
Solateria is a hand-drawn action Metroidvania with parry-focused combat. A small fire warrior journeys to find the Primordial Flame, the world’s last hope against the Shadow Plague. Defeat foes with stylish parries and explore mysterious realms to uncover the world’s secrets.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Reviews, worldwide (the counter carries no country): 2/day in the week to Aug 5 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Solateria is an action Metroidvania featuring beautiful hand-drawn art and a focus on parry-based combat.
Stylish Parry-Focused Combat
Master enemy attack patterns and parry with perfect timing. Experience Solateria’s exhilarating combat flow, where parries lead straight into powerful counterattacks.
Tense Battles Against Formidable Enemies
Break through bosses infected by the Shadow Plague with precise parries and stylish action. They won’t go down easily—but victory brings a deep sense of accomplishment.
Absorb the King’s power at King Statues scattered throughout Solateria to grow stronger. Unlock Heat Cores with rare items to unleash the fire warrior’s true power. Acquire new skills and enjoy increasingly spectacular combat.
Deep Customization Through Upgrades
Enhance your Core Stones and equip various Parts to shape your own combat style. Parts can create powerful synergies when combined in specific ways.
Untold Stories in a Fallen World
In Solateria, brought to ruin by the Shadow Plague, countless beings fight their own battles for their own reasons—even those who have become infected bosses. Battle powerful bosses, meet new NPCs, and uncover the stories they’ve kept hidden. Complete side quests and witness their final choices.
Active Interaction and Information Gathering
Explore the world of Solateria and gather “information” in many ways—collect fragments of memory, talk to NPCs, and more. The more thoroughly you explore, the more helpful information you’ll uncover, and what you learn will be marked on the map. Of course, how you explore Solateria is entirely up to you.
A Beautiful Hand-Drawn World Map
Immerse yourself in a beautifully crafted world of hand-drawn art. Use various skills to find hidden elements and create shortcuts. Maybe you’ll recover your lost memories while exploring this shadowed world.
A small fire warrior with no memories goes on a journey to find the King—the only hope to save the world.
Solateria, the land of the Sun, once prospered under the Primordial Flame’s blessings.
But everything changed when the Shadow Plague—the most deadly catastrophe it ever faced—descended, pushing Solateria to the brink of ruin.
You wake up as a small fire warrior with no memories of the past. The only thing you can recall is a voice urging you to find the vanished King and save the world.
Defeat powerful bosses corrupted by the Shadow Plague through stylish, parry-focused combat, and begin your journey to find the King.
In the end, you will have to confront the truth.

Choose your build with 40 different Parts combinations
Multiple upgrade systems, including cooking, refining, and crafting
Over 50 beautiful story cutscenes
Unique and powerful bosses and mini-bosses
Hidden locations reached through skill combinations
A vast world you can explore freely in any order
The story of a small fire warrior setting out to find the King—the only hope to save a fallen world
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; Nintendo publishes 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 | 741reviews | 84% | — | $351K |
| $15.99−20% | — | — | — | 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.
