
Ys returns with a brand new adventure for the first time in 8 years! Adol awakens shipwrecked and stranded on a cursed island. There, he and the other shipwrecked passengers he rescues form a village to challenge fearsome beasts and mysterious ruins on the isolated island.
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| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 6.2Kreviews | 91% | — | $4.9M |
| $39.99 | 10.7Kratings | 96% | — | not modelled | |
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Сюжет по началу кажется простым, постепенно закручивается, становится серьезным и в финале игры выдает мощные твисты. Боевая система не перегружена лишними элементами, комбо атаки, прожатие скиллов, блоки и увороты, вся игра проходится без душного гринда и кача. Заскучать не дают, вовремя подсунув боссов (в игре их много), квестов, сменой биомов, исследованием карты. Здесь игра напоминает Xenoblade, когда попаданцы отказываются на неизвестной территории с новой фауной и флорой. Продолжительность около 40-50ч, что не мало, контента навалили нормально. Игра чем то напоминает старые жрпг по духу, времен пс1 и пс2. Бюджета у компании маловато было, но выложились на все бабки, те кто любит экшн рпг стоит попробовать, благо стоит недорого.
There are games you enjoy, games you really like, and then there are the ones that permanently rent space in your brain. Ys VIII: Lacrimosa of Dana is one of those games for me. This is my second full playthrough. The first was on the Nintendo Switch years ago, and this second run was on the Steam Deck. Usually replaying a long RPG years later is dangerous because nostalgia can lie straight to your face. You remember a masterpiece, then replay it and realize half the game was carrying your emotional support memories. That did not happen here. If anything, I liked Ys VIII even more the second time. And honestly, this is one of my favorite RPGs ever made. I put it up there with some of my personal favorites: Xenoblade Chronicles 2, Lost Odyssey, and Final Fantasy III. That’s not praise I throw around lightly. My RPG backlog looks like a digital graveyard full of “I’ll finish this someday” lies. The story starts out fairly simple. You’re shipwrecked on a mysterious island and spend the first half of the game rescuing castaways, building up your little village, and exploring the island piece by piece. Somehow the gameplay loop becomes insanely addictive. Every time I spotted a stranded survivor in the distance my brain activated like I was conducting military rescue operations instead of jogging through the woods as anime Indiana Jones. What surprised me most is how much deeper the story becomes later on. The game slowly shifts from survival adventure into something far more emotional and ambitious. Dana’s storyline completely carries the second half of the game, and by the end it’s dealing with themes way bigger than you’d expect from a game that initially has you gathering materials and beating up oversized crabs on a beach. The writing also deserves credit for not collapsing under its own ambition. A lot of JRPGs eventually disappear into fifteen layers of confusing lore and characters screaming the power of friendship while a moon explodes in the background. Ys VIII actually keeps its emotional core intact all the way through. The cast is also extremely likable. Dana is fantastic and easily became one of my favorite RPG characters. Adol continues his legendary career of being the unluckiest tourist alive. This man cannot board transportation without accidentally discovering ancient ruins, cursed civilizations, or extinction-level events. At this point insurance companies should refuse to cover him. Combat is another huge reason the game works so well. I’m glad this went with fast-paced action combat instead of turn-based combat because the gameplay feels great almost the entire way through. Dodging at the last second, chaining abilities together, switching characters mid-fight — it all stays fun even deep into the game. Boss fights especially are excellent. Some of these things show up looking like they pay rent in a volcano and immediately decide your afternoon is over. Then there’s the soundtrack. Absolute insanity. This soundtrack is loaded with tracks that get stuck in your head for days. Exploration themes perfectly capture the feeling of adventure, while the battle music sounds like the composers were legally prohibited from calming down for even five seconds. There were multiple times I stayed in an area longer than necessary because the music was too good to leave. The Steam version was also a massive upgrade over the Switch version. The visual improvements were immediately noticeable: higher quality textures, enhanced lighting and shadows with HBAO+, better draw distances, cleaner UI elements, faster loading times, and support for high frame rates and higher resolutions. On the Steam Deck, the game ran at a smooth 60 FPS almost the entire time and felt fantastic to play handheld. I do have a couple complaints though. The map can occasionally be confusing, especially later in the game when areas become more vertical and interconnected. There were definitely moments where I spent ten straight minutes running in circles because apparently my greatest enemy wasn’t ancient monsters — it was basic navigation. Also, with the enhanced visual settings enabled, I noticed a slight line/artifact on Adol and Laxia’s faces during certain scenes. It’s minor, but once you see it, your brain occasionally locks onto it like it just discovered the Zapruder film. However, there is a mod to fix this. My other minor complaint is that Adol is still a silent protagonist, and the game has this weird habit where fully voiced cutscenes will suddenly transition into text-only dialogue halfway through. It’s not a huge deal, but it can feel a little awkward when characters go from dramatic voice acting to everyone silently staring at each other while you read a paragraph box. Still, those complaints barely matter in the bigger picture. Ys VIII is one of the rare RPGs that nails almost everything: exploration, combat, music, pacing, characters, and emotional payoff. It starts as a fun adventure game and gradually turns into something surprisingly memorable and emotional without losing what made it fun in the first place. This second playthrough completely confirmed what I already suspected the first time around: This game is special.
