
Explore the anime-style open world of the Continent of Orbis, brought to life with Unreal Engine 5! Recruit unique companions, unleash spectacular Status Ailment tag-team action, and embark on an epic journey to save the world from the threat of a Dragon reawakened after 60 years.
Most likely between $7.6M and $21.6M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Reviews
Themes across 2563 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
[h1] A Deeply Strange Experience [/h1] Dragonsword awakening, from what little I managed to dig out of google's enshittified caverns, is a sequel to both an MMO I've never heard of, and about ten mobile games that I have heard even less about. Which could go some way to explaining why the story feels so incomplete, as it seems to be structured as a prologue or origin story for several of the central characters, which as a standalone story is understandably Insufficient, and I have no desire to play a bunch of gatcha slop in order to have greater context or investment. When I say that the story feels incomplete, it's not that I'm dropped into the middle of ongoing proceedings without sufficient context, it's that this story simply doesn't end, not even in a cliffhanger sense but in an "there is quite literally an unresolved Final Boss who showed up at a funeral to swear destruction on the kingdom midway through the game and all we did was take out two of his subordinates and fail to re-assemble the previous hero squad" This is act one, all setup and no payoff, all balls and no shaft. And that is a real problem, because it throws into sharp relief how badly other elements of the game hold up. The core combat is sound but simplistic enough to get repetative, the korean voice-acting is probably good, I'm not really equipped to judge, the stylisation mostly works, but some of the texturing and colour palette work looks uncanny, the canned animations during dialogue get repetative and play into how a lot of the characters are broad stock archetypes without much development. The story progression is static and lifeless, and often involves walking between three people in the same room to talk to all of them rather than just play a single cutscene, or banal "pick this up and put it down over there" environment interaction that feels like a default system that came free with the engine, that is never iterated on in any interesting way. Other complaints feel like emergent properties of the kind of game this is, clearly heavily inspired by the Genshin Impact subgenre of gatcha open-world games, but with the gatcha elements stripped out. But the flaws in storytelling and game design that are inherited from that particular Gatcha Slop subgenre remains, the absurd amount of things to level up, resources to collect, upgrades and crafting to simply jog in place power wise, the simplicity of the combat meant to function on phones or with minimal cognitive investment, the absolute pre-school tier "puzzles" in the environment, the relentless busywork of hundreds of generic chests guarded by 3-5 basic enemies throughout the world, the grind, oh lord the grind. The most fatal (and fascinating) flaw is how Characters work beyond the starters the game deigns to give you, this is from my hazy knowledge, a common problem in this lineage of gatcha games that attempt to have actual stories. Any character you *can* recruit has to remain in a state of quantum superposition throughout the story, where they *exist* but aren't necessarily allied with your team or not allied with your team, because you could recruit them in any order, this game choosing to parcel them out via tickets rather than how Gatcha's would do it. This is an example of the true unforgivable sin, in a supposedly *character-driven* story, the designers made an unforced error of letting the player grab characters randomly, which means it was written to ignore them. One quest early on quite literally unlocked a specific character rather than giving me a generic ticket, which means that they could have accounted for that in the story, have that character formally be part of the mercenary crew, or at least working alongside them, but the entire rest of the game they're treated like ships passing in the night. Sane story-driven RPGs weave squadmates into the storyline, they Know when certain characters will be included because they put the characters there and planned around when they would be recruited, even in games where you have the option of say, a couple of different characters being in a scene and having something to say, recruiting or not recruiting an optional character, getting characters in a couple of different orders, deciding if a given character has a lot or a little to say about a given mission or story beat. I'm not saying every team-based RPG needs to do it Bioware style, but it is an example of a pretty Solved formula at this point, one that gives the writers and designers the ability to have characters be both tightly wound into the main story, and to have access to their personal storylines paced out. In this game there are questlines specifically relating to some of the recruitable characters that go into their history, motivations and skills, helping to flesh them out, sounds good right? Well... yes and no, none of these character quests relate to the core characters who are canonically always with you and show up in the main story cutscenes wisecracking, I know about as much about the inner life of Aria now than I did when starting the game, but even this level of effort ends up wasted because of the aforementioned disconnect Recruited characters still end up having from the main story, their backstory quests exist in a narrative cul-de-sac, a gulag of characterization, an oubliette of development, and they play out less as you helping a sister-in-arms than justifying the DLC costume they change into during. This is generational copy loss, this is dedication to design decisions that are actively detrimental outside of a gatchaslop environment, added thoughtlessly without understanding what they do or why to use or not use them, just because another game was successful while having them. It's cargo culting, and I genuinely fear for a generation of designers that think the exploitative psiop mechanics of Gatcha games are *good design* worth importing into other types of games, and for that matter, the surprising number of people who apparently enjoyed this game at the time of this review's posting.
