
A story-driven, action adventure combining exploration with fast-paced combat. Untangle the past as Kena, a young Spirit Guide in search of the sacred Mountain Shrine. Help free the spirits trapped in a forgotten village with the help of the Rot, her adorable (yet powerful) spirit companions.
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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, GOG, 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 | $39.99 | 17.6Kreviews | 92% | — | $15.6M |
| $39.99 | 25Kratings | 90% | — | not modelled | |
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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 925 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The camera is my boss fight. Even some input delays here and there. And what's up with hitting a weak spot smack in the middle with your bow and it doesn't register? yeah, really love that. Visually it is cute and story is just pretty simple and flat. Not worth the motion sickness.
Chill and Relaxing. Clean Graphics and controls. 8/10
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Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
| $39.99 |
| 904ratings |
| 94% |
| — |
| not modelled |
| $19.99−50% | 45ratings | 88% | #181 | not modelled |
| $39.99 | — | 94% | — | 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 933 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Breathtaking... I love it <3
Kena: Bridge of Spirits The most beautiful game I have ever played. The graphics are amazing, and everything looks very detailed and well designed. The world feels magical and full of life. The story is good and simple, but also emotional. It fits perfectly with the game’s world and characters, making the journey enjoyable from start to finish. The game is very well developed, with smooth gameplay and fun combat. Exploring the world and using different abilities feels satisfying. Overall: A beautiful and well-made game with a good story and enjoyable gameplay. Rating: 10/10
очень крутая игра она того стоит
Decent game. Good story. For some reason has soulslike combat. Voice acting is terrible. Lets hope the sequel improves that part
[h1] KENA: BRIDGE OF SPIRITS PARECE UM FILME DA PIXAR... ATÉ O MOMENTO EM QUE COMEÇA A TE ESPANCAR [/h1] Quando eu vi Kena: Bridge of Spirits pela primeira vez, imaginei que seria uma aventura tranquila. Gráficos fofos. Criaturinhas adoráveis. Uma história leve. Achei que seria aquele tipo de jogo perfeito para relaxar. Eu estava completamente enganado. Porque por trás daquele visual encantador existe um combate que me pegou completamente de surpresa. E, em vários momentos, me fez suar de verdade. Os chefes são muito mais difíceis do que eu esperava. Eles exigem esquiva no tempo certo, paciência e atenção aos padrões de ataque. Não basta sair apertando botão. Se você vacilar, a punição vem rápido. Foi curioso perceber esse contraste. Enquanto tudo ao meu redor parecia saído de uma animação, as batalhas exigiam muito mais concentração do que vários jogos que se vendem como desafiadores. A movimentação também é muito gostosa. Kena responde bem aos comandos, mistura ataques corpo a corpo com arco e flecha e ainda usa os pequenos Rot para criar habilidades durante os confrontos. E falando neles... É impossível não gostar dos Rot. Além de serem extremamente carismáticos, eles participam da gameplay o tempo inteiro. Eles ajudam no combate, resolvem quebra-cabeças, movem objetos e ainda deixam o mundo muito mais vivo. Quanto mais eu encontrava essas criaturinhas escondidas pelo mapa, maior era minha vontade de explorar cada cantinho. A exploração, aliás, foi uma das coisas que mais gostei. O jogo recompensa bastante quem presta atenção no cenário. Sempre existe algum caminho escondido, um colecionável ou um pequeno segredo esperando para ser encontrado. Não é um mundo aberto gigantesco. E sinceramente... Nem precisava ser. As áreas são compactas, bem construídas e cheias de personalidade. Visualmente, Kena continua sendo um espetáculo. As animações dos personagens são absurdamente bem feitas. A iluminação impressiona. As expressões faciais passam muita emoção. E diversos momentos parecem cenas renderizadas, quando na verdade você continua jogando. É um dos jogos mais bonitos que já vi usando um estilo artístico em vez de buscar realismo absoluto. A trilha sonora acompanha essa qualidade. Ela sabe exatamente quando emocionar, quando criar tensão e quando simplesmente deixar o ambiente falar por si só. A história também funciona muito bem. Ela fala sobre perda, arrependimento e seguir em frente de uma forma simples, mas bastante sincera. Cada espírito possui sua própria trajetória, e descobrir o que aconteceu com cada um deles acabou sendo uma das partes mais interessantes da aventura. Agora... Nem tudo me agradou. Em alguns momentos senti que a exploração poderia oferecer mais variedade. Depois de um tempo, alguns objetivos começam a seguir uma estrutura bastante parecida. Também achei que o sistema de evolução é um pouco limitado. Existem novas habilidades para desbloquear, mas eu esperava uma progressão mais profunda ao longo da campanha. Outro detalhe é que a câmera pode atrapalhar durante algumas batalhas, principalmente contra chefes maiores ou em arenas menores. Não aconteceu o tempo inteiro. Mas quando aconteceu, foi bem frustrante. Mesmo assim... Kena: Bridge of Spirits conseguiu uma coisa que poucos jogos fazem. Ele me enganou da melhor maneira possível. Entrei esperando uma aventura simples e relaxante. Saí encontrando um combate desafiador, uma história emocionante e um dos mundos mais bonitos que já explorei nos últimos anos. É aquele tipo de jogo que prova que um visual fofo não significa uma experiência infantil. E, quando os créditos apareceram, eu fiquei com a sensação de ter terminado um filme... Só que um filme onde eu precisei lutar muito para chegar até o final.