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Languages: English*, French, Japanese**languages with full audio support
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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 849 reviews with recorded playtime.
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Справжній шедевр 10/10
又臭又长的第二章,又臭又长的迷宫,屎一样的地图引导,割草一般的战斗手感,还有莫名其妙的攻防战。一直抱有最大期待的剧情看到最后也是莫名其妙、极其一般。①整个第二章几乎没有任何剧情推动,全是在生肯恶心的迷宫和找人。②剧情刚要深入,就被叫回去攻防战或者支线。③进到幽灵船的剧情,还以为岛内是被岛外人直接或者间接引发的连锁毁灭的,结果幽灵船剧情就局限于那一章,和主线是一点关系没有。④丹娜凭什么献祭自己就可以唤醒大地神?这种设定丹娜是怎么知道的?玩家又是怎么知道的?⑤既然旧世界就是大地神做的梦,大地神醒来旧世界就会消失,那丹娜献祭自己唤醒大地神,红毛和人类不是还是要消失?那她这么做有什么意义?丹娜又是怎么知道大地神因为觉得做的梦有意思,所以又重新生成了一个有红毛和人类的新世界的?⑥大地神醒来又要睡又是什么逻辑?永远都在长眠、睡觉是吧?总之,剧情引入大地神就是莫名奇妙。整体玩下来就像是吃了一坨。
Cool RPG for co-op.
Adol is back practicing his favorite sport: shipwrecking. This time around, our red-haired adventurer finds himself stranded on a mysterious island that can best be described as the anime version of Gilligan’s Island. If you don’t know what that is, don’t worry—it probably just means you’re young, and that’s a good thing. Ys VIII improves upon its predecessor in just about every way. The story is far more engaging and coherent, giving players a narrative worth investing in from start to finish. Exploration is where the game truly shines, however. The introduction of a landmark system makes discovering new areas consistently rewarding, and the island itself is packed with memorable locations that maintain a strong sense of wonder throughout the adventure. Combat hasn’t changed dramatically from previous entries, but that’s hardly a criticism. The fast-paced action remains fun, responsive, and satisfying, delivering exactly what fans have come to expect from the series. Visually, the game is also a step up. While its Vita origins are still visible in places, Falcom managed to squeeze impressive improvements out of the presentation. What is absolutely incredible, though, is the soundtrack. The Ys series has always been known for exceptional music, but Falcom truly outdid themselves with this one. Not only does Ys VIII feature some of the best tracks in the franchise, but it also contains some of the best video game music I’ve ever heard. It’s the kind of soundtrack that elevates every moment and remains memorable long after the credits roll. I do have one major complaint, however: the dungeon design. Particularly in the earlier portions of the game, many dungeons feel uninspired compared to those found in previous Ys titles. Several areas come across as little more than interconnected rooms and corridors, lacking the interesting layouts, puzzles, and mechanics that could have made them stand out. Even with that flaw, Ys VIII remains an outstanding experience. It’s one of the best entries in the series and may very well be the best one I’ve played so far. I can’t say for certain where it ranks among the entire franchise yet, as I still have Ys IX and Ys X ahead of me, but it has certainly set an incredibly high bar. I absolutely recommend Ys VIII: Lacrimosa of Dana. It’s a fantastic action RPG, an excellent entry point for newcomers, and one of Falcom’s finest achievements. Score: 9/10
イースシリーズの最高傑作と言っても過言でないと思う。 ハードを変えて2周もしたのはこのⅧだけです。 他の方も書いていらっしゃいますが、探検をしている感が心地よいです。 MAP埋めるの楽しいんだワ。
Another one of those disparity situations between the average rating, the general praise, and my own experience for sure. There's a lot I could say about this one- I could go really nitty-gritty on it- but the core problem is just a fatal combination of bloat and bland. Whether it be through its writing, the mechanical design, or just the pacing itself, Ys 8 is at its core a game that just fundamentally doesn't respect the player's time, and spends far too long having nothing much to say and not a lot to show. Having only played Ys 6 before this, it's impossible for me to analyze things in the context of the entire series- but as I understand through other reviews, Ys 8 is emblematic of the "new-school Ys" games, the style that continued from 7 and thereafter until the modern day. This new style