DragonSword: Awakening is a title I genuinely wanted to love. The premise of an open-world, anime-style action RPG entirely stripped of predatory monetization and stamina gates sounds like an instant win on paper. However, removing the gacha framework also strips away the smoke and mirrors, exposing a core gameplay loop that simply cannot compete with the polish, mechanical depth, or kinetic combat of the genre titans, whether it is Genshin Impact, Zenless Zone Zero, or Wuthering Waves. Its single biggest selling point is that it is a buy-to-play experience, but beyond that single distinction, the game fails to innovate in any meaningful way. Judged strictly as a gacha title, it would be considered mediocre at best; judged as a standalone premium action RPG, its structural shortcomings become impossible to ignore. The cracks show earliest in the combat design. Moment-to-moment encounters feel generic, plagued by a lack of expressive mechanical identity. Elemental and status effects do not interlock or stack in ways that reward creative synergy, leaving the combat flow feeling static and uninspired. Pushing into the mid-tier difficulties of the Gates quickly turns the progression into an endurance test, where difficulty scaling relies almost entirely on turning encounters into tedious damage sponges rather than introducing smarter mechanics. Even matching elemental weaknesses to enemy profiles yields little tangible impact, and while the roster of foes appears varied on the surface, their behavior and attack choreography lack distinct personality. The narrative fares no better, delivering a standard fantasy storyline that lacks the pacing, emotional stakes, or memorable story beats needed to stay engaging. By the ten-hour mark, the plot struggled to justify the time investment. While the visual craft behind the character models and animations is undeniably clean, and a few party members like Johnny inject some much-needed charm, the broader cast remains confined to rigid archetypes with little agency beyond pushing the plot forward. To the developers' credit, the technical execution is commendable. Optimization is rock solid, running smoothly across the board, and the visual presentation is polished even if the overall art direction plays it too safe. There is a deeply admirable ambition in trying to offer an honest, non-predatory alternative in a space dominated by multi-million-dollar live-service budgets. But good intentions and fair monetization cannot substitute for mechanical depth, compelling combat, and a narrative that pulls you in. DragonSword: Awakening is not an outright terrible game, but it lacks the identity and richness necessary to make it worth your time. Verdict: 5/10 (Not Recommended)