Es una aventura muy muy bonita, un combate algo roto, si desbloquean el ultimo avance del golpe cargado rompen el juego o bueno los combates y el ultimo tramo es una gozada, simplemente disfrutenlo
A direção de arte do jogo é belíssima. A estética dos cenários e dos personagens é extremamente bem trabalhada, criando uma identidade visual marcante. A trilha sonora também merece destaque: ela complementa perfeitamente o visual e contribui para tornar a experiência ainda mais envolvente e emocionante. No aspecto de gameplay, o combate e os puzzles são bastante divertidos. Levei um pouco de tempo para me acostumar com a câmera durante as lutas, mas nada que prejudique significativamente a experiência. Por fim, os combates contra chefes são realmente impressionantes, tanto pela execução quanto pelo impacto visual. Gostei muito da experiência e recomendo. Aguardo ansiosamente pela sequência.
Kena: Bridge of Spirits gets a very tepid recommendation from me. First of all, it's worth noting that this game was originally from an animation studio, Ember Lab, whose animated movie project got turned down, so they made it into a video game a la Kojima or Quantic Dream. So, presentationally this game is excellent, and it boasts Pixar movie-quality cutscenes. Graphically, the world is also vibrant and full of detail without losing sight of the interactibles which makes sense to me considering what an audience is intended to be looking at is important to know how to highlight in 3D animations as well. The in-game models are also excellent and animations are very smooth. Now, this game is very much modeled after pre-BOTW 3D Zelda with some elements of Pikmin sprinkled in. That's a very loaded statement on its own, so I want to immediately temper it by saying, don't go in expecting Zelda or Pikmin. This game doesn't have proper dungeons so much as dungeon-like areas integrated into the overworld, and instead of a strong focus on puzzles, this game honed in on combat. Now, considering combat in Zelda has sucked for its entire existence, I initially viewed this as a positive, but ultimately I think the game goes too far without a fully fleshed-out combat system. By the end of the game you upgrade into the moveset Kena should have started with for the amount they want you to fight in this game. Now, I don't want to make it sound like I didn't have a good time. I was actually surprised by the level of challenge the game expects you to overcome, especially for the alternate outfits. However, I do think the game screwed up on one particular point, and that's the parry. Straight up, I wasn't using it the whole game because it was consistently unclear when the parry window was actually open for attacks, and I would rather use the dodge roll. However, the game pushes you into it by having some enemy attack animations just magnetize to your position with barely any time to dodge. Still, I resisted, but then I got to the penultimate final boss. The game just expects you to know the parry by that point, and I don't see another way to beat him. He is so dangerous up close, and attacking from range does so little, that I didn't see another way to win. I wasn't about to be forced to learn parrying at the last minute, though so I lowered the difficulty. I did the same for the final boss after learning it had multiple phases of enemy rushes and could grab and throw you into instant death fire. The design just nose-dived at the end, and it was really disappointing to see. I don't have much to say about the puzzles. They barely exist and are often explicitly labeled what you're supposed to do with literal numerical signposting that tells you what to interact with in what order. The platforming challenges where a bit more engaging with grapple points and bombs to create floating platforms. Eventually you even get a teleport dash. However, in more precise sections, Kena's sprint reset would often kill momentum completely and screw me up. It wasn't anything I couldn't get around, but it became really annoying, especially in the platforming challenge trials. Tighter controls would be appreciated moving on. The story was okay. The game is kind of divided into three distinct chapters, and the most compelling was the first one because it was the most relatable. After that, the story should have upped the complexity, but it really plateaus from that point, and I think the game suffers for it. Adira's conflict is functionally identical to Taro's but just told in a less interesting way despite the more apocalyptic imagery, and Toshi's conflict was ultimately a letdown considering the buildup. It's all just too vague for my taste. I was hoping to get a real sense for the people who lived in the village, and the struggles they went through, so I would be sad when they were gone but also happy to see them free from their regrets. The game could have really used better main chapters and side stories on top of that. The framework is already in place with the spirit mail. Instead, the ending was more of a shrug for me. I get that they were aiming for more of a kid audience, but after the first third of the game, I don't really see the emotional beats hitting them either. So, yeah. There were a lot of things I liked about Kena, but there were a bunch of niggling issues that prevented me from enjoying it. It's a good effort from a first time development studio, but considering how good the presentation is, and the potential of everything else, I couldn't help but want more. That said, I'm excited for the sequel, Scars of Kosmora. It already looks to be iterating on what this game attempted with great success.
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