《影之刃零》
Search documents
命运最坎坷的国产单机,预告片播放量超过了100万
3 6 Ke· 2025-12-30 00:47
这种经历和情怀,在整个中国游戏行业内,恐怕都是难以复现的。 29日上午,《仙剑奇侠传四》重制版发布正式预告,视频播放量很快就突破了166万。 实际上,早在一年前,《仙剑四》重制版就发布过前导PV。当时,上软创始人、游戏制作人张孝全还在B站评论道: 「自仙四重制版开始就承担了许多支持和期待,当然也有疑虑。我们对种种情绪都理解,这次也是我们第一次用正式的工作成果与各位对话。Upsoft期望 在故事驱动的RPG的道路上持续探索。现在、我们唯一目标:"用次世代的技术与理念,还以经典在新时代的样貌。"代表团队、谢谢所有批评与指教。」 B站评论区也被玩家们攻陷。除了对情怀的感慨,也有不少玩家对游戏的美术、玩法表达了肯定。3DM创始人甚至放话表示,要买1000套支持该作品。 从PV内容来看,相比于去年更偏向场景和风格展示的预告片,今年项目组公开了更多关于角色、演出、玩法等内容,可见游戏已经有了相当的完成度。 游戏采用UE5引擎研发,从画面上看,每一名角色的服装材质、人物表情、动作演出都颇具真实感。 在B站和微博评论区,很多玩家都对角色设计表示满意。 值得注意的是,虽然都可以称为上软,但从上海软星到UP software,张 ...
200亿出海市场,谁在闷声赚大钱?
Xin Lang Cai Jing· 2025-12-26 05:22
文 | 娱乐资本论 毛丽娜 2025年的游戏市场,出海仍是关键词。 根据中国音像与数字出版协会发布的《2025年1-6月中国游戏产业报告》,中国自主研发游戏在海外市场的实际销售收入达到95.01亿美元,同比增长 11.07%,证明海外市场对国产游戏有着持续需求。 从腾讯游戏、网易游戏的Q3财报能发现,大厂在海外市场斩获颇丰。鹅厂国际市场收入同比增速高达43%,是该市场板块单独披露业绩以来的最高增 速;猪厂海外市场递延收入同比增长25.3%至194.7亿元,机构指出海外市场将成为其游戏业务的第二增长曲线。 根据上半年数据以及季度增长趋势,2025年中国自研游戏海外收入将突破200亿美元大关。面对出海收入再创新高,欣喜之余未免也充满了探究与好奇: 与过去几年相比,国游出海的品类构成是否出现变化?是哪些海外玩家在为中国游戏氪金买单?出海收入的提升过去存量玩家的基础上加大了氪金力度与 次数,还是触及到了新玩家? 通过数据以及对真实海外玩家的采访,我们想看看国游出海这一年发生了什么新变化。 01 谁是出海"第一厂" 虽说文无第一武无第二,但诸多厂商出海,势必还是要分出个坐次排序。 在你心里出海第一厂是哪家?或许有人会说 ...
年终总结②:200亿出海市场,谁在闷声赚大钱
3 6 Ke· 2025-12-25 12:11
2025年的游戏市场,出海仍是关键词。 根据中国音像与数字出版协会发布的《2025年1-6月中国游戏产业报告》,中国自主研发游戏在海外市场的实际销售收入达到95.01亿美元,同比增长 11.07%,证明海外市场对国产游戏有着持续需求。 从腾讯游戏、网易游戏的Q3财报能发现,大厂在海外市场斩获颇丰。鹅厂国际市场收入同比增速高达43%,是该市场板块单独披露业绩以来的最高增 速;猪厂海外市场递延收入同比增长25.3%至194.7亿元,机构指出海外市场将成为其游戏业务的第二增长曲线。 根据上半年数据以及季度增长趋势,2025年中国自研游戏海外收入将突破200亿美元大关。面对出海收入再创新高,欣喜之余未免也充满了探究与好奇: 与过去几年相比,国游出海的品类构成是否出现变化?是哪些海外玩家在为中国游戏氪金买单?出海收入的提升过去存量玩家的基础上加大了氪金力度与 次数,还是触及到了新玩家? 通过数据以及对真实海外玩家的采访,我们想看看国游出海这一年发生了什么新变化。 #本文已采访五位相关人士,他们也是「娱乐资本论」2025年采访的第609—613位采访对象 谁是出海"第一厂" 虽说文无第一武无第二,但诸多厂商出海,势必还是 ...