[h1]又一款MMO改单机,《龙之剑:觉醒》究竟质量如何?[/h1] 先说结论:如果你冲着《龙之谷》的“动作之魂”而来,98块钱绝对不亏; 如果你想体验一部媲美《巫师3》的史诗叙事,那可能会有些失望。 在《红色沙漠》取得现象级成功之后,又一款由韩国工作室Hound13开发的开放世界动作RPG《龙之剑:觉醒》来了。 在2026年7月这个神仙打架的档期,它硬生生杀出了一条血路。上线24小时便拿下Steam国区畅销榜首、全球畅销榜第四。 在Steam上,游戏收获了超过5600条评测,好评率目前全球90%、国区85%——用国区高赞玩家的评论来说:任何没有大型宣发的80%好评游戏在我这都是靠谱的。 [h2]来自《龙之谷》的远房表弟[/h2] 如果你曾为《龙之谷》里那种浮空连击、闪避反击的爽快感着迷,那你一定会对《龙之剑:觉醒》产生天然的亲切感。 类似于《红色沙漠》脱胎于韩国运营已久的经典MMO《黑色沙漠》,《龙之剑:觉醒》同样有一个名为《龙之谷》的前辈。 这款游戏由《龙之谷》之父朴正植领衔的韩国工作室Hound13开发。 团队在开发过程中吸取了《龙之谷》和《百魂战记》的经验。但请注意,这不是《龙之谷2》——开发团队中虽有部分成员曾参与《龙之谷》的开发,但《龙之剑:觉醒》是一个完全独立的IP。 不过《黑色沙漠》在开发之初就有“做一款单机游戏”的远景,但《龙之剑:觉醒》的命运则完成时一个意外。 这款游戏最初是按照“长线运营服务型游戏(GaaS)”立项的免费抽卡手游,后因开发商与原发行商Webzen产生合约纠纷而停运。团队收回IP后,将游戏全盘重构,彻底转型为买断制单机。 有媒体统计,这次转型从决策到Demo上线,最多只用了3个月时间。,与其说这是一次商业模式的“创新”,不如说是一场被逼到绝路的“断尾求生”。 正是这段曲折的经历,造就了这款游戏身上那种“拧巴”的气质——它有着端游的皮,却藏着一颗手游的心。 [h2]展现出来的优点:战斗手感,确实有东西[/h2] 在《龙之剑:觉醒》的开头,我们遇到一个被哥布林围攻的女精灵——是非常本子的展开,这确实是一个非常典型的日式异世界的故事:冒险者小队、公会、地牢、副本,该有的都有。 黑皮女精灵卡斯特拉(傲娇)是来自红毛乔尼(莽撞、狂妄)的队伍,然后红毛就邀请你入队,去接冒险者公会的任务——作为部分教学引导的目的,需要从送快递、找羊开始。 不过这个阶段就开始展示本作虽然是MMO,但是没那么公式化:发布任务的妹子艾莉的话半真半假,最终还把你导向了一个(如果完全没加点就会)危险的蜘蛛洞。 不过这个部分也可以看到本作最大的优点,它毫无争议地落在战斗系统上。 游戏的战斗围绕“三人小队切换”和“QTE信号技能”展开。每个角色拥有两个主动技能,能打出不同的异常状态。 当异常状态触发时,场上和待命的角色都会亮起“信号技能”提示——只要在合适的时机按下对应按键,就能触发一套行云流水的切换+连击。 这套系统绝非简单的技能堆砌。它融合了格斗游戏的击飞浮空连段,以及类似《怪物猎人》等狩猎游戏的 “骑乘怪物”机制——部分角色在攻击巨型Boss时,信号技能会变成“攀上怪物身躯进行刺击”的特殊动作。 配合场景的无缝切换,战斗体验除了“卡肉”(没有明显的削韧感),已经几乎无可挑剔。 近年来很难见到一款二次元ARPG,能把依托切换式QTE系统带来的不间断密集战斗打磨得如此成熟。 此外,游戏画面大概两说:近处的建模精度确实不太行,可以说不如原神。 但采用虚幻引擎5打造的动画风开放世界,画面精致治愈,角色建模与场景氛围辨识度极高。 [h2]完全手游化的世界构成和养成[/h2] 然而,当你放下手柄,开始探索这个世界时,手游的“余毒”就开始发作了: 点开UI,是手游的UI; 然后是养成系统的“原神化”——从美术风格到UI设计再到养成体系,大部分功能框架“都是照着《原神》借鉴的”,包含类似命座(觉醒系统)和圣遗物的系统。 游戏中的“觉醒系统”最高六阶,每阶解锁专属被动与属性加成,高阶觉醒能直接改变角色机制,高阶觉醒需要消耗大量资源。 点开角色,发现装备强化消耗水晶、技能升级靠吃书、到一定等级需要特定物品觉醒、技能升级需要百战古卷...... 此外游戏也并不存在“主角”或者“主角小队”的说法,比如剧情上和主角团对着干的罗克茜直接可以用兑换券抽出来——是的,类似于《碧蓝幻想relink》,并不需要抽卡,是直接精准兑换。 国区定价98元为全球最低,并且是买断制、无内购、无抽卡——所有角色均可通过主线流程免费解锁。 总得来说,这套东西对于单机玩家非常陌生,不过对于手游玩家可太熟悉了。 不过作为原本的手游改,《龙之剑:觉醒》内容充实度存在一定程度的缩水。 目前游戏仅开放了“奥比斯”区域。开放世界地图虽大,但互动机关与支线任务设计相对单调。 最后是角色设计的“二游思维”。 每个角色只有两个主动技能。这套“节俭”的技能设置,本质上是把一个角色的连招拆成了三个角色,为抽卡系统做了特化。 为了增强角色魅力,每个角色触发QTE时都会摆一个美美的Pose。但问题是,游戏至今没有加入视角锁定功能,连招过程中视角被频繁拉扯,高光特写反而成了拖累。 简单说,《龙之剑:觉醒》给人的感觉,更像是一款“去掉了付费内容的手游”,或者“二游陪伴服”。它不是一款纯正的PC单机,而是一具被强行塞进单机外壳的、曾经属于手游的灵魂。 [h2]98块钱,买一个“龙之谷”单机体验的周末[/h2] 《龙之剑:觉醒》大概是一款好、但是又没那么好的二游:它战斗确实爽、骑宠跑酷也非常舒服,但世界整体内容做的并不算精细,未来能否保持高质量更新也不可知。 如果你是《龙之谷》老玩家,那这98块肯定不亏,如果你是《碧蓝幻想:relink》的受众,这款游戏一定程度上也算是适合的。 不过对于传统JRPG爱好者,可能就需要稍微掂量一下,自己是否吃得惯这种“网游改单机”的套餐了。
This game was fun but I just lost 47 hours worth of play because my save game was randomly corrupted. I tried the common fixes such as "verifying integrity" and I can't seem to recover it.
