雙影奇境

雙影奇境

科幻與奇幻世界的交替,讓《雙影奇境》的合作冒險別具特色:兩位作家必須掌握能力並攜手克服障礙。在 Steam 以 HK$ 259.35 購買,關鍵在於是否已有夥伴準備同行。Steam PC 版著重穿梭於充滿想像力的故事世界,並由兩人共同挑戰,而非主打單人戰役。 在 Steam 的 HK$259.35 可與 Steam 目前價格比較,再決定是否購買《雙影奇境》。

正在取得全網報價
97%Steam 玩家評分7.9萬 則評價90Metacritic/10091OpenCritic/100
發售日期: Mar 6, 2025
Co-op · Split Screen · Local Co-Op · Female Protagonist · Online Co-Op
·平台:Steam·香港 Steam 官方價~ HK$399.00-35%~ HK$259.35去購買
Split Fiction EA App Key (PC) GLOBAL·平台:EA App·起~ HK$276.94(~ $35.29)去購買
Split Fiction Global·平台:EA App·起~ HK$317.64(~ €36.12)去購買
Split Fiction PC Steam CD Key·平台:Steam·~ HK$439.61-25%起~ HK$329.78(~ €37.50)去購買
Split Fiction Ea App CD Key·平台:EA App·~ HK$439.61-25%起~ HK$330.04(~ €37.53)去購買
史低 ~ HK$254.97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$254.972026-06目前全網低價~ HK$259.35Steam距低價紀錄+2%
~ HK$276.06~ HK$322.66~ HK$369.25~ HK$415.8425-1026-0126-0426-0726-10~ HK$254.97

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 雙影奇境

《雙影奇境》描寫兩位風格迥異的作家穿梭於各自創作的科幻與奇幻世界。她們以合作搭檔的身分運用能力、共同克服挑戰,設法逃出生天。 Steam 玩家評價:79,034 則中有 97% 為好評。 Steam PC 版支援繁體中文介面。

製作團隊

约瑟夫·法尔斯
導演
约瑟夫·法尔斯
黎巴嫩裔瑞典籍电影导演、编剧、游戏设计师
開發
Hazelight Studios
發行
Electronic Arts

Steam 玩家評論

97%好評壓倒性好評79,034 Steam 評論

近 36 個月紀錄最低價

≈ HK$254.972026-06-15 · Steam基本遊戲 · 與上方圖表使用相同紀錄;美元價格歷史,並非地區 Steam 最低價。

語言支援

語言介面字幕音訊
簡體中文是是是
繁體中文是是—
英語是是是
再顯示 8 種語言
語言介面字幕音訊
法語是是是
義大利語是是是
德語是是是
西班牙語是是是
日語是是是
韓語是是—
波蘭語是是—
巴西葡語是是—

Steam PC 版資料 · 2026-10-10

02購買前須知

遊玩模式

這是一款以好友合作為核心的動作冒險遊戲;Steam 也列出單人與多人模式。

控制器與語言

Steam PC 版支援完整控制器操作。繁體中文提供字幕,但未列有完整語音。

03常見問題

《雙影奇境》講述什麼故事?

科幻作家米歐與奇幻作家柔伊受困於自己的故事中,必須互相合作才能脫身。

玩家在故事世界中做什麼?

兩人穿梭於科幻與奇幻世界,掌握不同能力並共同克服挑戰。

可以單人遊玩嗎?

可以。Steam PC 資料列出單人、多人與合作模式。

8.5
綜合評分
外部評分97%Steam 玩家評分7.9萬 則評價90Metacritic/10091OpenCritic/100
畫面
8.5
音效
6.5
玩法
9.5
劇情
8
內容
8

“A co-op adventure that pushes forced split-screen to its limit, swapping in a fresh mechanic roughly every half hour across twelve hours”

評測總結

Drop Split Fiction onto the map of 2025 and it stands out as a rare specimen: a critical darling, a commercial smash, and very nearly impossible to replace.

A commercial miracle that should not exist

It launched straight to 91 on both Metacritic and OpenCritic, a Mighty rating, the 99th percentile of everything scored — opening even higher than It Takes Two, which was already Game of the Year for 2021. But the number worth dwelling on is the sales. A premium, buy-once game with co-op only, no solo mode, no PvP, no live-service tail, moved over a million copies in two days, two million in a week, and seven million by April 2026 — the 19th best-selling game in the US for 2025.

That borders on counterintuitive. In an era obsessed with service games and long-tail retention, Hazelight sold those numbers with a roughly twelve-hour title you are required to play with someone else, proving that "forced co-op plus high creative density plus a free invite for a friend" genuinely works. It pulled four TGA 2025 nominations — Best Game Direction, Best Action/Adventure, Best Family Game, Best Multiplayer — and made six longlists at the 2026 BAFTAs; even a film adaptation is in the works, directed by Jon M. Chu and starring Sydney Sweeney under Amazon MGM. The cultural reach of this original IP has already spilled well past the medium.

Who should buy it, who should walk away

So who is it for? The answer is clean: anyone with a steady partner who is willing to spend a dozen-plus hours communicating and coordinating. If you and a partner, roommate or friend are after something to share that will not go stale halfway through, this is close to the best option going right now — the half-hour reinvention rhythm keeps two mismatched skill levels both having a good time.

Flip it, and two groups should walk straight past. First, anyone who only wants to play solo; the game offers no path for a single player, not even an AI fill-in. Second, anyone temporarily short a partner — the Friend's Pass spares you the cost of a second copy, but it cannot spare you the social cost of going out and finding someone willing to talk and coordinate. The barrier here was never money; it is whether there is a person beside you willing to sync up for a dozen hours. One more heads-up: crossplay runs through EA's account system, so connecting can occasionally be fiddly — go in expecting that.

Its deepest moat

Back to the line that matters. The hardest thing to copy about Split Fiction is not a mechanic or a set piece; it is that it built "you are required" into a core you cannot pry apart. You can find dragon-riding, split-screen shooting and gravity flips elsewhere. You will not find a second co-op adventure willing to bet everything and hold the line that losing one player means the game ceases to exist.

Its most direct rival is its own predecessor, It Takes Two, and it wins on wilder genre range, denser mechanics, louder spectacle, and a higher opening reception. Other studios cannot follow not because the tech is beyond them but because none will stake every resource on a premise guaranteed to turn away every solo player — that takes a kind of nerve. For the foreseeable future, on this narrow forced-co-op road, the only studio likely to top Hazelight is Hazelight. My verdict is 8.5: near-flawless in play, dependable in story and sound, and its real value sits in none of the individual scores but in one simple, rare fact — it needs you, and it needs the person beside you. Games this confident in a single, unfashionable idea do not come along often, and the ones that do tend to age into the titles people still talk about a decade later. If you happen to have that person within reach, do not miss it.

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