DARK SOULS™ II

DARK SOULS™ II

Steam PC 版《黑暗之魂2》以謹慎動作角色扮演、黑暗探索、自訂和線上合作或對抗為核心。它支援單人遊玩與完整控制器支援,適合想要高難度單人流程或協調線上合作的玩家。Steam 目前追蹤價格為 HK$ 279.00;請結合 Steam 即時售價和自己的遊玩計劃判斷,而不是預設價格趨勢。

Steam 玩家評價為 87% 好評,共 33,406 則評論,可作為目前 PC 玩家回饋的參考。若你正在權衡購買,可比較商店報價與 Steam,並先確認語言細節。 目前優惠在 Steam 啟用,付款方式包括 Visa、Mastercard和WeChat Pay。

正在取得全網報價
87%Steam 玩家評分3.3萬 則評價91Metacritic/10088OpenCritic/100
發售日期: Apr 24, 2014
Souls-like · RPG · Difficult · Dark Fantasy · Action RPG
·平台:Steam·香港 Steam 官方價~ HK$279.00去購買
Dark Souls II PC Steam CD Key·平台:Steam·起~ HK$1,315.00(~ €149.87)去購買
正在取得全網報價
心願價
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價格歷史

近 36 個月 · 資料每日更新

該地區價格歷史累積中

該遊戲收錄時間較短,價格曲線會隨每日資料累積逐步形成。目前可參考上方報價,或設定心願價,在所選地區的可用報價達到或低於目標金額時接收提醒。

目前全網低價~ HK$279.00Steam

01關於 DARK SOULS™ II

《黑暗之魂2》是 FROM SOFTWARE 開發的 Steam PC 動作角色扮演遊戲,以謹慎戰鬥、黑暗探索和嚴苛敵人遭遇為核心,支援單人以及線上合作或對抗。 Steam 玩家評價為 87% 好評,共 33,406 則評論。 Steam PC 版支援單人、多人、合作,並提供完整控制器支援。 發行日期為 2014年4月24日。 介面語言包括 繁體中文、英語、法語、義大利語、德語、西班牙語、波蘭語、俄語、韓語和巴西葡語。

製作團隊

作曲
樱庭统
開發
FromSoftware, Inc.
發行
BANDAI NAMCO Entertainment · FromSoftware, Inc.

Steam 玩家評論

87%好評極度好評33,406 Steam 評論

36 個月內記錄最低

無可靠歷史紀錄

語言支援

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Steam PC 版資料 · 2026-10-13

02購買前

遊玩模式與控制器

Steam PC 版支援單人、多人、合作,並提供完整控制器支援。

語言與音訊

提供英語完整音訊;其他商店列出的語言提供字幕支援。購買前請查看目前介面語言列表。

03常見問題

Steam PC 版可以單人遊玩嗎?

可以。Steam PC 版列出單人,同時支援多人、合作。

支援控制器嗎?

支援,Steam PC 版列出完整控制器支援。

何時發行?

Steam PC 發行日期為 {releaseDate}。

Steam 評價如何?

Steam 玩家評價為 {rating} 好評,共 {reviewCount} 則評論。

8.0
綜合評分
外部評分87%Steam 玩家評分3.3萬 則評價91Metacritic/10088OpenCritic/100
畫面
8
音效
6
玩法
9
劇情
8
內容
7

“Veterans willing to wrestle sixty hours of harsh rules get hooked, while players wanting easy guidance should look elsewhere.”

評測總結

Dark Souls II is, in the end, a very clear multiple-choice question put to the player. Are you willing or not to spend sixty hours — likely more — locked in a contest of wills with a rule set that does little to flatter you yet remains entirely self-consistent? Everything else flows from how honestly you answer that.

From the moment-to-moment combat to the storytelling, on through the scenery and the sound, it holds a single line throughout: it does not pander, but it respects every ounce of serious effort you bring. The fights are hard, the penalties heavy, the routes many, and even your healing ceiling can be converted into psychological pressure — none of which exists merely to crank a difficulty dial. All of it keeps asking you the same underlying question: do you actually want to keep walking this road?

What You Take Away If You Stay

If your answer is yes, those sixty hours amount to far more than grinding numbers and ticking off a completion bar. You will carry away specific roads, the particular menace of certain regions, and the story threads you teased out of an NPC's scattered half-sentences. The "mystery" and "magnetic atmosphere" so many reviews reach for do not come from grand spectacle; they come from these small, continuous, accumulating signals that the game trusts you to notice.

That is the quiet contract at the center of the whole experience. The world gives sparingly and asks much, and in return it makes the things you do earn feel genuinely yours. Players who lean in find a setting that keeps paying out long after the credits, precisely because so little of it was handed over for free. It is the kind of game you end up talking about in specifics rather than slogans — not "the combat was good" but "the second time through the harbor I finally understood why that bridge was built the way it was." The memories it leaves are granular, and granular memories are the durable kind. That texture is the real return on the sixty hours, and it is why the people who finish it tend to recommend it in the same low, deliberate tone the game itself speaks in.

Who Should Stay Away

Of course, this is not a work everyone can enjoy without friction. The steep difficulty and the oppressive temperament will turn a portion of people away, and the nonlinear structure and restrained narrative have no intention of catering to every palate. Yet if you are willing to accept those terms up front, a journey of genuinely solid quality is more or less guaranteed.

Measured against the evolution its faster, more polished successor represents, this entry still holds ground its sibling cannot quite occupy. The third chapter refines the swordplay and tightens the spectacle, but it walks a more linear, climactic road; it lacks the free rerouting and the relentless, vitality-decaying pressure that make the second game's high-density exploration feel so distinctly its own. It will not necessarily become the singular masterpiece of your year — but the odds of genuinely regretting the time you put into it are slim indeed. Think it through before you step into Drangleic. Once you are in, it is very hard to pull yourself back out.

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