凯撒文化摘帽;《33 号远征队》获TGA年度游戏丨游戏周报
2 1 Shi Ji Jing Ji Bao Dao· 2025-12-15 11:11
Industry Highlights - The TGA 2025 awards concluded with "Light and Shadow: Expedition 33" by Sandfall Interactive winning nine awards, including Game of the Year and Best Narrative [1][2] - The Chinese game "Ming Chao" received the Player's Voice award at TGA 2025, marking another significant recognition for Chinese gaming [2] - In November 2025, 33 Chinese mobile game publishers made it to the global top 100 revenue list, collectively earning $1.95 billion, which accounts for 35.8% of the total revenue of the top 100 [3] - The esports industry in China is projected to generate revenue of 29.331 billion yuan in 2025, reflecting a year-on-year growth of 6.40% [9] Company Developments - Caesar Culture announced that its stock will resume trading without the ST designation starting December 11, 2025, after previously facing penalties for profit inflation [5] - Century Huatong disclosed its indirect investment in Moore Threads, with an estimated profit impact of 640 million yuan on its Q4 2025 net profit [6] - 37 Interactive Entertainment plans to invest up to $2 million in the Lighthouse Founders' Fund, which has a target size of $80 million, and has also acquired a 7.5% stake in Weihai Hanyuan Network [7] - Lingyoufang's action game "Shadow Blade Zero" is set to launch on September 9, 2026, showcasing a blend of dark martial arts and steampunk aesthetics [4] Regulatory Changes - Australia has enacted a strict law prohibiting users under 16 from owning social media accounts or accessing platforms like TikTok and Facebook, making it the first country to implement such a ban [8]
《33号远征队》包揽TGA九项大奖;《影之刃零》定档明年9月;《明日方舟:终末地》公测定档明年1月 | 氪游周报
3 6 Ke· 2025-12-15 06:57
Game Releases - The action RPG "Shadow Blade Zero" is set to be released globally on September 9, 2026, as announced during the TGA 2025 awards ceremony [1] - "Arknights: End of the World," a highly anticipated 3D real-time strategy RPG, will have its full platform public beta on January 22, 2026 [5] Industry News - 37 Interactive Entertainment announced an investment of up to $2 million in the Lighthouse Founders' Fund L.P., aiming to deepen its strategic layout in the AI and technology sectors [14] - Ubisoft's market value has fallen below $1 billion, currently estimated at approximately $989 million, marking a 13-year low since September 2012 [15] Awards and Collaborations - "Light and Shadow: Expedition No. 33" won nine awards at the TGA 2025, including Game of the Year and Best Narrative, making it the game with the most awards in TGA history [9] - "Genshin Impact" has launched a collaboration event with Duolingo, allowing players to complete special tasks for in-game rewards from December 8 to December 27 [7] Game Issues - "Teamfight Tactics" faced backlash due to a rules loophole in its paid event, allowing 471 players to acquire mythic items at a significantly reduced price, leading to protests from some players [11]
TGA上宣布定档,梁其伟终于把《影之刃零》端上来了
3 6 Ke· 2025-12-12 15:59
