
An epic dark fantasy where fates are decided by mighty Eikons and the Dominants who wield them. This is the tale of Clive Rosfield, a tragic warrior who swears revenge on the Dark Eikon Ifrit, a mysterious entity that leaves naught but calamity in its wake.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
A plethora of powerful swordplay techniques and Eikonic abilities lie within Clive's remit—and it is up to you to decide which ones you wish to learn or upgrade. If you're having trouble choosing, upgrades can be unlocked automatically.
Story-focused mode is recommended for those players who are less comfortable with action games and wish to focus more on the game's story elements. In this mode, Clive will automatically evade some attacks, and epic Eikonic combos can be triggered with simple button presses. Action-focused mode, where Clive's every action is controlled by the player, is available for those who are confident in their skill—or want to test it.
- FINAL FANTASY XVI Base Game
- “Onion Sword” weapon (Available for redemption from the System tab in the Main Menu upon reaching the main scenario quest "A Chance Encounter.")
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; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99−60% | 33.7Kreviews | 78% | — | $12.7M |
| $49.99 | 52.4Kratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1797 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
this story is really good now i haven't played much of Final Fantasy games but I'm really enjoying this.
If you want to watch a movie, then this is for you. It is 80% cutscenes and remaining is running and braindead combat
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 2: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 21.11/day in the week to Aug 4 → 25.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain, Arabic, Spanish - Latin America*, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese +2 more
| $19.99−60% |
| 2.7Kratings |
| 88% |
| — |
| not modelled |
| $19.99−60% | — | 93% | — | 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.
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Final Fantasy XVI may be the worst representation of the Final Fantasy series to date. Like every mainline entry, it borrows ideas from previous games while building its own world and story, but for me it misses the mark in almost every aspect. Aside from a handful of strong story moments, there was very little that kept me engaged. [h2] Gameplay 4/10 [/h2] The combat abandons the traditional turn-based gameplay the Final Fantasy series is known for in favor of real-time action. Many people compare it to Devil May Cry, but I think it's closer to the mindless button-mashing of a Dynasty Warriors game. While the combat looks flashy, it lacks the depth needed to stay engaging throughout the game. There is some basic item management, but it suffers from the same issue: there simply isn't much depth to it. Outside of combat, the gameplay mostly consists of walking from point A to point B until the next cutscene or another group of monsters appears. My recommendation would be to play the game on the [b] Story Mode [/b] difficulty. It gets you through the repetitive gameplay much faster, allowing you to focus on the one aspect the game does reasonably well: its main story. Then again, you could also just [b] watch the main cutscenes online [/b] and have a similar experience. [h2] Story 6/10 [/h2] The game starts off strong, but it gradually becomes more tedious and repetitive. The story was the only thing that kept me motivated to reach the end, yet even that felt unnecessarily stretched. I honestly think at least 50% of the main story could have been cut without losing anything of value. The game constantly pads its runtime with unnecessary main story objectives and an overwhelming number of side quests. Thankfully, most of the side content is entirely skippable. One of the game's biggest strengths is Ben Starr's performance as Clive. His voice acting is excellent, and Clive is by far the best-written character in the game, and several supporting characters are memorable as well. I'm glad Ben Starr had the opportunity to showcase his talent in a game that truly delivers on the ambitions Final Fantasy XVI fell short of. Clair Obscur: Expedition 33 proves just how compelling his performance can be when paired with stronger gameplay and a more focused narrative. [h2] Music 5/10 [/h2] The soundtrack gets the job done, but it's ultimately forgettable. The only tracks that stuck with me were the series' iconic Prelude and Prologue themes. Rather than feeling like they were earned through the game's own identity, their inclusion came across as borrowed nostalgia—a reminder of better Final Fantasy games instead of a meaningful part of Final Fantasy XVI itself. [h2] Graphics/Performance 7/10 [/h2] Final Fantasy XVI ran flawlessly on my PC. The landscapes are beautiful, the character models are highly detailed, and the art direction does a great job of creating a believable world. However, I found the overall visual presentation visually exhausting after playing for more than an hour at a time. The unusually small font size certainly didn't help either. [h3] Bugs [/h3] Occasionally, cutscenes would start before the video had fully loaded. This resulted in the audio playing over a black screen, forcing me to pause and wait for the visuals to catch up before I could continue watching. [h1] Overall 5/10 [/h1] If you're interested in the story, I'd recommend either [b] watching the cutscenes online or playing the game on Story Mode. [/b] As far as I've been able to research, the DLCs are entirely optional and don't appear to be essential to the overall experience. That said, I haven't played them or watched them myself, so I can't personally comment on their quality.
