舞出我人生3影评啊 鬼武者3(Onimusha 3)的影评

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Onimusha 3: Demon Siege, released in Japan and Europe as Onimusha 3 (鬼武者3 Onimusha Surī), is an
by . It is the third game of the
and was released for the
on April 27, 2004. It was later ported to
on December 8, 2005. The story focuses on the returning hero, swordsman , who is in his quest to defeat his nemesis, , who wishes to conquer Japan with his army of demons known as Genma. However, Samanosuke changes places with a French officer from the future named , and both have to adapt to their new worlds to get rid of Nobunaga and the Genma.
The game retains elements from previous games in the franchise including the use of multiple special weapons in order to fight enemies and absorb their energy to enhance the weaponry. This time the player primarily controls both Samanosuke and Jacques in separate scenarios. The two are able to exchange items in order to solve . The development from this game started after the release of the PlayStation 2 which allowed the team to work on a 3D engine to design 3D backgrounds. In order to appeal to the Western market, the team set this game in Paris and chose French actor
to portray Jacques.
Onimusha 3 has been generally well received by publications for video games. Most of the writer's praise focused on the improved controls and the use of a 3D engine that allowed better combat and visuals, respectively. The game also generated good sales with over 1.5 million copies sold as of May 2008.
Onimusha 3 is played in a real-time environment instead of pre-rendered backgrounds, although the camera is still controlled by the computer. Gameplay alternates between Samanosuke fighting in modern day Paris and Jacques fighting in feudal Japan. Samanosuke fights using close range weapons, while Jacques uses an energy whip, which can also be used at certain points to swing across gaps. While Samanosuke cannot swing like Jacques he is able to use a bow in order to perform long-range attacks. Both of the characters also have defensive skils known as Issen that allows them to instantly kill an enemy by attacking just before the enemy makes contact with its attack.
Samanosuke and Jacques can gain elemental weapons, changing their fighting style and allowing access to magical attacks. Defeating enemies reaps souls, which when absorbed can restore health and magic, be used as currency for purchasing ammunition and health items, and allow Samanosuke or Jacques to enter a more powerful Onimusha state for a short time. If the player collects certain items during the game and completes it, Samanosuke will be able to use his weapons from the first game in the next playthrough. Armors with different properties can be obtained in the game but they require some items in order to work.
During certain portions of the story, players also get to control Michelle, who relies on . Another minigame gives the players control over the lance fighter Heihachiro. Unlike Samanosuke and Jacques, Heihachiro and Michelle do not possess upgradeable weapons and cannot enter the Oni mode.
New to this game is a focus on time travel when solving puzzles. For example, if Samanosuke comes across a door in the present that has become too withered to open, Jacques will need to open the door in the past so that it will stay open for Samanosuke to progress. Things Samanosuke does in the present will not affect things in the past. However, Ako is able to transfer some items between both timelines.
The game opens with the master swordsman Samanosuke Akechi destroying the monstrous
army in Japan 1582 and goes to
to beat his nemesis, Nobunaga Oda. Samanosuke defeats the warrior
and approaches Nobunaga. However, before they can fight, a portal opens in the floor and Samanosuke is pulled through it. It then jumps to modern-day
2004, featuring a man named Jacques Blanc fighting the Genma army then begins its invasion of Paris near the . Samanosuke appears from a portal in Paris and rescues Jacques from the Genma. The time portal reappears and pulls Jacques and Philippe through to feudal Japan. Samanosuke then meets Michelle, Jacques' girlfriend, near the Arc and makes his way towards the roof. Across his fights, Samanosuke briefly meets his old enemy, the scientist Guildenstern, who is responsible for sending him and the Genma to the future.
Jacques Blanc and Philippe arrive in 16th century Japan. However, Philippe dies of mortal wounds from the previous battle after the time warp. Upon arriving, an Oni spirit grants him powers in order to assist him on his way to Honnō-ji Temple in Samanosuke's time. The Oni also gives Jacques a spirit named Ako to assist him in his quest. To return to their own time period, Samanosuke and Jacques must save the respective timelines they are in from destruction. The Samanosuke in 2004 Paris teams up with Michelle and Jacques' son Henri to save the city from destruction while Jacques and the past's Samanosuke struggle to fight Nobunaga in feudal Japan. Across his journey, Jacques and the past's Samanosuke meet Tadakatsu Heihachirō Honda who is linked with the Oda clan. However, Heihachirō decides to join Samanosuke and Jacques' cause. The future Samanosuke also encounters the future's Ranmaru who has become a Genma warrior.