Engagement
Reviews
Themes across 151 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
What a beautiful journey, i wish it would never end the gameplay, the atmosphere, the challenges, and the characters are amazing and of course the main character Tott , he's such a cute lil warrior💙 i love this game it's literally a piece of art 💙
The Parry window is Too tight and not fluid for the things they expect you to parry, lack of clear visual and audio queues for end game bosses making them unfun to fight, A lot of end game platforming requiring pixel perfect inputs while also lacking good platforming controls is a baffeling choice
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese, German, Spanish - Spain, Portuguese - Portugal, French
Hours played at review time, across 151 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
打分:8/10 喜欢快慢刀弹反吗?请加入《火灵之源》喵,谢谢喵。上到Boss,下到小怪,人均快慢刀范围攻击大师。还有游戏史上最为苛刻的音游级毫秒弹反判定,弹到开心,弹到爽。 主评: 【战斗交互】 玩韩国人做的动作游戏,总有种在玩音游的错觉——动不动就快慢刀伺候(说的就是你,匹诺曹!)。本游戏的动作叙事以弹反为核心,最高难度下的判定窗口却精确到毫秒级。对着Boss的快慢刀练精准弹反,弹着弹着我都笑了。行,不愧是世界音游大国,就连类银+类魂也能做出音游那咬牙切齿般的初恋感。 更要命的是,游戏内怪物的攻击方向不光只是正面,更是上下左右四个方向大范围扫荡,这待遇不是Boss专属,更是路边任意小怪均能肆意发挥。最高难度下盾牌防御和弹反只认正向,绕后偷鸡?不存在的。不过习惯了倒也还好,只能说我的耐受力确实是过于逆天了。 游戏内许多机制堪称恶意满满,除了人均快慢刀与大范围扫荡攻击之外,许多异常状态在首次遭遇时并不会弹出提示,只有在玩家死后传回存档点,或者某次跑图中偶然于存档点驻足时,才会出现信息提示。要是玩家Boss初见过,那么恭喜,直到你停留在下一个存档点之前,你连自己中了什么debuff都不知道,仿佛无事发生,非常操蛋。 游戏没有单次地形杀,但多次地形杀后台会累计计数,达到一定数目后直接清空血条。我在“翁德尔洞穴”探索时已经积攒了几次落水计数,打“泽菲隆的守护者”时看到Boss场地的平台边缘,由于之前已经有过”弹反成功后接反击,角色会直接冲出平台掉下去而没有边缘限制“的这种操蛋经历,抱着试一试的态度心里想着“对Boss的弹反处决会不会冲进水里被秒”,一试——果然落水后直接瞬秒黑屏。屏幕重新亮起的那一刻,我释然地笑了。 除了平台边缘没有限制动画之外,角色高空落地时还会触发一个动画硬直,不能被其他动作取消,却能被地图怪物趁机偷袭,跑图时多次触发甚至被秒,简直是大无语,无语至极。 【怪物设计与Boss战】 如果说只有两招快慢刀的“特拉丁守门人”只是初见端倪,那么拥有二阶段多变种招式的Boss“种子管理局管理员”,就是将这个游戏怪物稀烂的底层动作设计暴露得淋漓尽致——毫秒级别的闪避弹反要求下,Boss放下刺藤,玩家角色只要身处地面,稍不注意就会被缠绕后吸血回盾,玩家又必须通过远低于Boss攻击距离,且必须站在原地进行蓄力的重击进行破盾,如此交互下来,简直是恶意满满。 游戏内还存有无视地形瞬移攻击的火鸟,三百六十里路追杀,阴魂不散。“翁德尔洞穴”里甚至还存在雾气半隐形怪,以及“泽菲隆骑士”这种自带只在Boss身上才能见到的,需要蓄力重击才能够破坏的高抗性护盾技能的逆天小怪,不仅见面即刻上盾,还有瞬移攻击和大范围快慢刀横扫,简直是天杀至极,天杀至极。 这里还必须单独拎出来说一个我极少在类银里见到的设计:《火灵之源》的游戏制作组对于“削减血量上限”这个debuff简直是情有独钟,偏爱至极。不仅在游戏大前期地图中即设置大量释放黑雾减少角色血上限的小怪,在“穆科拉要塞”区域里更有大量悬浮在空中,发现目标就子弹般射出,撞到角色就会削减血量上限的“小型穆寇恩”,且“索林研究大楼”区域内遍布四种“研究员”小怪,每一个自爆后均会产生大范围削减血量上限的黑雾。除地图小怪之外,游戏内还设计了相当数目具有常规削减角色血量上限技能的流程与精英Boss,尤其以战斗中吸收角色血量上限来恢复自身并附着高抗性护盾的流程Boss“种子管理局管理员”,以及直接释放大范围削减血量上限黑雾的精英Boss“穆科拉的守护者”为代表。倘若角色血量上限遭到削减,只能在存档点坐火恢复,没有任何其他恢复手段。假若这类设计只是个例,尚且还能当作游戏内容的调剂,但如此大量相关内容充斥游戏前中后期所有流程,那完全称得上是尽数糟粕,我在此完全不能理解制作组对于该内容的设计心理。 在这里我甚至都不想提那个开局两小时内第三个大地图就大量存在的,视野外范围即追踪攻击造成硬直的爆破花怪物,与上述提及的那些内容相比,这些视野外全屏追踪攻击的爆炸花竟然显得如此纯良。 还有,到底是谁给制作组的自信,在以“弹反”为核心的动作游戏里设计出“泽菲隆的伟大战士”、“王之盾牌”——巴兰这种Boss的? 1、全部招式都是快慢刀连招; 2、拥有“大范围硬直”和“地面全屏横扫处决”,用来恢复需要蓄力重击才能破的高抗性护盾; 3、五格弹反条,有些技能弹反了也无法消除; 4、满血二阶段。 打了十多分钟,打到天荒地老,打到大道破灭才艰难战胜,这是游戏全流程中唯一一个差点让我打到破防直接弃游的Boss,没有之一。 所以,《火灵之源》这个游戏中,难得永远不是怪物招式,不是大范围横扫攻击,而是错误的、人均快慢刀的怪物设计理念,以及过于狭窄的弹反窗口,这些设计导致玩家容错极低,稍有不慎便会满盘皆属,战斗体验较差。 【地图探索与与动作设计】 游戏流程三个半小时左右即可拿到二段跳,时间点还算合理,且前期需要二段跳的收集元素也较为有限。