Core Insights - The game "Shadow Blade Zero" has gained significant attention and is set to release on September 9, 2025, following its announcement at TGA 2023, where it was highlighted alongside other major titles [3][6][22] - The game is positioned as a major 3A title in the Chinese gaming market, following the success of "Black Myth: Wukong" [5][21] - The development team, led by Liang Qiwei, aims to create a compelling narrative and gameplay experience that reflects traditional Chinese martial arts and aesthetics [21][28] Game Development Background - Liang Qiwei, the CEO and producer, initially developed "Blood Rain: Dead Town" in 2008, which laid the foundation for his future projects [7][10] - The success of "Blood Rain: Dead Town" led to the establishment of the studio Lingyoufang and subsequent releases in the "Blood Rain" series, which evolved from a narrative-driven RPG to action-oriented titles [12][14] - Lingyoufang faced financial challenges after transitioning to mobile games, prompting a shift in focus and strategy [15][17] Investment and Strategic Partnerships - In 2021, Tencent invested in Lingyoufang, acquiring a 25% stake, which provided the studio with the necessary resources to develop larger-scale PC and console games [19] - The investment allowed Lingyoufang to focus on "Shadow Blade Zero," marking a return to single-player game development after years in the mobile market [19][28] Game Features and Expectations - "Shadow Blade Zero" combines elements of action RPGs with traditional Chinese martial arts, aiming to deliver a unique gameplay experience [21][24] - The game utilizes advanced motion capture technology and features a narrative that continues from the original "Blood Rain" series, with the protagonist facing a time constraint of 66 days [20][28] - The game is anticipated to showcase a blend of visual storytelling and engaging combat mechanics, drawing from both traditional and modern influences [24][28]
TGA把我干懵了——《33号远征队》横扫9大奖,创下纪录
3 6 Ke· 2025-12-12 08:48
| | | 制图制表:游戏那点事 | | --- | --- | --- | | 奖项 | 游戏 | 研发商 | | 最佳家庭游戏 | 《咚奇刚:蕉力全开》 | Nintendo | | 最佳无障碍创新 | 《毁灭战士:黑暗时代》 | id Software | | 最佳电竞游戏 | 《反恐精英 2》 | Valve | | 最佳手机游戏 | 《赛马娘》 | Cygames | | 最佳独立游戏 | 《光与影:33号远征队》 | Sandfall Interactive | | 最佳动作游戏 | 《哈迪斯2》 | Supergiant Games | | 最感人心游戏 | 《午夜以南》 | Compulsion Games | | 最佳持续运营 | 《无人深空》 | Hello Games | | 最佳音效设计 | 《战地6》 | Battlefield Studio | | 最佳格斗游戏 | 《饿狼传说:群狼之城》 | SNK | | 最受期待游戏 | (GTA6) | Rockstar Games | | 最佳动作冒险 | 《空洞骑士:丝之歌》 | Team Cherry | | 最佳艺术指导 | 《光与 ...
TGA不是野鸡奖,还得做中国游戏人十几年的白月光
3 6 Ke· 2025-12-12 07:57
2003年,大洋彼岸的拉斯维加斯,第一届VGA游戏大奖(Spike Video Game Awards)在争议声中将年度游戏颁给了《麦登橄榄球2004》,而非被玩家们奉 为经典的《塞尔达传说:风之杖》和《侠盗猎车手:罪恶都市》。 同样是2003年,以《传奇》为代表的韩式网游风靡中国大陆,《剑侠情缘ONLINE》《梦幻西游》等耳熟能详的名字在那时开始起步。 这是22年前,这颗星球上真实的游戏产业缩影。 个人感到遗憾的是,中国尽管是当今全球最大的游戏市场,每年产业年会也都会评选本土游戏十强,但我们一直缺少面向全球的、有世界影响力的知名奖 项。 在随后的22年里,中国、美国、日本、韩国、欧洲……世界各地的游戏产业因为不同的经济、文化条件,向着不同的道路飞速发展,直到最近几年,这些 道路开始频繁地交汇、碰撞、竞争。 渐渐地,人们开始寻找一种标的,希望从中洞察游戏行业的走向,了解我们在全球游戏行业中所处的位置。 奖项是一个好的情绪出口,这个世界上最不缺的大概就是游戏奖项。要反映玩家声音,大家可以看纯粹玩家投票的英国金摇杆奖;要专业性,每年的 GDCA都会反映出游戏开发者们的选择;要讲究地域性,东京电玩展(TGS)也会有 ...