Following several battles, Samanosuke manages to defeat the Genma forces from the future by defeating Guildenstern and Ranmaru. Heihachirō is killed by the past's Ranmaru and Jacques avenges him when reaching Honnō-ji Temple. Although Nobunaga appears to be defeated and Jacques and the future Samanosuke start switching places, Nobunaga recovers and kills the past's Samanosuke. Jacques reunites with his family but Henri is attacked by the future's Ranmaru. However, Jacques' Oni powers are transferred to Henri's body, saving the boy's life. Back in the past, Samanosuke absorbs his alternate self murdered by Nobunaga to increase his powers and engage in a final fight. Samanosuke emerges victorious and absorbs Nobunaga's soul into his Oni Gauntlet to stop him from reviving again. He then starts a journey with Ako to seal his Gauntlet.
Onimusha 3 was announced in May 2003 as the last game within the franchise. The Onimusha series was originally conceived as a trilogy with Onimusha 3 meant to close the storyline. The team behind Onimusha 3 had previously developed the first game, . The two share in common the focus in action as
was made by another team that implemented a bigger focus in adventure. As Onimusha 2: Samurai's Destiny did not sell well in the Western market, Capcom decided to make the next sequel with the idea of appealing Western gamers. As a result, they decided to set in Paris in order to generate a big contrast with ancient Japan. New York was also suggested by members from the staff, but it was eventually decided that city was used in many games. The city was also decided because Onimusha 2 had the worst sales in Europe making them focus on where they "lost the war." Capcom anticipated this game to sell 700,000 copies worldwide by the end of the fiscal year after its release. With the use of the modern French setting, the story involved
which worried producer
as it could negatively affect the game if it was not well executed. However, Infafune was pleased with the final product. The game's concept was "what would a Samurai do in the modern world, and what would a modern cop do in the ancient world."
In order to fit the game's setting, the staff chose the French actor
as a model for the new character of Jacques. Additionally, in order to make the game was realistic, Reno worked with the Capcom staff to make Jacques' motion capture and French voice acting. Inafune compared Reno's role with 's work in the first Onimusha game as both actors are famous. By adding Reno, the team managed to appeal to both Eastern and Western gamers. Kaneshiro also returned to voice and motion capture Samanosuke. Director Takashi Yamasaki and CG movie action Director
were invited to help in the making of the game's movie scenes which "helped immensely" thanks to their experience. Over a hundred staff members worked together in the game's opening scene which took two years to complete.
As first two Onimusha games were designed with the
in mind, they were given 2D backgrounds. In contrast, Onimusha 3 started development after the PlayStation 2 was released, the team managed to develop 3D backgrounds thanks to a new engine. Although the time faced the challenge of making the 3D backgrounds as interesting as the prerendered backgrounds, working some time on the PlayStation 2 gave the team confidence in designing the game. The Japanese version of the game was made less challenging than the American and European versions based on the wide audience Capcom was appealing in Japan.
For the Japanese launch of Onimusha 3, peripheral manufacturer Hori released a special Onimusha-themed
and the "Soul Controller", a 38 inch-long
controller shaped like a
sword. Swinging the device around causes the player character within the game to do the same. Onimusha 3 was collected alongside its two prequels and a strategy guide in Japan as part of a box set released by Capcom on December 22, 2004.
Sourcenext ported Onimusha 3 to
for a Japanese release on December 8, 2005. The PC version was subsequently published by
for distribution on European retailers on February 24, 2006
and North American retailers on March 16, 2006. It was also published by Capcom on 's
software on August 22, 2007. The game was also released with its two predecessors into the Onimusha Essentials compilation for North America in 2008. A
version of a minigame in Onimusha 3 was released in pachinko parlors in Japan in January 2005. That incarnation was made to a PlayStation 2 version as Jissen Pachi-Slot Hisshouhou! Onimusha 3 in July 14, 2005. It was published by .
Onimusha 3: Demon Siege debuted at number one on the Japanese sales charts according to . The game managed to sell 431,000 units in its first week. The game went on to sell 569,275 units in Japan by the end of the year, making it the eleventh best-selling game in the region for 2004. Sales info from
and Chart Track show that Onimusha 3: Demon Siege was the 10th best-selling game in both the United States and the United Kingdom during the week of its release. The sales in North America regions were found "somewhat disappointing" with Capcom's
finding the staff's work was not enough to appeal to Western gamers. Capcom VP of Strategic Planning and Business Development Christian Svensson referred to Onimusha 3 and
as less successful games than the first two Onimusha. As of May 2008, Onimusha 3 sold 1.5 million copies worldwide.