結論 神ゲー 欠点はあれどそれを補うストーリーと戦闘 ストーリーは大人向け これを駄作と感じてる人はスプラトゥーンでもやってればいいかと 戦闘は楽しい 雑魚戦が多いがそれすら工夫で楽しめる ムービーは多いのでショート動画が好きな所謂ドパガキには向かないと思います
Lovin it so far
моя первая пройденная финалка, peak
HOLY PEAKKKKK
[h1]一场糟糕透顶的黑暗深邃幻想[/h1] [h2]——《最终幻想 XVI》游戏评测与吐槽 剧透警告[/h2] 想当初玩到这个游戏的 demo 时,那种血脉贲张的感觉至今记忆犹新,恨不得马上玩到吉田直树放掉当时的 FF14 “倾力”制作的这款[spoiler]黑暗[/spoiler]DEEP[spoiler]深邃[/spoiler]DARK[spoiler]幻想[/spoiler]FANTASY 大作。然而,直到片尾字幕亮起,这游戏带给我的巨大落差却轻松超越了近期玩过的大部分游戏。它太过极端:吉田直树吹爆的演出和祖坚正庆的音乐可以说构筑了电子游戏新的“最高的山”,但其他方面的糟糕表现也让这游戏玩起来糟糕透顶。作为让吉田彻底变成“吉÷”的关键一役,我觉得这游戏有太多值得聊的地方了。 [hr][/hr] [h2]一、“世一音乐人”的超燃作曲[/h2] 我一直想安利祖坚正庆,而 FF16 则给了他一个出圈的机会,毕竟这位全身心投入 FF14 的制作人因为游戏受众原因很难被圈外人熟知。可这位天才确实能轻松驾驭大部分曲风,做出了无数经典 BGM,甚至在 7.0 除了副本设计全方位拉胯的情况下依旧坚挺,是 FF14 唯一的顶梁柱。在 FF16 开发期间祖坚还处在癌症的康复阶段,但依旧为演出完成了高水准的配乐。无论是对阵泰坦时狂暴的摇滚电音,还是打巴哈时大编制的《Ascendant》,亦或是按下 R3 + L3 触发《Find the Flame》接受自我的那一刻,祖坚正庆都保持住了超高质量的作曲水准,这也是这个游戏少数能吹的地方了。 [h2]二、燃爆的巨型召唤兽演出[/h2] 如果说 FF14 副本令人印象最深的东西,那绝对是演出质量。我可以轻松说出无数经典的演出副本[spoiler]所以你 m12s 为什么做的这么烂[/spoiler]。这次祖坚 all in 召唤兽演出,事实证明也是十分正确的。他们确实重新定义了游戏“演出”的高度:从开场巨大的泰坦和希瓦的对战,到克莱夫肉体对战巨大的伊芙利特,再到化身伊芙利特在泰坦的触手上狂飙……每次战斗都要持续 20 分钟甚至更久,真的能让人爽到起飞。尤其是克莱夫跟伊芙利特的一战,如果你是 FF14 老玩家,真的会产生幻视——有一种把 FF14 2.0 的蛮神伊芙利特讨伐战高清重置再变成 ACT 游戏的感觉,仿佛吉田在告诉你自己心目中的跟蛮神的战斗应该是什么样的。 [h2]三、战斗爽?一点都不爽![/h2] OK,优点讲完了,接下来该纵情输出了。这游戏的战斗系统基础机制是能跟上时代的,精防、精闪都有,但主打的召唤兽系统玩头就没那么大了。一组给了四个技能,结果只有六个孔位,基本打不出什么 combo,哪怕多给一个体验也会比现在好很多。同时技能间联动也有限,除了放个影响锁定的雷光法杖多打 combo,我实在没找到哪些技能能打出配合。后期我更是仿佛在玩 FF14 的时间轴红职,一套 120 打完等 CD 躲技能然后再打一套 120 爆发,实现了FF14同款的你打你的我打我的。