惡靈古堡

惡靈古堡

《惡靈古堡》圍繞單人求生展開,玩家在資源稀缺的重製豪宅中探索並應對危險。Steam 目前售價為 HK$ 37.00;可以結合預算考慮這段聚焦生存恐怖的體驗,Steam PC 版支援完整控制器操作與替代移動方案。

Steam 玩家評價有 92% 為好評,共 27,873 則;這也可作為衡量這套經典恐怖設定是否符合遊玩計畫的參考。 Steam PC 版獲得 92% 好評,共有 27,873 則玩家評價。

正在取得全網報價
92%Steam 玩家評分2.8萬 則評價82Metacritic/10081OpenCritic/100
發售日期: Jan 19, 2015
Survival Horror · Zombies · Horror · Classic · Remake
·平台:Steam·香港 Steam 官方價~ HK$148.00-75%~ HK$37.00去購買
·平台:Steam·~ HK$156.90-76%~ HK$37.12(~ $4.73)去購買
·平台:GOG·~ HK$164.90-76%~ HK$39.40(~ $5.02)去購買
·平台:GOG·~ HK$174.48-76%~ HK$41.28(~ $5.26)去購買
·平台:GOG·~ HK$174.48-76%~ HK$41.28(~ $5.26)去購買
Resident Evil HD REMASTER Steam CD Key·平台:Steam·~ HK$183.58-74%起~ HK$48.19(~ $6.14)去購買
Resident Evil·平台:DRM-Free·UnionPay起~ HK$58.77(~ CN¥50.00)去購買
·平台:Steam·~ HK$156.90-17%~ HK$129.82(~ $16.54)去購買
史低 ~ HK$27.86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$27.862025-11目前全網低價~ HK$37.00Steam距低價紀錄+33%
~ HK$61.23~ HK$96.26~ HK$131.29~ HK$166.3125-1026-0126-0426-0726-10~ HK$29.12

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 2026-10-20 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 惡靈古堡

一支特種部隊前往浣熊市郊外調查離奇命案,遭嗜血惡犬襲擊後躲進附近豪宅。高清重製版以資源稀缺為生存核心,玩家將在危機四伏的宅邸中設法活下去。 Steam 玩家評價中有 92% 為好評,共 27,873 則評價。 Steam PC 版支援完整控制器操作。 介面支援 簡體中文、繁體中文、英語、法語、義大利語、德語、西班牙語和日語。

製作團隊

三上真司
導演
三上真司
日本電子遊戲設計師
小
製作人
小林裕幸
Japanese video game and anime television series producer and supervisor
開發
CAPCOM Co., Ltd.
發行
CAPCOM Co., Ltd.

Steam 玩家評價

92%好評極度好評27,873 Steam 評價

近 36 個月記錄最低價

≈ HK$27.862025-11-21 · GameBillet基礎遊戲 · 與上方圖表記錄相同;美元歷史價格,並非區域 Steam 史低。

語言支援

語言介面字幕音訊
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繁體中文是是—
英語是是是
再顯示 5 種語言
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法語是是—
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德語是是—
西班牙語是是—
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Steam PC 版資訊 · 2026-10-21

02購買前

操控方式

可選擇原版操作或按下搖桿方向移動的替代操作,並能在遊戲過程中切換。

語言與音訊

英語提供完整音訊。介面支援英語、法語、德語、義大利語、日語、簡體中文、西班牙語和繁體中文。

遊玩模式

Steam PC 版列有單人模式,並支援完整控制器操作。

03常見問題

故事從哪裡開始?

故事發生於 1998 年,一支特種部隊前往浣熊市郊外調查離奇命案。

高清重製版改進了哪些內容?

版本更新了畫面與環境,加入寬螢幕支援,並重製音訊,支援 5.1 聲道輸出。

遊戲中能更改顯示模式嗎?

可以即時切換顯示模式;寬螢幕模式會根據角色位置自動捲動畫面。

7.5
綜合評分
外部評分92%Steam 玩家評分2.8萬 則評價82Metacritic/10081OpenCritic/100
畫面
6.5
音效
8.5
玩法
9
劇情
7
內容
6

“Tight resource management and mansion puzzles anchor this foundational survival classic, elevated by restrained sound design and era-specific mechanics worth a measured try.”

評測總結

If you are willing to spend the ten to twenty-odd hours it asks for, and to accept a brand of survival design that is old-fashioned, restrained, and at times frankly unaccommodating, Resident Evil is worth it. Worth it not because it does everything well, but because one part of it is still genuinely hard: resource management, spatial exploration, and sustained tension combine into a rare kind of pressure. You are not clearing a map. You are trying to survive. The difference is enormous, and it is the difference that has kept this game alive.

What still holds, decades on

The core that endures is the interlock between three systems that lesser games keep apart. Scarcity forces you to weigh every shot; the locked-door architecture turns the mansion into a map that grows in your head; and the audio design uses silence to keep your nerves taut between encounters. None of these are spectacle. All of them are discipline. Together they produce the feeling the whole experience is built to protect, the hesitation of someone who would rather not spend what little they have, and that feeling has aged far better than any of the surfaces wrapped around it. It is worth stressing how unusual that interlock still is. Most games keep their systems in separate lanes, letting you shoot when you want to shoot and solve when you want to solve. Here the lanes are deliberately tangled, so a combat decision is also a resource decision is also a navigation decision, and you cannot optimise one without paying somewhere else. That refusal to let any single system relax is what generates the constant, low-grade pressure the whole experience runs on, and it is why a quiet corridor with nothing in it can still feel more demanding than a set-piece in a louder game. The design trusts that tension, and it earns that trust.

The rough edges the years left behind

It also, unmistakably, carries the burrs its era left on it. The visuals are old, the animation is old, the text and dialogue are old, and the overall volume of content is not generous by today's standards, with replay value leaning heavily on whether the multiple routes and endings are your sort of thing. So it is not a classic you can recommend to absolutely anyone without caveat. It is more like an older film you need to set your expectations for before you start: the pacing is slower, the performances are dated, but the camera language is still rock solid. Against the second-game remake it gives up some narrative scale and overall finish; against the Silent Hill remake it lacks that lingering psychological aftertaste. As the foundational entry of the series, though, it still has a vivid reason to exist. The remakes that followed are, in almost every measurable way, more complete works, and a newcomer chasing the most polished version of this idea should probably start with one of them. But polish and primacy are different virtues. This is the entry where the formula was first set down with conviction, before it had been smoothed and modernised, and there is a bracing directness to that original statement that the later, friendlier versions inevitably soften. Coming to it now is less like playing an inferior draft and more like reading a first edition, rough at the edges yet carrying an authority the reprints cannot quite reproduce.

The verdict

Scored on what a player actually experiences today, it is no masterpiece, and it should not be propped up on nostalgia either. A 7.5 fits. Anyone who loves the history of frightening games, or who wants to try the prototype that survival design grew out of, will not feel cheated by it. Anyone chasing only modern handling and a large volume of content should temper their expectations going in. Its most compelling quality is precisely the set of inconveniences that have become so rare elsewhere. It is irritating. It is also, somehow, addictive. Old enough to feel coarse on the tongue, sharp enough to still unsettle you, it remains a foundation the genre keeps quietly returning to. Approach it the way you would approach any genuine classic, on its own terms and with your expectations calibrated, and it repays the courtesy generously. Rush it, or measure it against the conveniences of the present, and it will only frustrate. The choice of how to meet it is entirely yours, and that, fittingly, is the same kind of deliberate decision the whole game is built to make you take. Few titles this old still ask so much of a player, and fewer still make the asking feel like part of the reward.

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