The game achieved highly positive critical reception with both
rating it 85 out of 100. Critics commonly focused on the improved controls that allow players to use the joystick's left analogue in order to move rather than the d-pad improving the flow of the combat. Another common praise is the use of the 3D engine which gives the players a better view of the game's areas. On the other hand, Eurogamer criticized the lack of innovation to the franchise and the quality from the voice acting which resulted in incosistency with Jacques' character. Jeremy Dunhan from
praised the story and the game's lasting appeal provided by its additional content. 's
shared a similar view based on its "strong" but criticized some subplots such as Jacques' relationship with his family or Ako's role as one of the plot's biggest flaws. Although
noted that there are times the camera does not show an enemy, the lock on function can remedy it by attacking enemies offscreen. The graphics also were well received by writers although Kasavin expected a bigger interaction with the areas. Dunhan found the game's audio appealing thanks its English cast but missed the original Japanese audio.
The PC port of the game received considerably lower scores than the original PS2 game leading to lower averages in GameRankings and Metacritic. Although Kasavin found the port to retain all the elements from the PS2 game, he still noted it "Looks and feels like an older PlayStation 2 game quickly ported to the PC." The
staff acknowledged multiple issues such as low framerate and a lack of sound effects which resulted in the game being called a "halfarsed PC conversion."
In the making of
game designer
was inspired by the camera from Demon Siege. According to Capcom's , the 3D engine "pushed the PS2 hardware to its limits" resulting in Capcom's desire to retain the same quality for their following game, . Inafune commented that some gamers did not like the game because they did not think it was a proper samurai game. As a result, the next game, , would be set in ancient Japan.
listed Jean Reno's work as one of the eight celebrity roles impossible to take seriously based on the actor's fame and previous works. On the other hand, GameSpot picked it as a finalist in the "Best Use of a Celebrity" award in its lists of 2004's best games. The magazine
made a feature titled "Onimusha 3: Why it was the pinnacle of PS2 action" where they praised the game for its depth in combat mechanics and how well it has aged despite retaining fixed cameras and a linear level progression. IGN also picked Onimusha 3 as "Game of the Month" in April 2004 as well as one of the best looking PlayStation 2 games. In the
from 2003 and 2004, Onimusha 3 received the "Award for Excellence."
. GameSpy.
. GameSpy.
Capcom. "Onimusha 3: Demon Siege". Capcom. "Samanosuke: Time warp? What are you talking about? So this is all your doing!? / Guildenstern: Impudent worm, as usual. / Samanosuke:What is this place? / Guildenstern: Here? This is Paris, the capital of France. But it's the future, 500 years later than the Sengoku world that you were in. / Samanosuke: What? / Guildenstern: Under Lord Nobunaga's orders, the Genma started a new operation in this land."
Capcom. "Onimusha 3: Demon Siege". Capcom. "The story of the long battle between Akechi Samanosuke and Oda Nobunaga has come to an end. However, a new journey has already begun... Until the Oni Gauntlet in which Nobunaga is trapped is sealed away, their journey will continue."
. IGN. May 4, 2005.
. Gamers Hell. May 14, 2003.
Reed, Kristan (July 9, 2004). . Eurogamer.
Niizumi, Hirohiko (November 14, 2003). . GameSpot.
. ComputerAndVideoGames. June 10, 2004.
Boyd, Graeme (May 6, 2005). . Computer And Video Games.
Dunham, Jeremy (January 7, 2004). . .
Hitmitsu, Supai (February 5, 2004). . .
Kohler, Chris (October 28, 2004). . GameSpot.
Thorsen, Tor (March 14, 2006). . . .
Valve staff (August 22, 2007). . .
Bailey, Kat (August 12, 2008). . . .
Niizumi, Hirohiko (January 18, 2005). . .
Reed, Kristan (May 6, 2004). . .
Kasavin, Greg (April 26, 2004). . .
Kasavin, Greg (April 7, 2006). . .
Dunham, Jeremy (April 23, 2004). . .
Jastrab, Jeremy (March 1, 2006). . .
. . March 1, 2006.
Jenkins, David (March 5, 2004). . <.
. Geimin.net (in Japanese).
Jenkins, David (March 19, 2004). . <.