不过这其实也可以设计出交互来的。你可以设计一个让我精闪精防怪攻击减技能 CD 的机制,让我的躲闪获得奖励,像很多 ACT 游戏一样。他们也确实设计了这样的机制,但问题是你把这个加成都设计在饰品上了,这个问题之后再说。除此之外,你后期整的怪也不跟我交互啊,你在地上放一堆地火是何意?后期怪增加难度的方式就是在地上画圈放地火、扩散地火、缩圈地火,我服了!我在 FF14 绝神兵躲大气爆发、地火喷发、流沙的圆圈,在 FF16 一个 ACT 游戏也要躲你在地上画的无数个圈,连最后的恶名精英那个龙骑士都在给我落雷放圈……那我说啥呢?只能说做网游做的。 [h2]四、一套糊涂的成长和奖励机制[/h2] 这个游戏的装等和奖励系统简直一塌糊涂。主角除了随主线进程解锁新的技能,武器防具数值差距几乎没有,三个饰品位能装的全是减 CD 的饰品。甚至他还“贴心”地给你把自动闪避、自动格挡这种降低难度的东西也做成了饰品,抢这些垃圾CD饰品的位置。可就算不装这几个自动轮椅,他给的三个饰品槽也完全不够用啊。这些减 CD 的垃圾饰品都没地方放——因为自始至终我都装着两个金币加成和一个技能点加成。原因不是因为我是葛朗台玩家不赚就是亏,而是当我看到商店里贵得离谱的乐谱时,担心后面会不会有成就要我完成全乐谱收集,从而从头装到尾搞了生怕钱不够用[spoiler]结果并没有[/spoiler]。到最后买完乐谱钱也差不多用完了,那么为什么要把乐谱设计得那么贵呢?因为整个商店系统就没什么能买的东西!装备系统设计的失败导致做武器的材料根本不需要买,垃圾素材遍地都是,贵重素材都是任务送的,唯一能买的就几百块的回复药。路边的箱子也塞不了任何值钱的东西。花时间到处舔图,舔到一个藏得很深的宝箱给了我五个怪物牙;但路边的小怪打死给一个怪物牙;办完一个任务奖励是村民给我 10 个怪物牙;我上宇宙打死巴哈姆特在暴风里薄纱迦楼罗给我 55 个怪物牙。那么怪物牙有什么用吗?没有!到游戏通关了我怪物牙都 999到头 了,他依旧没有任何地方让我花出去这个素材,只能一个卖五块钱全卖掉,那我问你5000块钱很多吗?一张他那整的贵得要死的乐谱都买不起[spoiler]结果 DLC1 里又把很强的饰品塞到了路边不起眼的箱子里,真服了[/spoiler]。这种毫无奖励驱动的游玩体验也导致游戏玩起来根本没有重复刷的欲望,再加上后面一堆换皮怪,和这个没有深度的战斗系统,直接导致了游戏后期玩起来极其无聊。[spoiler]说实话我玩龙骑在高难本摸轴抠细节炒股都比这游戏耐玩[/spoiler] [h2]五、一团乱麻的游戏节奏,比沙盒还恶心的公式化马桶[/h2] 继 FF14 公式化更新后,吉田又创新地整了个公式化单机游戏[spoiler]当然比望不到头的育碧罐头还是强点,英灵殿那无穷无尽的问号解密和公式化的站桩对话任务还是更胜一筹[/spoiler]。一场 boss 战接几个马桶 → 开个新区域接几个马桶 → 一场单人本接几个马桶。在前期这个节奏还算可以,马桶发的数量也不算多,发的时机也都十分合适。但后面仿佛是主线写不下去了或者工期原因导致没时间优化流程了,一堆支线[spoiler]还有不少是塑造角色的重要支线[/spoiler]没地方放了。地图上打完一场仗一次亮七八个绿色问号,同时发马桶的时机也越来越不演了。