但这里我只是说二段跳,没说三段跳、伪四段跳对吧?《火灵之源》这个游戏虽然几乎不存在跑酷内容,但其游戏内的许多动作设计完全给人一种“专门为一碟醋包的这盘饺子”深刻感受——普通类银里,二段跳设计已然足够达到角色跳跃的性能上限,但在《火灵之源》里,你能够明显感到制作组将角色的跳跃上限进行了四度拆分,除普通二段跳之外,还添加了“灰烬破裂”与“跳跃攻击强化”这两种用于提高角色跳高,以及”三段空中攻击“这种除了”空中冲刺“之外用以提高角色跳远上限的主要角色能力,而且令人不快的是,“灰烬破裂”这个能力带来的跳跃方向与其他能力带来的跳跃方向竟然是相悖的!这就意味着如果想要角色达到最高与最远的跳跃距离上限,你不仅需要连续输入六到七个不同的操作,还得在空中的某一刻转一次角色的AD朝向,这种仿佛傻子灵光一现般的另辟蹊径不仅导致玩家极限操作变得极为繁杂,也导致地图设计更为臃肿,因为玩家不仅会遇到需要”二段跳“才能到达的场所,更会遇到需要”三段跳“、”伪四段跳“,甚至是需要连续七八个空中操作才能到达的场景,就算是后期的输入再熟练,也总会在大量的连续不同操作中感到心烦的吧?但令人惊异的是,制作组在后期地图中需要大量极限操作方能到达的场景设置的数目却更多了,这种因为角色能力拆分进而导致的大量繁杂操作,为何频繁出现且得到制作组的如此偏爱,我对此已然完全不知该如何评价,只能表示再度的释然。 并且,从游戏流程前期即存在的,后期才能获得的”墙壁冲刺“、”地面下砸“,等能力锁收集地点贯穿始终,就算游戏内确实设置了大量存档点,但这些存档点的设置位置在后期的返程跑图收集时却并没有起到什么有效的作用。由于游戏许多区域地图十分空旷,比如“褪色的古堡遗址”、“水镜盆地”与“废弃矿道”,这些区域中存在较大范围的、除了怪物一无所有的“宽阔空地”,许多时候跑图半天得到的要么是用于碎片化叙事的纸条,要么是作为游戏内金钱的“索林碎片”,除此之外,再无他物。“废弃矿道”、“穆科拉要塞”与“铸币局”,以及“翁德尔洞穴”、“水镜盆地”与“风影摩天楼”,着彼此三者的区域怪物安排偷懒痕迹明显,很多时候相距甚远风牛马不相及的两个区域竟然存在多种同种怪物,这种较为严重的复用素材在我看来实属不该,完全属于是制作组的游戏制作失职。 所以我完全不建议在这个游戏里去做全收集与真结局这种事情,游戏本身的收集补全因为地图和角色能力设计就已经够繁琐了,临近通关前我已经达到过所有区域,为了部分收集甚至还回过头几次,但全图收集率最终仍卡在63%这个完全无法令人感到满意的百分比数字。我在游玩过程中已然刻意留意了游戏内的诸多角落,但仍却完全不知道遗漏了哪些内容,纸条?食材?亦或是可有可无的“索林碎片”?这种挫败感极其不快。至于真结局——即便是普通结局剧情也没有大刀,真结局大概只是解决瘟疫的方式更完美些罢了,所以不必强求。 但是,我要说但是了。 【剧情】 本作大致讲述了,在一个努力拯救瘟疫却失败后的,王突然消失的瘟疫国度里,[strike]无名[/strike]小骑士为了寻找王的下落,在瘟疫肆虐国度的冒险里,逐步击败王座下被瘟疫感染腐化的五大骑士,[strike]最终集齐五龙珠召唤神龙[/strike](不是),最终得以面见真王,牺牲自我解除瘟疫拯救王国的故事。 上述内容听起来十分平淡对吧,但《火灵之源》是近些年来我所经历过的,”碎片化黑深残叙事“最为成功的类银+类魂游戏之一。即使我在上文中吐槽了那么多游戏内动作与地图方面的设计缺陷,但在此还是得必须承认,《火灵之源》的游戏制作组在碎片化的黑深残叙事上下了许多功夫。游戏的叙事虽然如同魂系般碎片化,但大量碎片叙事完全能够拼凑出一个无比完整的背景故事,游戏里还存在众多随流程更改所处位置的NPC,其各人物故事背景设定完整,故事线随流程进行发展流畅,故事内容也感人至深,是少数能够让我动容的游戏叙事之一。八分,如果说《火灵之源》这个游戏的地图探索与战斗体验只能够给到六到七分的分数的话,那么它的叙事完全能够将整个游戏的分数拉高到八分的优秀水平,这样的评价绝非言过其实。 “唉,谁能想到会出现这么严重的瘟疫呢......嗯,如果早知道的话,我想......我应该会和妻子多去旅行吧,”——穆哈 “谢谢你,战士大人。多亏你,我才能短暂地回想起与同族地回忆。即使再也无法向任何人诉说我的故事......我也会记住我的同族,直到生命地最后一刻。”——水龙 “战士大人!您把我所有的零件都买走了啊!真是太感谢您了。以后大概也不会再特地来找我了吧?不过,能和您相遇真的很高兴呢,帕伊隆战士大人。希望我的零件,能一路陪伴您到冒险的最后”——普翁 “就算只是在梦里......要是能再见到爸爸就好了。”——卡达敏 “哈哈,说了这么沉重的话题啊。抱歉,其实......一路上我遇到的朋友,全都死了。已经没有人能听到我说这种话了。托特,能和你见到第三次,我真的很高兴。如果在悲伤时仍能陪在身边的人算是朋友......那我们,也算朋友吧?”“在那之前,抬头挺胸走路吧,不要受伤。下次再见,要好好地、平平安安地相见啊。”——科鲁 无论是失去妹妹后、执着于寻找王的踪迹的查萨,还是为了养活五个兄妹而游荡在瘟疫肆虐的危险国土、只愿赚够足够的钱为了与兄妹一起温暖的度过这个冬天的吉玛;无论是装作勇敢、但早已继承战士精神、并最终为此献身的科鲁,还是终日悼念亡父、最终勇于踏上成为战士旅途的卡达敏;无论是游荡世界各地作画、只为让身怀重病蜗居在床的妻子重睹世界芳容的穆哈,还是受王之托、不惜失去一切甚至牺牲自我、独自坚守王国一切秘密的维莉塔,还是只会在喜悦时流下眼泪、却在听闻同族灭绝只剩己身后流下悲伤眼泪、孤藏于洞穴之中的水龙;无论是独揽所有研究过错、即便于废墟之中使用自己身体进行实验的伊玛贤,还是逃脱实验废墟后依旧坚守信念、日夜专研等待师傅归来的奥普斯,都令人难以忘怀——这一个个角色,都不仅仅是一段文字或几句对话,他们背后都藏着一段足以让人沉默的故事。这些碎片化的片段,像拼图一样逐渐拼出一个有血有肉的瘟疫大陆,让你在战斗的间隙,忽然被一句话击中,久久不能平息。而这,正是本作碎片化叙事中,最令人感触至深的地方。 不过,沉重之余也总有让人出戏的地方——主角这个“大头娃娃”还在太出彩了,明明那么多感人至深的剧情和CG,画面中却站着这么个Q版大头,很多时候实在是让人哭笑不得。 【最后总结】 《火灵之源》是近些年来为数不多的碎片化叙事如此成功的类银与类魂结合的游戏之一,我不建议把它当作类银主力进行游玩,其探索与战斗反馈多数位于及格线上下浮动,完全算不上出彩。可如果你享受通过碎片化收集拼凑出一个又一个感人至深的NPC故事,亦或是拼凑出整个瘟疫大陆的真相(其实接近结尾时会告知),那么请不要犹豫,《火灵之源》这款游戏一定不会让为此而来的每一位玩家感到失望。只是,别太为上述这些游戏中难以避免的缺陷较真,保持平常心,享受那些为数不多的感动就好。
