. Inevitably you cannot follow a quest through to completion because you either can't access the next step yet, or you need to level up and come back later to progress, by which time you can't remember where you were at or why you were doing it. This also sees you seeking alternate quests to get enough XP such that you end up with tons of concurrent quests, compounding the problem. The journal should help with this but the dot-point notes paint an inadequate picture. The unread flags are unreliable, often seeming to appear when no new information is on offer. Updates often appear in the middle of an interaction or fight, by the time you read the journal it can be unclear what it was connected to, and when a quest gets completed (or invalidated), often unexpectedly, it is immediately moved to a long list of archived quests without an unread flag. The quest notes are often too vague, as well. "Something bad happened here. Find out what". As a result, I couldn't completely follow what was going on. Paladins, magisters, witches, gods, god king, voidwoken, divine, lucian, black ring... pretty much everyone/thing seemingly wants your head, but their motivations (and yours) are hard to discern. A jumbled mess of power, chaos and destruction, everyone seems to either want to end the world, or gain the power of a god. There seems to be very little 'good' in the world. Even those that help you (or you help) seem to be shady and selfish with ulterior motives, which leaves you always expecting it to come back to haunt you. Loot, crafting and inventory management is basically hell. There is a lot of stuff to pick up... dozens of books, notes, scrolls, foodstuffs, reagents, runes, keys... most of which give no information on what might make them useful. You can find and learn recipes by looting and reading *everything* but usually few and too late to be useful. You can discover them by crafting trial and error, but even logical attempts usually result in invalid combinations. Even when you learn a recipe, there's no tooltip in the crafting pane for the item's effect. Each character in your party has a bag, that can contain other bags you pick up, presumably to help you organise things, but it requires a lot of manual manipulation to keep in check. It doesn't seem to matter as any character can use anything from any bag, except you soon discover weight limits are connected to Strength, so one Strength stacking character ends up holding almost everything. There is no item search. There is only autosort, which, as items get used, still leaves gaps that newly acquired items will fill... good luck finding them. Items you pick up also automatically flood your action bars, even when locked. At one point in Act 3 I looted a quest item long before I had any sort of quest pointer that might have told I needed it or what it was for. By the time I did, it was lost in my inventory, and the game gave no suggestion that it might even be something I already had. The pick up and add to wares (to sell) function, and sell all wares function, were certainly useful as you come across tons of items to sell while seeking out the spells, recipes and objectives you need to progress. To the point where I never felt limited by gold, which made bartering skills and levelling up with merchants feel pointless (particular when I couldn't return to those merchants). When you finish a quest you are sometimes presented with options to loot, but you can only take one. you can compare loot with your current character, but you can't swap characters and you can't get out of the dialog without choosing a piece of loot. Combat. The two words I would use to describe it are 'unfair' and 'cheese'. It's not that it isn't beatable, it's that you need to know the fight is coming, and what you're in for, in order to have a fighting chance. So many fights start unexpectedly with your party grouped up, only to have them obliterated in a mass of higher initiative AoE. You're supposed to come prepared with certain specs, items, split your party, and sneak to pre-position, which frankly is one of the least fun mechanics I've encountered in any game. Action points are extremely limited, and eaten by movement, items, or even changing gear. And with the constant ground effects, you gotta move, or suffer the incoming CC/damage combos around which the combat is heavily oriented. The opponents meanwhile seem to have no problem casting 4 abilities every turn, some insanely strong. You are constantly on fire, and often silenced, rooted, charmed or decayed, making healing ineffective. This all tips the scales against certain builds/spells. Much is made of gaining the ability to use source magic, which does seem powerful, but then becomes a issue of never having enough source to use them. When I got stuck and reluctantly looked for advice, I found it basically comes in two forms. Firstly, relying on cheesy 'clever use of game mechanic' tactics like out of combat long distance height advantage kills, teleporting, thievery, deathfog and so forth. The second is preparation. You have the wrong items, the wrong build. You should use these builds, go back to the mirror and respec. From what I've read this is all contingent on the armor and resistance aspects of the fights. This reveals the actual lack of freedom you have in playing the game the way you thought you could. Early game felt punishing without knowing where to acquire certain spells and items. As you progress, that feeling inverts as you end up with tons of spells and items, more than you could reasonably utilise, leaving some choice paralysis. I picked character archetypes and built to that, only to later find that my choices had hindered me. Again the intention seems to be to respec to utilise fight appropriate spells/items and devastating environmental combos. Succesful combat seems to be heavily indebted to knowing what is coming, and so the combat feels secondary to the build. That is contrary to how I wanted to play. Once I hit that realisation, I stopped enjoying any aspect of combat, and my desire to continue moved increasingly from fun to sunk cost. Experiencing the first few fights of act 4, and reading that it only gets worse from there, was enough for me. Overall it seems like a game whose enjoyment is somewhat dependent on presumed knowledge, that might be suited to a multiple playthrough model but is too long and does not have enough variation to be appealing to any but die hard genre fans. A rare abandon.