很难想象男主一行人知道贸易都市遭袭击、同伴生命危在旦夕、火急火燎过去,进了个长动画几个人都潜入进城了,下个转场进大地图然后地图上冒出来好几个马桶,你要先把这些马桶回头通完再回去进单人本!更何况你的这些支线马桶真的就是纯粹的通马桶体验——因为这个游戏内容只有战斗,所以你也能想到他们任务全部都是对话、对话、打一场、对话、任务完成,真的是让人头皮发麻。别的 RPG 好歹还能钓个鱼、赛个马,给你几个选项让你猜点东西、做几个道德抉择,这游戏真的是不沾染任何其他,最纯粹的 BtoB 式的沙盒马桶。而且这些马桶的文本内容啊,单纯注水我还不说啥,有不少设计的真的是令人烂到发指。完事再配合上述做得稀烂的奖励系统,导致这些马桶通完都没几个能用的奖励能拿。而且做的越多,你会越感觉到这个男主就是个臭傻逼,这也引申到最后一点,我认为整个游戏最糟糕的部分——剧情和人物塑造。 [h2]六、当光呆变成领导人,我们的“艾欧泽亚”到底会变成什么样子[/h2] 照吉田直树的原话,他要描写一个角色从少青中三代的成长的黑暗的类似权游的故事。在刚开始的试玩 demo 还真有这个感觉,游戏塑造了一个很宏大、留白很多的世界观,同时在开始就一直在渲染禀赋者和普通人的矛盾。按理说这个剧本应该是解决这两者之间的矛盾,外加男主接受自我并坚持人性的故事。但禀赋者受到压迫这一块支撑世界观黑暗的部分,到了越到后期越来越少;同时另一条坚持人性的线作为后期的主线太过苍白无力。一个问题是最终 boss 完全就是机械降神半路出来的,他的行为和理念过于“非人”,作为人的玩家完全感受不到任何共情或理解,导致这个boss完全就是个纯粹的坏种,人物塑造太过扁平。再就是这个保持人类自我的主题太抽象太虚无了。游戏里男主具象的保持自我的方式主要是——自己左右脑互搏!?还有被他弟弟帮忙,要想着他弟弟才保持自我……不是?你这样只能给男主贴上个弟控家人侠的标签吧?毕竟男主被脑控时连女主都忘了,都是靠弟弟救回来的。 那说回来,我们的女主在剧情里的作用是什么呢?答:除了让男主不被贴上南通标签以外,几乎没有任何作用。女主自己的个人线——回去铁王国拆水晶那段太过仓促太无聊了。本来能用来展开女主少年时跟男主分别后在铁王国的经历、深度刻画女主形象,结果女主到了那个大祭司面前就几句无能狂怒就结束了,连点回忆画面、心理历程、第三人称叙述都没有。就说“我有个帮我度过困难的婆婆要救,我有个胁迫我杀人的无恶不作的祭司要杀”。感觉吉田就是想写点狠的,但又怕被冲所以不敢写,草草收尾了属于是。没事,过去没展开我们可以在当下和未来来塑造女主啊,结果两个三十多岁的人了,感情戏推进得跟真新镇的小智一样快,你们也是要播几百集的全年龄动画?完事女主在剧情里其他的作用就是经典的被反派抓走变成男主行动的驱动力[spoiler]好消息是很快就救回来了,既不像 A5 那样从头消失到尾,也没有像 RELINK 一样消失好几章就一段跟逆天龙男聊了两句话的片段然后就唐突洗白+树立反派+伪 NTR 情节[/spoiler],外加她那个奇怪的面捕导致皮笑肉不笑,有时候看着还会有恐怖谷效应。总结一句话就是女主地位不如狗[spoiler]不过这个狗动画骨骼也巨奇怪,吉田你们是找不到狗做动捕吗我真服了[/spoiler]。 那其他配角呢?说实话有种没活硬整的美。这里不得不赞叹吉田让他们避免脸谱化的手段,简直太有效了!当我跟泰坦上天入地激战半个小时、荷尔蒙爆表激情在燃烧的时候,你突然一个转场——哇,这个一直都很正直的龙骑士竟然是个南通,惊不惊喜意不意外?