Solateria is an incredible letdown. I tried the game on two separate occasions, hoping I could find some enjoyment by approaching it with a different mindset, but the way the game is structured consistently undermines its better ideas. I was initially attracted to the deflection focused combat. If you press guard at the right time, you parry an enemy attack. Miss the timing and you still guard the attack. Perform enough successful parries and you can unleash a critical attack. On paper, that's a really cool combat loop. Unfortunately, the execution makes it incredibly difficult to enjoy. The biggest offender is the parry timing. The minimum window is apparently only 8 frames, or roughly 133 milliseconds at 60 FPS. Sekiro, a game widely regarded as having difficult but satisfying deflection combat, starts at a much more generous 15 frames before tightening the window through repeated use. Solateria's timing is so strict that combat stops feeling intuitive and instead becomes a test of memorization. That would be difficult enough on its own, but enemy attacks have very little rhythm or telegraphing. You're often expected to memorize extremely fast flashes of animation and react within that tiny window. There isn't enough information being communicated through the enemy's attacks for me to feel like I'm learning a pattern. I'm just trying to remember which animation means I need to press the button immediately. Bosses make this even worse because they have enormous health pools. Fights can take several minutes, which becomes exhausting when you're repeatedly attempting the same encounter. I rarely find a game too difficult because I'll generally rise to whatever challenge is put in front of me, but Solateria doesn't give me the tools to make that challenge satisfying. You either pass the memory test or get killed quickly while trying to learn it. Neither experience is particularly enjoyable. The directional parrying also creates problems because enemies don't have collision with the player. I actually like the lack of contact damage in concept, but enemies can move through you and end up on the opposite side of your character. Since many attacks also move the enemy forward, it's easy to become turned around with very little counterplay if an enemy continues attacking. Guarding isn't a particularly effective fallback either. It initially only absorbs 50% of incoming damage, with a few ways to improve that later. The result is a combat system that feels relentlessly punishing. And this applies to practically every encounter. Even regular enemies take long enough to kill that the combat's weaknesses become impossible to ignore. Exploration Exploration doesn't fare much better. There are long stretches of hallways containing essentially nothing, making the world feel barren and padded. It's also strangely linear. You can occasionally