
An Oni Gauntlet-wielding samurai makes a stand in Kyoto against the encroaching Genma menace. Through gritty, blood-soaked brawls, he searches for his reason to fight. What fate awaits at the end of his path?
Modeled estimate, not a reported figure. How we estimate →
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.
About
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, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 21.8Kreviews | 90% | #33 | $61.9M |
| $69.99 | 6.5Kratings | 93% | #13 | 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 2277 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing video game. The story and combat alone makes it worth it. Only thing I dont like is the british voice acting for English. Hearing the famous Japanese samurai musashi miyamoto sound like a smug british dude really takes me out. If you can handle it probably best to play with Japanese voices with subtitles.
莫名其妙闪退,用道具跟残疾一样经常按了用不出来。还有廉价的CG,阴间的NPC建模。常驻NPC和街道上NPC长得跟幻魔一样。卡婊真搞笑啊。鬼武者重启就尼玛好好做,鬼三地米歇尔,新鬼的阿市。甚至秀吉的老婆都比这游戏里任何一个女角色漂亮。能干就干不能干就破产被收购吧。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best JP #3, worst FR #84 · 13 markets collected
US · last 30 days
Genres
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
| $69.99 |
| 370ratings |
| 92% |
| Top 100 |
| not modelled |
| $69.99 | — | — | #57 | 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 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
难度:剑戟模式 总分:7/10分,值得一玩,但远远算不上神作,我这里没有商单,纯玩家视角评价。 开局9.5,有神作潜质。前期很有意思,中期素材复用,比如百秽这个BOSS,全程出现了10次以上,后期没内容了依然是靠堆怪和重复挑战BOSS注水拖时长,敌人类型总共也就那几种。 开战最终BOSS前是8分,最终BOSS后7/10,别急着喷,下面慢慢说。 战斗系统:9.5,整套系统完成度非常高,不管是格挡,弹开,一闪,闪A,上手都很快,前期游戏体验都很不错,交互体验也非常好,玩起来得心应手。战斗系统没有满分是因为高帧率下太难触发一闪,目押几乎不可能,从眼睛看到到手反应过来到手柄延迟按键按下去,60帧有8-12帧一闪判定窗口,而我玩游戏最低要求是120,一般是锁240帧。 播片演出:9分,播片的时候人物动作非常流畅,这块属于是看家本领了,人物表情夸张,应该说张力?演出这块我是服的,但人物算不上好看,也许是导演就好这一口?这游戏里女性角色阿国和紫式部,在播片演出部分经常怼脸大特写,情感爆发部分哭的比笑还难看,导演应该是年龄挺大的,导戏像是上世纪的,喜欢玩尬的,尬幽默的那种。 主线剧情:5.5,全程通马桶,因为日厂游戏通马桶是不得不品的一环,不管主角有多忙,世界要毁了,还是陨石要下来了,主角永远在帮别人解决麻烦。反正比拯救世界重要多了。佐佐木这个角色,确实很反感,戏份多到离谱,强倒是不强,戏份比源义经都多,这个角色对于整体来说剧情属于可有可无,死了也不影响主角推进剧情,行吧,反正战斗爽就行。 地图设计和美术设计:6分吧,属于及格没什么亮眼的地方,大地图没啥好说的,几个寺庙设计的还不错,副本设计前期还行,后期场景不亚于直接给你扔雪地里了,全是同款建模骷髅+蜡烛没有一点辨识度,一些场景里的贴图建模也看得出来都是自家引擎老素材,反正能用就行,除了一开始的清水寺,没有什么特别亮眼的地图。总评:值得一玩,战斗系统很爽,日厂经典的那套组合拳(堆怪)(换皮)(加数值)自适应了就行。至于媒体10分评分,看个乐子就行,自己玩自己评,媒体现在基本没有可信度,注水就注水,能说成重复挑战BOSS检验自己的水平。
I can’t believe capcom made another game this year that hooked me as much as RE: Requiem, if not even more. The only downside for me is the side quests, that you’re forced to do them if you want to upgrade your equipment. 9/10
强化素材塞马桶里,我忍了,毕竟这游戏20年才出了续作,二周目不继承衣刀手强化,我在其他游戏里能忍,因为他们强化素材就是线性顺路能捡到的。但不继承强化的同时还要去通马桶重新强化,那你好评没有了
I love this game! It makes me feel like I’m watching an anime. It’s absolutely 10/10! Even though the story is not the best, the combat is 10/10 and the gameplay is amazing.
个人认为这游戏最大的几个问题 1) 首日崩溃 2) 数不清的boss复用(是的就是百秽和那个双刀哥,我统计了一下直到通关我百秽差不多共打了15次),最后爬塔更是演都不演了,我觉得boss rush这种东西放在可选支线应该比放在主线合适吧? 3) 数不清的地图复用,一张清水寺地图算上蝴蝶任务、射箭任务至少会去四次,一张图内还要反复爬上爬下,也不给个快速回到鬼灯的功能 4) 防退款设计很多人都提过,我一般不倾向恶意揣测有这种设计存在但这作会不会太符合了:开头的播片占比偏高,基本没几分钟是自己在操作的;然后清水寺的两个boss战斗都很精彩,但是过完这一段到大地图立马变成清据点通马桶模式,前后落差是不是太大了? 如果没有这些问题,如果这游戏像卡婊其他游戏那样纯线性带点有趣的小支线,我会认为这是个很完美的游戏。至少这游戏的动作系统和主线boss设计都很有意思,化劲、闪避、远程三种应对方式各自都有发挥关键的作用,点名表扬义经、佐佐木和两兄弟的战斗了,尤其是两兄弟连携技的表现很有新意,可惜这些都是主线比较后期的内容,不知道有多少吃家能坚持到这里。然后这游戏的养成系统也还不错,至少比隔壁PRAGMATA好。 (说起PRAGMATA,感觉和鬼武者一样也是很可惜的一部作品,它的战斗系统和养成系统简直是一坨大的,但是在当我坚持通完关,击败了最终boss,享受着通关剧情和bgm的时候,再怎么恨这个游戏也不舍得真的给出那个差评了) 卡普空今年的游戏都或多或少的有些瑕疵呀……
我是来玩游戏是为了开心的,一口气玩了18小时一直在做任务又臭又长还不能跳跃的关系一张地图里反反复复反反复复的跑!撸狗救治那个遍布世界的狗,有些任务找其他游戏里宝箱一样(给一张图全世界找地点),有些点位甚至因遮挡关键细节和旧照片图片位置还相差甚远,一个敌人可以反反复复反反复复出现在我好多任务里!实在难以承受。
武藏好骚好搞笑哈哈哈,全程笑着玩,难度的话不追求一闪还是蛮简单的。
Some of the best boss fights of the year!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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