当你觉得这个反派又是一个有自己吊逼的信念、虽然目前还不知道他的信念是什么但揭露的时候一定是公式化的无敌的霸道、强悍、堪比小日本最喜欢的曹操信长再世的时候,他画面一转——哇,这个人竟然是个妈宝男。太牛逼了吉田,有了这么多 LGBT 内容你一定能美美混入你最喜欢的西方白皮老钱游戏圈子然后美美恰奖了呢!还有一个看到男主就幻视自己被 NTR 的龟男,和核心动机是生个血统纯正的娃所以我要毁灭这个国家、你们这些血统不纯的建民都该死的整个游戏最纯正的畜生亲妈王妃。我的天,我到底在跟一群什么东西战斗,我真的还要保持自我去体验这个人类种群的这些多样性吗?我怎么觉得反派让你们都失去自我才是对的呢? 好在主角团还是有不少写的不错的角色的,叔父、嘉布、米德、希德、弟弟这些花了大篇幅塑造的角色都挺讨喜的,算是这个游戏为数不多似人的人物。尤其是我们FF16的希德,他作为一个看透一切的长者领袖,自始至终都有着坚定的目标和方法论,作为克莱夫的人生导师,他用跟提丰的战斗成功完成了自己的人物弧光,并将火传给了一个——光之战士!? 我说克莱夫是光之战士其实是有点侮辱光呆了,毕竟光呆最多就喊个库啵库啵或叫雅修特拉妈妈不会说出啥雷霆台词。克莱夫作为有脸有配音的角色,玩家是无法代入进去自行给他的行为找一套合理的行为逻辑的,他的行为逻辑的合理性是要吉田演给玩家看的。男主一开始人生目标只有作为骑士保护弟弟,到后面丢失自我变成奴隶,再到后面接受希德的目标,开始传火获得新的行为动机,直到这里写的都没啥问题。可男主变成领导者之后干了什么呢?他既没有巩固希德留下的人脉关系网[spoiler]都是主线支线通马桶维护的[/spoiler],也没有团结剩下的人[spoiler]商店的商人、铁匠都是为了希德的目标行动的[/spoiler],更没有为自己的所作所为负责。希德说要摧毁母水晶,OK 我们就去炸。但母水晶摧毁会导致当地产生以太沉积区,沉积区的村民会变成强悍的僵尸袭击活着的其他村民,当前的生产工具和生产方式完全失效,国家政权完全崩塌,社会结构混乱不堪,作为人肉水晶的禀赋者只会被压榨得更狠。面对这些严重的问题,男主竟然没有任何的应对方案!他复读着:“我要创造个自由的世界!让你们都自由的活着!”然后就继续摧毁下一个水晶去了。其行为完全就是个恐怖分子,他相信当前的问题都是短痛,人们会随着发展自然适应新的世界、新的生活的!所以我害得一个村庄变成以太沉积区,里面啥事没干的村民全变僵尸了——没关系,这是自然选择!他们是自由的!一个村庄的人因为信仰决定全员自杀变成僵尸而男主就在旁边看着——没关系!他们是自由的!这是自然选择!可是你编剧想塑造的克莱夫不是这样一个极端社达分子、毫无魅力的马夫蒂吧?这和一边喊着禀赋者的命也是命、有贵族小孩杀了禀赋者取乐却圣母婊发作孜孜不倦说教小孩的善心大发的克莱夫是一个人吗?我该怎么合理化这个人的行为动机?那我只能说这个人就是金克丝了啊,心情不好就突突,心情好就救几个人。后半段光在喊口号:“我要创造一个人人都有尊严的世界!”那你倒是想办法提高禀赋者的社会地位啊!你让我看到你在行动啊!你炸水晶除了让禀赋者被更快 remake 还有什么用吗?遇到说不过的,打!遇到拦路的,打!我怎么改变这个世界实现目标?打!似乎只要一直战斗下去就能解决世界观里的一切矛盾。