access multiple areas, but there is very clearly a correct path based on the rewards available and the expected difficulty of the next boss. Enemy encounters aren't particularly interesting either. Each biome has, at most, around three enemy types, and they repeat very quickly. When enemy variety is already limited, uninspired placement becomes an even bigger problem. The game also has a strong focus on its story, which simply wasn't something I was interested in. That would be fine if I could move through it quickly, but there are unskippable scenes and dialogue that force me to wait. Even when fighting a boss, you have to manually hold the skip button every single attempt to get through its introduction. I don't understand why games continue to do this. Nobody wants to watch the same boss introduction repeatedly. The Potential Is There What makes this particularly frustrating is that I can see the intent behind Solateria. The deflection system has the foundation of something interesting. The game clearly wants players to learn enemy behavior, master parries, and eventually dismantle encounters through skill. But the numbers and presentation work against that idea. Give the player more frames to react. Give enemies clearer animations and more readable attack patterns. Reduce the health pools so successful play actually feels rewarding rather than simply making fights shorter. Let the player intuitively learn an encounter instead of requiring them to memorize tiny flashes of animation. Even after doing that, however, the exploration would still need significant work. The world is simply too barren and the enemy variety too limited to carry the experience. I'm honestly somewhat resentful that I put as much time into Solateria as I did trying to find the fun in it. I rarely spend this much time with a game and come away with nothing but annoyance. That's ultimately on me, but I can't recommend a game simply because I appreciate what the developers were trying to accomplish. Solateria has good intentions, and it has clearly received patches since release, but the fundamental problems that made the game unenjoyable for me either haven't been addressed or can't be addressed without substantially changing the experience. Maybe the game works better on an easier difficulty, or perhaps players who are more invested in the story and art style will find more to appreciate here. For me, though, the combat never became satisfying and the exploration never gave me enough reason to push through it. I wanted to like Solateria. I really did. Unfortunately, I just don't think it's fun.