If you come from playing Wuthering waves, Neverness to Everness or such modern gacha games, your not going to like this all that much. It feels like the devs started making this after genshin impact came out which means theres barely any QoL features in it. It had one of the worst UI I have ever seen with very roundabout ways. The devs knew this game would not sell on Gacha market thus decided that rather then to rework the whole thing, to just release it on steam with a set price and I do think that was a very smart move. If this game came out as a gacha game with games like WuWa, NTE, Genshin, HSR, ZZZ and so on the game would flop really hard and die out very quick. First, you cant climb unless your on a mount. Your mount cannot speed up during climbing. literally. its a very slow paced walk. 2nd, your character could get stopped by a inch of wrongly placed wood. I had a time where I had to reassemble a statue of a goddess. I had to bring 3 missing pieces. I grabbed the head and was heading back only to get stuck by a wrongly placed bridge that stopped my walking and it was like 30cm off the ground. You cannot run while carrying the pieces of the statue too. And the statue is on a hill while the other piece is on another hill. Pretty far. Very annoying IMO. 3rd, The dodge roll is very very weird. Your going to still get hit when your dodge animation is playing. There are no Iframes. But in exchange enemies cannot change their attack direction or projectile direction. its not going to home in to you. 4th, There is currently ONE character that heals. And the heal absolutely sucks. its a healing circle that heals whoever is on the circle. But the duration is so ♥♥♥♥♥♥♥ short that only MC and whoever comes next can heal and its not even a time ticked heal, its just 1 heal. Is it lots of heal? No, its so miniscule you can ignore it. 5th, world feels empty. But its not only DS:A problem. it has been a problem for alot of other gacha games. WuWa had them too during its early days and they filled it more after 2.0 update, which I barely expect this game to do so. 6th, The MC honestly sucks. He looks generic, has a very generic MC attitude, personality and looks. And he gets overshadowed by his "Mercenary captain" who acts like a spoiled child. He seems more main character-y then the MC. It honestly sucks. I can commend decent combat, but everything else feels very lacking or under developed. Is it worth your money? Probably. for 30$ its not that bad. As a gacha game? Terrible. Devs are smart not to release this as one. And would like to commend them for not being another "predatory" company. If you do not enjoy Genshin Impact all that much, your probably not going to enjoy this all that much as well. Though give it a shot and play for 120 minutes and see if its good. Refund it if you hate it. Afterall its just a review. You have to try it for yourself to actually feel what the game is about. 2 hours is about enough to see how the game is going to be moving forward. Honestly expected more, but its okay. 5/10. Would I refund the game if I played less then 2 hours? Naa. Its not that bad. If the developers are going to continue updates and push out some reworks on mechanics I think the game could be way better then it is. Its a good enough of a game to enjoy when you have no games to play. I would not say its a 30$ well spent but I also wouldn't say its a 30$ better thrown to fire. Its [b] 30$ normally spent [/b]
Generic soulless garbage. Just play anything else.
该游戏作者喜欢删评论,凡是喜欢删评论的作品通通差评,你可以再给我一个黄信,我就要说
I'm 30 hours in and having so much genuine fun. I also want to clarify that the fact that it has no gacha mechanic is not the strongest aspect of this game by far. Make no mistake that is nice, but the story has far surpassed my expectations, and the characters are great and have unique personalities. Additionally, the combat system is extremely fun and addictive, I honestly have no problem grinding for resources because playing the game itself is just fun. I literally just want more and more content because I am enjoying it that much.
Genshin Impact without the Genshin and with way more impact Quite good game
Für 29,99€ TOP Videospiel, einfach der Hammer, macht so viel Spaß Aber leider kein coop Story Modus, es geht wenn nur Raid / Unterwerfung zusammen