[spoiler]讲道理这个种族间的矛盾的命题确实太大了,毕竟我们现在的现实社会都没找到解决办法,你指望一群活在岛上的神人能提出有效的方法论也是痴心妄想。所以我们看到了谏山创选择让艾伦杀妈、三笠杀艾伦的狗血伦理剧来对冲,吉田是靠大反派机械降神跟你讲点感觉很高大上的人要保持自我来规避这个矛盾。[/spoiler]OK,如果你是个光呆、孤鸟,你的定位就是团队的不动脑子的打手我也尊重你,光呆所有问题发展到最后变成碎水晶召唤七个光柱,荒野的孤鸟所有问题解决到最后变成杀个龙,你作为一个抵抗军的领袖,除了帮小孩到处找零件修了个天平,其他时间怎么也都是杀杀杀啊?以至于到最后新生命降临、男主死去、黑夜落幕、太阳升起,象征着新世界来临的时候,我只感受到解脱——又吃完一坨大的!操 [hr][/hr] [h2]最终评分[/h2] [list] [*][b]游戏剧本[/b]:4/10(想法好的执行坏了) [*][b]音乐[/b]:10/10(祖坚还在输出!!!) [*][b]演出[/b]:10/10(吉田没骗你啊,钱真都花出去了) [*][b]战斗系统与游戏反馈循环[/b]:6/10(易上手但没深度,很容易无聊) [*][b]可重玩性[/b]:2/10(怪这么重复,系统这么简单,你全成就竟然还让我再打一遍?) [*][b]世界观与设定[/b]:8/10(塑造了一个繁杂的世界,在阿拉那里看词条比通马桶有趣) [*][b]角色塑造[/b]:3/10(叔父一分、弟弟一分、嘉布一分) [*][b]关卡设计[/b]:3/10(真有设计吗?) [*][b]美术[/b]:7/10(天空文明,召唤兽和显化者人设帅就完了) [*][b]流程设计[/b]:4/10(关键时候别塞这么多马桶求求了) [*][b]技术表现[/b]:5/10(超宽屏、DS5 触觉反馈、HDR 没问题,但日语口型、角色面捕等又做的一般,PC优化垃圾程度一度直逼屎头的HD2和PG的地平线6) [*][b]主观评分[/b]:3/10(7.0 起码是烂的有乐子,这跟 6.X 一样是纯粹的烂) [/list] [b]总分 65/120 勉强及格,能玩,要看你是不是铁血的沸批[/b]
Easily in the bottom five of the series. Side quests go nowhere, the pacing is stop start, the story is an incoherent mess that drops and adds plot lines at random, the gameplay is just okay, and there's no depth to equipment.
Muy buen juego me gusto bastante, historia interesante, el punto muy negativo es la optimizacion in game todo bien (130-144 FPS), pero cinematicas bloqueadas a 30 FPS se siente un bajon bastante fuerte y muy de golpe.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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