Soletaria is a beautiful game from start to finish, beautiful visuals, beautiful combat, beautiful music, and a beautiful story. It has combat similar to Nine Sols but different enough to be unique. The world's characters were very charming and compelling. The game's story takes the part of an infection, but the characters interact with that plotline in very different ways. My one complaint is the typos, however this is slightly excusable since it is a small team based in Korea, so getting an English translation was probably difficult enough for them as is. There is a total of 14 major bosses in this game, which is a bit low compared to say Hollow Knight or Dark Souls, but each one was well designed and featured a fair bit of complexity. The game is also incredibly open, leading to a midgame full of getting lost and finding new things, which is one of my favorite parts of playing a metroidvania for the first time. I'm gonna wrap it up here though, I picked this game up on sale expecting a short, fun adventure and instead received on of my favorite games of all time. I was not very far in when I decided to 100% this game and it was well worth it. Beyond worth $20. An incredible experience.
地圖做很大但什麼都沒有 那你做那麼大是在做辛酸的喔 只會用跑圖浪費我們的時間時間
We have Nine Sols at home. It does feel like Solateria tries to be great at times but has too many issues holding it back from reaching the same level as Nine Sols and HK. It's a pretty solid game but it is painfully average in certain aspects as well as has a bunch of needless frustration built in. - Exploration is completely mediocre. Areas aren't interesting and there's a lot of just walking around without anything noteworthy happening. There's the usual charms of coming back and picking up collectibles you couldn't access before but it's blurred by how dull the areas and enemies in them are - The enemies. A lot of the cannon fodder mobs polluting the areas are extremely basic. Some of them legit have one attack they spam over and over. Some have two, some have three. They are completely forgettable and uninteresting - The bosses are decent but there's a huge issue with the design. They simply move a lot and there's nothing stopping them from going to your other side. This doesn't sound like a problem but parrying is directional so a lot of the time, during their chain of attack, they will phase through you and start whacking you while you parry the wrong direction. This feels utterly awful. Salt and Sanctuary had this already figured out years ago (you couldn't walk through enemies unless you were rolling, bosses got stuck on you as well) and yet here we are. This is the most frustrating issue I have with the game - Last three bosses... aren't great. They're hard in the insanely annoying way - Also some boss attacks feel completely undodgeable (especially if cast at the corner of the arena). Final boss's grab, Baran's AOE whirlwind to mention a few. Not a fan - Story is surprisingly good