====================================== 永远跟党走,心中有党,事业理想。 ⣿⣿⣿⣿⣿⠟⠋⠄⠄⠄⠄⠄⠄⠄⢁⠈⢻⢿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⠃⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠈⡀⠭⢿⣿⣿⣿⣿ ⣿⣿⣿⣿⡟⠄⢀⣾⣿⣿⣿⣷⣶⣿⣷⣶⣶⡆⠄⠄⠄⣿⣿⣿⣿ ⣿⣿⣿⣿⡇⢀⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄⠄⢸⣿⣿⣿⣿ ⣿⣿⣿⣿⣇⣼⣿⣿⠿⠶⠙⣿⡟⠡⣴⣿⣽⣿⣧⠄⢸⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣾⣿⣿⣟⣭⣾⣿⣷⣶⣶⣴⣶⣿⣿⢄⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⡟⣩⣿⣿⣿⡏⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣹⡋⠘⠷⣦⣀⣠⡶⠁⠈⠁⠄⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣍⠃⣴⣶⡔⠒⠄⣠⢀⠄⠄⠄⡨⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣦⡘⠿⣷⣿⠿⠟⠃⠄⠄⣠⡇⠈⠻⣿⣿⣿⣿ ⣿⣿⣿⣿⡿⠟⠋⢁⣷⣠⠄⠄⠄⠄⣀⣠⣾⡟⠄⠄⠄⠄⠉⠙⠻ ⡿⠟⠋⠁⠄⠄⠄⢸⣿⣿⡯⢓⣴⣾⣿⣿⡟⠄⠄⠄⠄⠄⠄⠄⠄ ⠄⠄⠄⠄⠄⠄⠄⣿⡟⣷⠄⠹⣿⣿⣿⡿⠁⠄⠄⠄⠄⠄⠄⠄⠄ china NO.1 =====================================
很好玩的一款CRPG,可以探索的地方非常多,内容超级丰富,高自由度且文本带有配音。 原神2真好玩吧!
4/10. Игра, у которой был потенциал стать нормальной. Второй акт максимально разочаровал. В игре жестокая система уровней. Я выполнил очень много квестов, получив 12 лвл, а другие зоны это 14–16 лвл. Игра обещает СВОБОДУ ДЕЙСТВИЙ. Если ты убьёшь какого-то персонажа, потому что ты так захотел и ведь игра свободная, ты потеряешь дофига опыта, потому что отказался от его квеста или решил сделать по-своему. Игра с свободой действий, но ты не можешь телепортировать персонажа в бою на какой-то камень или крышу здания, можно только в тех зонах, которые сделали разработчики. Ты нашел шикарное место, но при попытке забросить туда персонажа пишет "Путь Заблокирован". Тупое разделение на физическую и магическую броню, тебя игра заставляет играть либо только за физиков, либо только за магов. Опять же, свободой действии тут не пахнет. Игре 9 лет, а багов которые убивают впечатления тут полно. Быстрые сейвы перезаписываются, что очень мешало, если ты хочешь откатиться на 10 быстрых сохранениях назад, то твоего сейва с большой вероятностью уже не будет. Как можно называть игру со свободой действий, если в ней жестокий и ужасный баланс уровней, линейность локаций? Тем более можно ходить только там, где выделил разработчик. Ты не сможешь обойти как что-то через лес. Ведь 50% карты просто как декорация, а не свобода. По итогу, у игры реально был потенциал стать шедевром. Назвать эту игру можно лишь имитацией свободы.
Абсолютный шедевр от Larian Studios, одна из лучших RPG. Сюжет. Хороший и глубоко проработан, в отличие от первой части более глобальный. Хочу выделить огромную вариативность и свободу действий, каждый спутник хорошо прописан и имеет свою интересную историю. Графика. Приятный дизайн, красивые и атмосферные локации, отличные модельки и эффекты, немного хромают анимации. Боёвка. Самая интересная и сложная часть игры. Огромная вариативность способностей и билдов, которые нужно грамотно комбинировать для победы. Постепенно с прохождением будут открываться новые способности, поэтому боёвка постоянно будет ощущаться интересной и разнообразной. По сравнению с первой частью стала легче и более понятной для новичка. Музыка. Одним словом, шикарная. Идеально вписывается в атмосферу, можно выбрать музыкальный инструмент, который будет радовать уши в каждом бою. А песня Лоусе - это отдельный кайф. В общем, очень доволен прохождением, однозначно буду перепроходить в будущем. 9/10.
Лариан приятно удивили деконструкцией собственного лора взяв за основу сюжета идеи из своих классических игр развивая и дополняя его новыми знаниями. Особенно приятно знать, когда ты шаришь за лор предыдущих частей франшизы Дивинити. Видеть знакомых тебе уже персонажей, читать найденные записи упоминающие произошедшие события за которыми тебе довелось наблюдать - вызывают греющую душу нотки ностальгии. ОСТы таки вообще услада для ушей от которых не просто кайфуешь слушая их, но считай музыка в этой игре является само по себе инструментом в руках разработчика отражающий для игрока происходящую ситуацию или передающий погружающую атмосферу локаций. Это сложно описать словами, нужно это самому прочувствовать в самой игре. Ещё могу добавить, то что D:OS2 в плане геймплея показался мне более свободным и предлагающий больше возможности в бою чем BG3. Моя оценка: 10/10
The years have not been kind to this game. BG3 is just all around a better version of this, and with the squeal coming out, coming back to this is not worth it, even for a story reason. It's a slog at the start and just not worth it these days.