Absolver
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Absolver is an online multiplayer combat experience where players are placed behind the mask of a Prospect by the ever-present Guides, the new rulers of the fallen Adal Empire that will determine your worth in joining their elite corps of enforcers. Prospects will wander forsaken lands, encountering others to learn new combat skills, acquire weapons and armor, and engage in solo duels and intense three-on-three battles.
Steam User 5
好玩,boss打几遍就能过,但是多人模式匹配不到人了。
可以加赦免者国人群约架!
Steam User 0
游戏设计思路非常优秀,打击感和画面也深得吾心,可惜的是太难了,打到一半切换架势对于手柄来说很难按,老是被对手看破连招,但平心而论也只能这样设计,格斗游戏的高手哪个不是一秒八键,玩不好是我的问题T^T
Steam User 0
从WeGame转过来的;WeGame那里很冷清,根本见不到活人,只有NPC,流派排行榜还是空的。
还是国际服好玩,见到好多活人,组队打了一会儿,很配合。
Steam User 1
刚好现在打折,也许有人购买,就简单表达一下个人看法。趁着等待决斗匹配时间评价一次,希望读者点点赞,虽然并不知道有什么用处。提前声明本人非游戏狂热类爱好者。属于休闲类人员!
如同之前比较多的新闻评测说的一样,战斗模式比较新颖,也是见过比较客观的,以前小时候玩的《龙珠 》一类,虽是格斗,更像动作组合+IP娱乐;而且以前的多是连续固定次序点击比较复杂,虽热按理解这类游戏需要增加难度进行分级,但意义不太大,学习成本更像是背诵公式,
所以这游戏出之前就很期待了。毕竟功夫类,糅合各种格斗套路, 拳拳到肉,后来买了笔记本,发现配置不够,就看了些视频就安置一边了,可惜;2020年有空在网吧买入,玩了几个小时,发现路太混乱了,也许是希望玩家多注意旅途风景和注意其中的暗线,但事实确实如新闻所说,像个半成品,最关键的地方就是网络卡顿,我的游戏加速器并不适配。对我来讲还是迷路问题比较大吧,当时对着简单搜索得到的地图也找不到,为了保持游戏新鲜感,就没有主动找详细的攻略,毕竟自己探索也许更加有趣,虽然都会有胜负心,但探索上并不着急,因为它就在那里,何况也许会有新作,比如重置版或续集,相信制作时还是有些情怀在里面的。
不过现在问题不大,前几天趁着rematch作品的各种评测,刷了会视频,恰巧现在也到了电脑,配置还算可以,果然还是网络和服务器问题,只有SIFU因为单机所以没啥大问题,难度也进行了调整,也比较成功,所以还是理解新工作室的首作为何显得有些急躁,虽然急,但细节还是足够到位的,就是相对大众来说有些过于硬核了。
细节上,各种视频讲的很清楚了,我只是在个人角度表示这个战斗模式比较不错了,4乘4,有16个动作,加上武器,可以带32个动作,进行权衡战斗,(我灵光一闪,其实这个战斗模式重点在四个身体方位把模式分开了,虽然只利用到了两个手柄按键X&Y,也许AB两个按键也可以加入其中,比如每个身体方位(站姿)就可以4个动作,但是这样也比较复杂了,搓招难度低,但人脑考验也不小,即使强制按攻击类型进行划分。)即使只是两个战斗按钮,也比较复杂了,趣味性和平衡性会更难调整。制作组的棍法之前一直在宣传之中,如何按照现实世界格斗进行划分再微调参数,个体差异很难一致吧。
话说回来,看了几个视频,又找了找地图,这次总算找的所有的怪了,立马新开一个卡尔特流,花了几小时,完成了第一波教程,走上赦免者之路了。再次吐槽:就算对照的地图,跑起来脑子还是晕乎乎的,服了,我第一个落风流直接再废墟累计卡了十几个小时,就是找不到因记者,后来发现这里根本没有,即使有一个篝火。而且人都快杀完了,才看到NPC科普石堆和装备的作用和来源,实在令人沉默。
重点就是上面了,别的还挺好的,刚好SLOCLAP新游戏也是网络服务器问题,要是优化完成连带一起迁移打个补丁就更好了,只是在《rematch开球 》里并没有看到对应的宣传广告《ABSOLVER》和《SIFU》。即使工作室内部有各种难处也挺奇怪的。
《《《《《希望后续能在调整优化吧,毕竟已经开了个好头,看得出来诚意,但致命缺点还在,令人叹息和遗憾。》》》》》
AI翻译
AI translation
It's just the right time with discounts, maybe someone will buy it, so I’ll simply express my personal opinion. While waiting for the duel matchmaking, I thought I’d give my evaluation, hoping readers will like it, though I’m not sure what good it does. I should clarify that I’m not an avid gamer; I’m more of a casual player! Just as several reviews have previously mentioned, the combat mode is quite novel, and I've seen a fairly
objective take on it. When I played things like "Dragon Ball" as a kid, they were fighting games but felt more like action-combo IP entertainment. Previously, many required a complex sequence of fixed clicks; while I understand that such games might need to increase difficulty for grading, it doesn’t carry much significance. The learning curve feels more like memorising formulas. Therefore, I was looking forward to this game before its release. After all, it’s about Kung Fu, blending various fighting styles with strikes that land hard. Later, I bought a laptop but realised it wasn't powerful enough, so I just watched some videos and set it aside, which was a pity. In 2020, I had some free time and bought it in an internet café, played for a few hours, and found the navigation was too confusing. Perhaps the idea was to have players pay more attention to the journey and the hidden paths, but as the news suggested, it felt like a beta version. The most critical issue was the network lag; my game accelerator wasn't compatible. For me, navigating was quite problematic—despite trying to find the map through a simple search, I couldn’t get anywhere. To keep the game fresh, I didn’t actively search for detailed guides, since exploring on my own might be more fun. Although there's always a competitive spirit, I wasn’t in a rush to explore. It’s there, after all, and who knows, there might be a new release such as a remake or a sequel. I believe there’s still some affection in the production.