中华神话的价值正被重新发现和阐释
Jie Fang Ri Bao· 2025-09-25 03:35
Core Insights - The article emphasizes the global cultural significance of Chinese mythology, particularly through the digital content represented by the "Black Myth" series, which aims to showcase unique cultural values and narratives to a worldwide audience [1][9]. Group 1: Cultural Significance of Zhong Kui - Zhong Kui is chosen as a character due to his cultural depth and creative flexibility, allowing for diverse artistic interpretations while maintaining cultural recognition [2][3]. - The character's traditional role as a ghost expeller provides a rich narrative potential, differentiating him from typical heroic archetypes and enhancing gameplay mechanics [3][4]. Group 2: Digital Reconstruction of Chinese Mythology - The digital reconstruction of Chinese mythology is seen as a profound cultural dialogue and innovation, contrasting with the successful commercialization of Western mythologies [5][6]. - The article highlights the challenges faced by Chinese mythology in terms of fragmented narratives compared to the cohesive structures of Western mythologies, suggesting a need for a unified approach [6][9]. Group 3: Cultural Confidence and Globalization - The success of the "Black Myth" series reflects a shift from cultural accommodation to cultural confidence, emphasizing the importance of showcasing Chinese cultural elements without dilution [8][9]. - The article argues that the unique cultural heritage of Chinese mythology provides a competitive edge in the international market, advocating for a narrative that resonates with global audiences while remaining true to its roots [9][11]. Group 4: Future of Chinese Cultural Products - The emergence of characters like Zhong Kui signifies a new era in the digital representation of Chinese mythology, offering a systematic cultural expression strategy [7][10]. - The article posits that the ongoing development of the Chinese gaming industry will lead to more culturally rich products that serve as important vehicles for cultural exchange and understanding [11].
为什么大家都认为国产大作在做类“魂”?
3 6 Ke· 2025-09-18 11:27
Core Viewpoint - The rise of "Souls-like" games in the Chinese gaming industry reflects a shift in development strategies, with many developers adopting this genre as a safe entry point to attract investment and audience attention [3][11][30]. Group 1: Definition and Characteristics of "Souls-like" Games - "Souls-like" games refer to a genre pioneered by FromSoftware, characterized by high difficulty, death penalties, and fragmented storytelling [5][21]. - The genre has become a style symbol within the gaming community, with many players associating it with specific gameplay mechanics and aesthetics [21][24]. Group 2: Development Trends in China - The Chinese gaming market has seen an increase in "Souls-like" titles, as developers seek to replicate the success of established games like "Dark Souls" and "Elden Ring" [21][24]. - Developers often prioritize gameplay mechanics over narrative depth, leading to a focus on combat and visual spectacle in their projects [8][11]. Group 3: Investment and Market Dynamics - The success of titles like "Sekiro: Shadows Die Twice" has shifted investor perceptions, making them more willing to fund "Souls-like" projects due to their proven market appeal [16][17]. - The Chinese player base has shown a strong preference for "Souls-like" games, with significant sales figures indicating a lucrative market for this genre [21][23]. Group 4: Challenges and Community Expectations - The proliferation of "Souls-like" games has led to a saturated market, where players may become fatigued with the genre, raising expectations for innovation [24][28]. - Developers face pressure to meet high standards set by the community, which can stifle creativity and lead to a cycle of imitation rather than innovation [28][35]. Group 5: Future Directions - There is a growing recognition among developers that while "Souls-like" games provide a solid foundation, there is a need to explore and innovate beyond this genre to create unique gaming experiences [30][34]. - Successful titles may emerge from blending "Souls-like" elements with other genres or cultural narratives, potentially leading to a new wave of creativity in the industry [30][34].