really makes up a lot of the backbone of the problem here- it goes for this modern action RPG framework of open layouts, exploration, crafting, upgrading, etc- and falls victim to pretty much all the pitfalls along the way. Chief among them what seems to be a concept of "bigger/more makes better". I've seen plenty of people praise the supposed "AAA polish" that this kind of thinking brought to this game/the series, but I really have to disagree with the assessment. What's really at play here is a repetitive gameplay loop of senseless button mashing suffocating under an absolute mountain of bells and whistles, and none of it amounts to something that feels like it's worth all that much in the end. The level design is so scale-forward it hurts, with maps often way larger than necessary and tons of pointless transition zones between every plot important area. Monsters are just peppered everywhere without much rhyme or reason, and with little mechanical difference to make them unique. Collectible materials fall into that pothole of being so constantly recurrent with so many tiers that your eyes glaze over at how many you're constantly shoveling into your pockets, and you won't ever be aware of what you actually have until it's time to build something with them. Things like the Raids, Hunts, Fishing, Gifting, Questing- they all feel tacked on, like they don't form one cohesive whole and are just there because a marketing exec wanted to increase the back of the box stats for "things to do for 40 hours". The game just feels like it can't decide what it wants to be- a crafting/open world survival affair, an action RPG, or something akin to an MMO or a Dynasty Warriors title. There's no core here that feels developed, just a bunch of noise scattered in a pile. On the other side of things, the story and world are just dull. The base concept of being shipwrecked on a deserted island, having to rescue castaways, survive, and find a way to escape is honestly a really good backbone for an RPG, and I was initially very enticed by the idea- but Ys 8 somehow fails to wrench any drama or tension out of it for the entire runtime. Instead, we're treated to what may as well be normal RPG hub town that operates under a idyllic tropical vacation vibe, with amenities and creature comforts popping out of the blackness of scene transitions, with only the insistence of dialogue and flavour text making the player aware of any evident problem. It's really impossible to care about the plight of the Lomardia's crew when they seem to be getting along just fine whenever you pop back in to restock on supplies and upgrade equipment. All you really have after that is the "main" storyline, forming the back half of the game, which is just... not good. The entire thing reads like a sloppy jumble of stock JRPG fluff, with a really unconvincing angle of trying to frame speciation and evolution like some kind of sinister force organized by... an evil tree? For some reason? The lack of a real antagonistic figure makes a certain kind of sense, given they're clearly going for a "man vs nature" vibe, but it's clumsily handled. The game itself barely even seems clear about what the exact nature of the problem is at most times, having to bank on a trite "screw destiny" plot about Humans being threatened with extinction for reasons that kind of amount to just "because this game needs a climax". It's kind of difficult to even say that much about the arc story here, because its just such a shoddily constructed mess. Needless to say, the latter half of the plot feels foggy at best and downright laughable at worst. Never mind the fact that if you don't spend 50 hours doing optional fluff you get a non-ending to cap it all off. That kind of foggy, noncommittal stock plot really isn't helped by a serious lack in the writing/character department, too. Pretty well everyone on the cast is just a stock character or a very shallow collection of catchphrases and gags that feels more like a basic starting brief for a party member than a final role. This again plays into the lack of