Jenkins, David (June 24, 2004). . <.
. Gamasutra. November 19, 2004.
. Edge. February 19, 2009.
Reily, Jim (October 18, 2010). . IGN.
. IGN. May 23, 2008.
De Matos, Xav (March 9, 2011). . . . Archived from
on March 13, 2011.
Lewis, Ed (January 31, 2005). . IGN.
Sullivan, Lucas (April 26, 2013). . GamesRadar.
. GameSpot.
. PSM3. ComputerAndVideoGames. August 14, 2011.
Dunhan, Jeremy (April 30, 2004). . IGN.
Dunhan, Jeremy (May 7, 2010). . IGN.
. Japan Game Awards.
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虽然在全局的整体上并没有质的飞跃,故事则更光怪别离了,但将前两作的动作要素和角色要素还有强悍的CG作保证,“鬼武者3”不愧是我不悔的等待,这是一个更加成熟的作品。由于只是三步曲的终结而不是这个游戏品牌的终结,如果有的话,希望“鬼武者”系列的下一作和“鬼泣3”能给我们以惊喜的面目登场。谢谢大家的光临,期待大家的讨论和建议。
**********命运的交织,恩与怨的纠缠;古今的交替,鬼与魔的决战*********
序幕-辉煌的延续?
  CAPCOM的“鬼武者”系列已经在PS2上连续两作销量突破百万了,作为三步曲的最后一作-“鬼武者3”会再次突破百万的白金销量吗?“金城武”(代表作-电影“回归者”)与法国人气明星-“尚.雷诺”(Jean Reno,代表作-电影“这个杀手不太冷”)两大巨星的合作能否擦出新的火花呢?让我们再次进入“鬼武者”那光怪陆离的世界,去验证一番吧!
全3D的化的诚意
  “鬼武者”系列的总制作人“稻船敬二”终于实现了他对玩家的承诺,“鬼武者3”应用的全新3D图像引擎的威力果然非同寻常-无论是清晨,中午,黄昏等不同的时间段;还是晴天、阴天、雨天、浓雾等各种气候下,不同情境下的全即时光影运算都能营造出“异常逼真”的“视觉质感”。
  新的3D引擎突破以往PS2在记忆体上的限制,不但有更细腻的3D人物(“金城武”主演的“明智左马介”和“尚.雷诺”主演的“雅克,布朗”两大主角非常地形似且神韵十足)、全3D的场景贴图之外(无论是巴黎凯旋门场景中-汽车被破坏后的“硝烟烈焰”;还是海底神殿场景中的“水花镜月”),而且电脑还会依照当时游戏进行中的场景、人物多寡,以最符合效率的方式进行3D多边形的增减,维持游戏稳定顺畅的进行。而这套技术也让整个“鬼武者3”游戏能呈现千军万马的气势,一个画面能同时超过50个人物在一起厮杀,魄力大幅提升。除此之外,新的3D引擎还可以模拟非常复杂的物理运算-如碰撞效果,除了人物的重量、质感之外,在进行战斗时的刀剑互击碰撞、水波荡漾的复杂运算效果、即时环境反射的视觉美感。
  “鬼武者3”应用了VFX技术的CG动画依然是那么的魄力十足,场面恢弘,对玩家的视觉冲击力可谓震撼(当然,由于有1代和2代CG的珠玉在前,眼球的杀伤力少了不少,笑)。开场CG就张力十足了,酷似中国功夫的打斗让人看到了CG动作指导的功力,幻魔军团和巨大的飞行船气势恢弘。;两大主角交织的命运被精彩绝伦的CG烘托得“剪不断,理还乱”,但由于故事一直在“天正十年”(公元1582年,日本战国著名事件-“本能寺之变”发生期间)和“2004年”的“法国巴黎”之间交替展开,许多细节又没有交代清楚,情节有些突兀,显得有些凌乱。
  另外,个人觉得“金城武”主演的“明智左马介”走路有些怪异,不知是巧合还是什么缘故,让人很容易联想起法国大文豪“雨果”的作品《巴黎圣母院》中的“钟楼驼侠”,笑。倒是“尚.雷诺”主演的“雅克,布朗”形神俱备,雅克的恋人-“米歇尔”则有些平淡了。至于鬼一族的仆人-鸦天狗族的“女性小精灵”-“阿儿”的“卡哇依”(可爱)表露无遗,“森兰丸”的对“信长”的“忠心不二”,“多平八郎?忠胜”的“豪气干云”,“织田信长”的“魔气十足”……都有较不错的刻画。
魅力十足的音乐表现
  现代风格的交弦乐与日本战国时代的悠扬“和风”“相互交织”的“混血儿”有什么出色的表现呢?
