黑暗靈魂:重製版

黑暗靈魂:重製版

《黑暗靈魂:重製版》結合羅德蘭探索與學習掌握挑戰,單人和最多六人連線適合不同遊玩安排。在Kinguin售價≈ HK$134.90時,可參考101,166則評論中92%%的好評率,並考量自己是否想體驗這段高難度旅程。Steam PC版也完整支援控制器。 在Kinguin以HK$259.00購買時,可依照自己獨自或結伴探索羅德蘭的計畫衡量價格。

正在取得全網報價
92%Steam 玩家評分10.1萬 則評價84Metacritic/10084OpenCritic/100
發售日期: May 23, 2018
Souls-like · Dark Fantasy · RPG · Difficult · Action
Dark Souls: Remastered LATAM PC Steam CD Key·平台:Steam·~ HK$351.67-62%起~ HK$134.90(~ €15.34)比 Steam 省 HK$124.10去購買
Dark Souls: Remastered Steam Key LATAM·平台:Steam·-48%起~ HK$135.84(~ $17.31)去購買
Dark Souls Remastered EN Global·平台:Steam·-46%起~ HK$139.21(~ €15.83)去購買
Dark Souls: Remastered Steam CD Key·平台:Steam·~ HK$175.70-21%起~ HK$139.56(~ €15.87)去購買
·平台:Steam·香港 Steam 官方價~ HK$259.00去購買
香港不可用(1)

以下報價已明確標記為在香港不可用(無法購買或無法啟用),仍可前往商店查看並核實限制。

DARK SOULS™ Remastered·平台:Steam·~ HK$290.28查看商店
史低 ~ HK$101.86含 Steam 及第三方通路
正在取得全網報價
心願價
設定後,所選地區的可用報價達到或低於心願價時,會寄送電子郵件提醒。

價格歷史

近 36 個月 · 資料每日更新
全網低價紀錄~ HK$125.172024-02目前全網低價~ HK$139.61GameBillet距低價紀錄+12%
~ HK$170.89~ HK$224.81~ HK$278.73~ HK$332.6525-1026-0126-0426-0726-10~ HK$129.96

價格涵蓋 Steam 官方與 39 家授權商店,僅統計正規通路報價。曲線按週呈現近 36 個月的全網低價與 Steam 官方價。

歷史價格以美元記錄,圖中金額按 2026-10-09 歐洲央行匯率換算為 HKD,僅供參考;實際結算金額以商店頁面為準。

01關於黑暗靈魂:重製版

《黑暗靈魂:重製版》帶你重返羅德蘭,在黑暗世界中探索並體驗多樣玩法。旅程著重於學習、掌握並克服挑戰,每一次結束也可能成為新的開始。 Steam玩家好評率為92%%,共101,166則評論。 介面支援繁體中文、英文、德文、法文、義大利文、西班牙文、波蘭文、葡萄牙文、日文與簡體中文。 支援英文完整語音。 Steam PC版支援單人與最多六人連線。 介紹註明高畫質與60fps。

製作團隊

開發
QLOC · FromSoftware, Inc.
發行
FromSoftware, Inc. · Bandai Namco Entertainment

Steam玩家評論

92%好評極度好評101,166 Steam評論

近36個月記錄最低價

≈ HK$125.172024-02-08 · GameBillet本體 · 與上方圖表記錄相同;美元價格歷史,並非地區Steam最低價。

語言支援

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Steam PC版資料 · 2026-10-10

02購買前

模式與控制器

Steam PC版支援單人與最多六人連線,並完整支援控制器。

語言

介面支援繁體中文;列出的完整語音為英文。

03常見問題

最多幾人可以一起遊玩?

遊戲介紹列出最多六人連線。

介紹列出什麼影格率?

介紹註明高畫質與60fps。

遊戲發生在哪裡?

遊戲舞台是羅德蘭。

7.7
綜合評分
外部評分92%Steam 玩家評分10.1萬 則評價84Metacritic/10084OpenCritic/100
畫面
7.5
音效
7.5
玩法
9
劇情
8
內容
6

“Lordran's interconnected map, the Ornstein-Smough fight, and the genre's founding spark make this the complete edition of the Soulslike starting point”

評測總結

Founder of the Soulslike Subgenre

Dark Souls occupies an unusual seat in the history of the action RPG. It was never a universal phenomenon in the Minecraft sense, nor a narrative benchmark like The Witcher 3. It is the foundational text of a brand-new subgenre — the Soulslike — and that distinction is what makes it matter. After the 2011 original, "Souls" became the studio's defining series and lifted Hidetaka Miyazaki from a second-tier director to one of the most respected designers working in games. In 2018 QLOC and the original team rebuilt it so every modern platform could run this classic at a stable 60 frames, and on Steam its roughly 97,000 reviews still hold a 92% positive rating, keeping it among the studio's steadiest sellers.

By 2026 the subgenre's influence has hardened into a full industry. The descendants run from the studio's own Dark Souls II and III, Bloodborne, Sekiro, and Elden Ring to outside entries like the Surge games, the Nioh series, Lords of the Fallen, Code Vein, Mortal Shell, Hollow Knight, Lies of P, and Black Myth Wukong. Every one of them traces a root back to Dark Souls in 2011. On the strength of it, FromSoftware climbed from a second-tier outfit into a top-flight first-party-caliber developer — one of the most striking studio growth stories of the past fifteen years.

Target Audience and the Reverse Portrait

The cultural seepage is the clearest proof of its standing. "Lore scholar" became a fixed term in the player vocabulary, "suffering" became the universal shorthand for hard games, "bonfire" became a synonym for a checkpoint, "Souls-style" became the name for fragmented background storytelling, and the red "YOU DIED" screen became an outright cultural icon.

The intended audience is sharply drawn: players who want a hardcore challenge, interconnected map exploration, and a clean entry into the Souls series. If you have played Elden Ring and developed a taste for hardcore open-world action RPGs, or you have heard the legend of "Souls" without ever touching one, or you are drawn to the narrative archaeology of Lordran, this is close to essential. The reverse portrait is just as clear. Players with zero tolerance for death penalties will tap out after dying repeatedly to the first handful of bosses; players who require official simplified Chinese will be turned away by the localization gap; players accustomed to Elden Ring's modern feel will find the scripted animations and i-frame rolls archaic; and players who prize plot-driven storytelling will be lost in the fragments. One more group deserves a direct warning: a complete newcomer to action RPGs should not start here, and would be better served warming up on something like Breath of the Wild or Horizon first.

On the buying decision, the path is simple — the Steam Remastered plus a community translation patch. Follow the main line in order rather than skipping ahead, lean on a straight sword and a medium shield for a steady first clear, and save the Artorias expansion for the late game, where its encounters function as a boss-design textbook. The closing verdict returns to the angle: Lordran's interconnected vertical map, the Ornstein and Smough mechanic, and the founding status of the Soulslike are three things that fifteen years have not truly replaced. Elden Ring stretched the fragmented storytelling across an open world but lost the compressed vertical essence; Bloodborne is a gothic spiritual offshoot trapped behind a PS4 wall; Sekiro runs a wholly different parry system. For the hardcore action RPG player, this is still an unavoidable must-play in 2026, and its place in history is an accumulated asset that cannot be copied.

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