setting drama- it's hard to care much for the castaways when they barely feel like people at most times. I'm not gonna get that emotionally invested in what amounts to a bunch of walking shops and story progression interfaces. The party themselves spend a lot of time yammering about "being a big family" but they feel more like a random collection of cardboard cutouts at most times, with no real unifying energy or camaraderie sticking them together. Ys 8 is really preoccupied with them too, despite the lack of depth- the game sometimes sticks a cutscene after damn near every screen transition and constantly batters you with meandering, pointless dialogue about nothing at all. So you're gonna be real familiar with the cardboard by the end. Sahad and Adol might be some of the best characters simply by virtue of being a fairly normal man and having less than a page of dialogue to listen to, respectively. Dana herself, despite being lauded as a "great female character/the game's standout", is probably the worst offender here. For a character that the game is so hinged on, that's constantly being paraded around as a central figure, she's just... Nothing. I keep saying "stock" but that really is the vibe, she's just a hideously bland and uninteresting JRPG-chosen-one type that waffles about with really tepid attempts at pathos, and fumbles basically all of them. The asides to her are probably the weakest content in the entire game, and she doesn't improve much after finally joining your party. The saving grace here is that if you're a fast reader and skip all the optional stuff, you can finish this one in about half of the 30 hour estimate you'll find online... But that's really not what you want to end up with as the stand out point of your RPG. Had the game been condensed more, and been a shorter, more linear affair, it might have been easier to deal with. The best I can really say about it is that it's a good game if you just want something to sit around and mash buttons on without thinking... But I, however, don't.
🎮 Análisis de Ys VIII: Lacrimosa of Dana Cuando un juego JRPG te recuerda por qué te enamoraste del género Puede que llegues a Ys VIII sin haber tocado una sola entrega previa de esta veterana saga de Nihon Falcom —y está bien. Porque este juego, lejos de hacerte sentir fuera de lugar, te recibe con una bienvenida tan musical, adictiva y carismática que podrías jurar que llevas años viajando con Adol Christin. 🎵 Música que atraviesa el alma… y te acelera el pulso Lo primero que te golpea —para bien— es su música. En un mundo donde muchos RPG parecen haberse conformado con loops insípidos, Ys VIII te lanza una de las mejores bandas sonoras del género en la última década. Alterna sin miedo entre melodías épicas, baladas emocionales y temas rockeros que te dan ganas de cargar contra una horda de bestias sin mirar atrás. No solo acompaña: engrandece cada momento. Hay composiciones que, una vez escuchadas, se adhieren a la memoria como tatuajes sonoros. Y si te sorprendes tarareándolas semanas después... bienvenida sea esa maldición. ⚔️ Combate sencillo, profundo y adrenalínico El sistema de combate de Ys VIII es una maravilla camuflada bajo una fachada de simplicidad. No vas a encontrar builds complejas ni habilidades con nombres de tesis doctorales. Pero a cambio, obtienes un sistema que fluye. El núcleo: esquivar y bloquear en el momento justo. Si lo haces bien, ralentizas el tiempo o contraatacas con ventaja. Así, incluso un encuentro contra enemigos menores se convierte en un ejercicio de precisión, reflejos y ritmo. ¿Y los jefes? Una galería de desafíos con mecánicas únicas, diseños memorables y una variedad que mantiene el interés alto durante toda la aventura. Aquí no hay “copiar y pegar” ni “dragón genérico número 72”. Cada jefe exige respeto… y algo de sudor. 