体験版が面白くて10時間位遊んで期待してたけど製品版はあんまり刺さらなかった人のクリアレビュー。 一番言いたいのは、このゲームのパリィがあまり楽しく無かった、と言うこと。 私が好きなSEKIROやナインソールのパリィが面白いのは、それが難しいからじゃ無くて「敵の攻撃を完全に理解して対処出来てる感」が感じられるから。 けれど本作の、特に終盤のボスは、 ・どんな攻撃をしてるのか分かりにくい。 ・ディレイが長すぎてタイミング掴めない。 ・攻撃モーション見てから反応不可な速度なのに予備動作が静止画なせいでやってる事がほぼ目伏せてストップウォッチを指定時間で止めるアレ。 ・ボスのモーションと一切関係ない所から攻撃飛んでくるのは何…? と言う状態。有志の検証によると最高難易度で9フレーム(SEKIRO:12フレーム)らしい。やってられるか!!! まぁフレームに関してはしっかりタイミング取れてれば気にならないけど、タイミングを取って気持ちよくなるのがパリィゲーなのにタイミング取りにくい仕組みなのが気に入らなかった。 体験版時から気になっていたので開発に質問してみた所、 「 “拍子”を覚えるタイプのソウルライクに近い。 長いディレイのある攻撃が直前に明確な予兆を出すわけでは無いが複数のクリーチャーが共通の拍子を使っているため、ゲーム全体のリズムを覚えてパリィすることを意図している。 不親切に感じられる事は強く共感しているが、ゲームの核となる設計思想が異なるため、改善は難しい。 」 と返信を頂いた。 ……難しいよ(泣き)。取り敢えず私には普通にプレイしただけでは開発の言うゲーム全体での拍は覚えられませでした。SEKIRO ナインソールとは全く別系統のゲームと考えた方がいい。 パリィ以外の所については、まあまあ、と言った所。 ステージやアスレチックはホロウナイトよりエンダーリリィズ系。ジャンプの高さと空中移動距離を伸ばす為だけの能力達があまり好きじゃ無いので残念。もっとボス戦でも飛び回りたいよ… ステータスの割り振りは始めは結構好きだったけど、割と直ぐ能力値限界が来て活かしきれて無いと感じた。 料理は作って直ぐ食べるのじゃだめなの?なぜ1回インベントリ経由させる? マップに収集物 発見済みNPC 等々が映るのはgood ストーリー。それ自体は良いけど流石に安直過ぎない?隠された重大な真実、物語開始の時点で察してたんですが…
Its fun but I think it needs more telegraphed attacks and better audio design, the difficulty is handled a bit poorly.
Overall had a wonderful time playing Solateria. Played about 95% of my playthrough on the hardest difficulty, legendary flame, and found it to be a very challenging experience, especially as someone who is not very good with rhythm. However, it was still (mostly) fair, and that was what's important. I found one late game boss to be extremely frustrating, such that I waited until after defeating the final boss to go back and beat him on a lower difficulty, due to the requirement for parries being directional, and all of the teleporting made it feel unfair to stay properly oriented. Besides that, the combat was extremely satisfying. Replaying the final boss after that aforementioned late game boss, but this time on Warriors path difficulty made me realize that the game is mostly very well balanced against that difficulty, and as such if you don't want 100% achievements, or extremely difficult and precise parry combat (for me bosses were harder than nine sols, sekiro, grime 1/2) I'd highly recommend that standard difficulty option, as it is fair but still very challenging. Platforming was okay, not necessarily a strong point, as some items on the map required extremely precise usage of all the games traversal abilities, and it didn't feel consistent to perform. However, the art and world overall were beautiful, and I really enjoyed the exploration of the world, exploration felt both rewarding and interesting, and I enjoyed meandering around the environment. Lastly, enjoyed the music, but not too many standouts (might have been too focused on the boss to hear the OST), and with that said I do still wish the OST was on spotify so I could relisten to find the best boss themes and add them to my playlist for workouts. All in all, I would say Solateria is a game that is worth your time, attention, and pain. 8.5/10
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