However, the current problems are not significant. A few days ago, taking advantage of various assessments of the rematch works, I watched some videos. Coincidentally, I also have a decent computer now, and indeed, it's still an issue with the network and servers. Only SIFU has no major problems since it’s a single-player game, and the difficulty has been adjusted quite successfully. Therefore, it's understandable why the new studio's debut seems somewhat hasty; even though they are rushing, the details are sufficiently in place, albeit a bit too hardcore for the general audience. In terms of details, various videos explain things quite clearly. I just want to express from a personal perspective that this combat mode is rather good, 4 vs 4, with 16 actions. Including weapons, it can have 32 actions to balance the combat. (An idea struck me;
《《actually, this combat mode mainly separates the modes into four physical positions. Although it only utilises the two controller buttons X and Y, perhaps the AB buttons could be included as well, meaning each body position (stance) could have four actions. However, this might complicate things, making it easy to perform combos, but the human brain is still challenged; even if the attack types are forced to be divided.) Even with just two combat buttons, it’s quite complex, making the fun factor and balance more difficult to adjust. The development team has been promoting their stick techniques, adjusting parameters based on real-world fighting styles, but individual differences are hard to harmonise, right?
That said, after watching a few videos and searching for maps, I finally found all the monsters this time around. I immediately started a new Kalter flow, spending several hours to complete the first wave of the tutorial and embarking on the Path of the Forgiven. Reiterating: even with maps to refer to, I still felt a bit dizzy while running around. I got stuck for over ten hours at the first Wind Flow point directly in the ruins, unable to find the reporter. Later, I discovered there weren't any here, even though there was a campfire. Moreover, by the time I had almost finished off the enemies, I saw the NPC explaining the role and origin of the stone piles and equipment, which is truly silent. The emphasis is on the above aspects; everything else is pretty good. Coincidentally, SLOCLAP’s new game also has server issues. If the optimisation is completed, it would be great to patch it together. However, in 'rematch kickoff', I haven’t seen the corresponding advertisements for 'ABSOLVER' and 'SIFU'. It's quite strange even if the studio faces various internal difficulties.
I hope there will be adjustments and optimisations moving forward since a good start has been made. It’s clear they have sincerity, but the critical flaws remain, which is lamentable and regrettable.
Steam User 7
缺点优点大家说的都不少了,网络垃圾,野外神仙打架,内容就是打架,地图不大,没汉化什么的(官方其实在做了论坛置顶问答贴写了)这些其实我是不想说的,我只想说这游戏战斗系统是我玩了30年游戏里最好的,是的,形意兼备,也有装备,也有数值,也许平衡的并不好,但是瑕不掩瑜,以前其实也玩过不少可以搓招,可以编辑招式(对勿忘我)的游戏,包括铁拳一类的格斗游戏,按说也很硬核了,但是都没有“武者”的感觉,只有招式没有武魂,但是这游戏能玩出武魂,一招一式都是自己挑选,自己编排,但很多游戏都有这个系统啊,这里就是武魂了,在这时变招就尤为重要,甚至在被动压制打到某个方向姿势的时候可以利用自己设置的套路绝地反击,这时你是真的武者,而不是格斗玩家,区别就是武者研究磨练自己内心,格斗玩家研究磨练角色。当打完后不喜不悲,将对方拉起,深鞠一躬,一句话都是多余的。
Steam User 1
这游戏在wegame上买了一份 又在steam上入了一份
不得不说系统真的很出色 算是神之手的精神续作了
虽然没有神之手打击感那么出色
但是良好的锁定 体验感还是比十多年前的神之手要好的
如果神之手能来一波重制 把那个锁定优化到鬼泣的水准 真就爽了 可惜只能在我梦里想了
Steam User 0
这款游戏非常硬核,只有三分之一的人通关,我觉得节奏很像格斗类游戏,角色分四个方位招式,招式有固定的起手方位和结束方位,X按键就是正常的输出连招Y键用来改变方位和特殊攻击。缺点是没有剧情,从头到尾就是打,通关了你以为你玩得差不多了,其实只是开始而已。再就是引导很差,招式学习方式是通过看对手攻击来学习的,中途被打死了就白看的,我玩了十个小时才知道.....然后这游戏碎片可以用来鉴定和买装备,也有几率打死怪爆装备,装备和碎片爆率都很低,不过装备除了好看用处并不大,防御高会严重影响出招速度。最后再提一下这里面有两个BOSS卡了我比较长的时间,木房那里同时打两个BOSS要灵活取消锁定借助楼梯卡角度先弄死一个,贫血会掏武器。还有最终BOSS徒手的时候很好打,半血拿家伙出来了也还好,主要是最后快没血的时候她就开一套非常快的连招,而且很多中段攻击,我落风流完全闪不开,多次被这一套带走,后来用出手快的招式磨过去的。现在通关了不知道具体要干嘛,招式一大堆没解锁,想买服装又没碎片,地牢吧又不知道怎么解锁,PVP网又不好.....