🧭 Un mundo semiabierto que se siente Ys VIII no es un mundo abierto al estilo Ubisoft, donde el mapa parece diseñado por becarios con déficit de atención. Aquí cada zona está construida con intención. Explorar no es solo moverse: es descubrir. Biomas variados, secretos ocultos, cofres bien escondidos y una recompensa real por el esfuerzo del jugador. El juego te invita a mirar, a subir una colina solo para admirar el paisaje y decir: “yo estuve allá abajo hace dos horas, luchando por mi vida”. Eso es diseño inteligente, no solo gráfico. 🧑🤝🧑 Personajes que importan El JRPG vive y muere por sus personajes. Ys VIII vive. Cada integrante del grupo tiene algo: carisma, motivación, conflictos internos… Y lo mejor: no son pegatinas de anime recicladas. Tienen voz, alma, y logran algo difícil en un juego de acción rápida: te importan. Para cuando el final se acerca, no estás controlando muñecos. Estás despidiendo amigos. 📚 Historia que sorprende (en serio) Si llegaste esperando un pretexto básico para la acción, te vas a sorprender. La narrativa de Ys VIII comienza como un “náufrago sobrevive en isla misteriosa”, pero pronto te atrapa con revelaciones, giros bien ejecutados, y una historia dual que va tomando fuerza capítulo a capítulo. Y ese final… es de los que dejan huella. No esperas tanta carga emocional de un juego que se presenta tan ligero. Pero ahí está. Y te toca. 🛠️ Elementos RPG: lo justo, pero funcional Si eres fan de min-maxing y construir builds rotísimas al estilo Final Fantasy V o Dark Souls, aquí no vas a encontrar ese nivel de libertad. El sistema de equipo es modesto: armas, armaduras y accesorios con efectos útiles pero sin demasiada personalización. Puedes especializarte un poco (más esquive, más resistencia elemental, más DPS), pero no esperes teorías locas ni setups extremos. ¿Lo bueno? Todo está bien calibrado. Nunca sientes que el juego se rompe ni que estás peleando con el sistema. Para lo que ofrece, funciona perfectamente. ⚖️ En resumen: Ys VIII: Lacrimosa of Dana no es solo un gran JRPG. Es una carta de amor al género hecha con mimo, energía y sin pretensiones de reinventar la rueda. Pero lo que hace, lo hace con pasión, oficio y un corazón que late fuerte. Te recuerda por qué jugar RPGs japoneses era (y es) una de las mejores experiencias que puede ofrecer el medio: → Música inolvidable. → Combate ágil y divertido. → Personajes entrañables. → Un mundo que pide ser explorado. → Una historia que supera expectativas. ¿Podría tener más profundidad en su sistema RPG? Claro. ¿Te importa mientras te lo estás pasando como un niño en navidad? No. Ys VIII es un clásico moderno. Y una mega recomendación para todo aquel que quiera vivir una aventura épica.
Ainda não joguei os Ys que vem após este, mas dentre os anteriores, o VIII é com certeza o com a melhor narrativa (mesmo que isso até então nunca tivesse sido algo de muito foco na série). São 6 capítulos mas na prática mesmo o jogo tem basicamente só duas partes, tudo do capítulo 1 ao 4 e então a segunda parte sendo o 5 e 6, ou em outras palavras, a introdução oficial da Dana na história. E quão boa é toda essa história assim que ela começa a se envolver mais... A gameplay, mesmo não sendo do meu estilo favorito (gosto mais das do Napishtim e afins), é muito fluída e viciante, o ritmo de tudo é muito rápido e dos seis possíveis party members meio que só um é "lento" de atacar e se reposicionar... Falando neles, todos membros da party são bons, não posso dizer o mesmo dos NPCs náufragos, mas ainda assim a quantidade de NPCs sem graça se limita a 2 ou 3 dependendo de gostos pessoais. Daria pra falar muito mais coisas, sobre como a exploração é legal e natural, como as quests são simples e interessantes, como as dungeons e os chefes oferecem um desafio interessante, o quão boa são as músicas do jogo (como esperado de qualquer coisa da Falcom) mas isso tudo vai ficar subentendido no meu comentário. A única "crítica" que daria pra fazer é em como o jogo pode ficar fácil se você quiser... Não existe um limite de itens de cura que você pode usar de uma vez, e pra usar eles é só abrir o menu (que pausa o jogo) e então se curar completamente. Mas é claro, você controla os botões que você aperta, então é só evitar abusar de cura, caso assim desejar. Dana Iclucia
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