  “绕梁三日”和“荡气回肠”足以形容。音效和音乐与场景的结合“丝丝入扣”,正是“你依我浓”,“亲密无间”了。一张原声CD是可以考虑入手了。
冷热交织,魄力无限-精彩的延续
  有的玩家将“鬼武者”系列称为“生化危机”的“冷兵器版”,这确实是有道理的,无论是从操作方式(前两作都是以手柄的十字方向键为主),还是敌人,武器(由“生化危机”的“丧尸”等变成了
“鬼武者”的幻魔,由枪械武器变成了,刀,枪,鞭,斧,箭等冷兵器)……但“鬼武者”系列也有自己的亮点和骄傲-“一闪”,无论是“一闪”,“弹.一闪”还是“连锁一闪”,不费吹灰之力地瞬间消灭敌人的成就感和快感是难以形容的。
  “鬼武者3”继承了系列的优良传统,手感和动作感,爽快感都被很好地传承下来了,系统和武器的升级等都是系列FANS非常熟悉的。虽然无法随意调整视角,但由于人物和场景都是全3D化的了,同屏幕出现的敌人数量大幅度增加,战术壳(相关武器的发动的相当于格斗游戏的“大招”)发动时的光影效果和威力都显得魄力十足,又酷又炫。新引入的十连击值得好好研究一下,而“一闪”当然还是唱主角的亮点所在了,“左马介”的“无双刃”(光影效果最佳)和“空牙刃”一样对单体敌人效果较好,且比较轻灵;“地轰斧”威力范围较大,可以应付被敌人围住的情形,但出招后硬直时间较长,比较笨重。
  而“雅克”(Jack)的武器-“炎蛇剑”和“雷闪枪”也都是比较轻灵的武器;
  “冰碎球”的涉及范围则比“左马介”的“地轰斧”更大,与“左马介”的武器不同,“雅克”的武器都是“刚柔并济”,“软硬兼施”的,“柔能绕指”地将敌人卷起再摔到地下用脚踩住用乱枪扫射是件非常痛快的事情。小精灵-“阿儿”对收集道具和“吸魂”的作用非常重要,对游戏的结局也有影响。
  现在的动作向游戏都很喜欢将成功动作游戏的元素吸收利用,“鬼武者3”也不例外,这简直就是将CAPCOM旗下的几大动作冒险游戏“鬼泣”(枪和冷兵器),“生化危机”(动物园那段简直就是“生化危机”的回放,只是“丧尸”等变成了幻魔化的动物,警察局变成了动物园)“鬼武者”(系统和武器的继承)和TECMO的“阿戈斯战士”(虫子飞起后变成可供跨越的悬浮点)等溶于一炉的“混学儿”,其中还有(“SEGA”的“忍”(“鬼武者3”首个BOSS光武-“布雷伊斯塔”让人想起了“忍”中的“式神”);BOSS幻魔王-“基尔丁斯坦”(智慧型幻魔科学家,简直就是爱因斯坦的幻魔化嘛,狂汗)的“召唤攻击”让人想起了“育碧”的“波斯王子-时之砂”的最终BOSS战,“海底神殿”那段双主角轮流交替出场让人想起了Eidos的“凯恩的遗产-挑战”(台译:嗜血狂魔),“雅克”的武器让人想起了“NAMCO”的“灵魂能力”……)等游戏的影子。当然,“鬼武者3”与“鬼武者1”是同一个开发小组,并早已开始着手开发了,很难判断是谁借鉴谁的,只要好玩就行了。
  “鬼武者3”中的敌人和BOSS既有延续也有发展衍生的,种类比原来更多了,BOSS战中,“森兰丸”幻魔化后的速度和吸魂的特技还是挺缠人的……
  在系统方面,提升体力和鬼力的“力石”和“鬼石”等道具依然是需要通过密码宝箱的破解(类似华容道的小游戏)来取得,而新增加的训练系统则完全可以视为另一个游戏了,非常有挑战性。“鬼武者3”的隐藏要素还是非常丰富,值得好好研究一番,武器道具的收集和“魔魔空间”的挑战都是乐趣所在。
  虽然并没有二代那样的买卖设定,但与NPC的对话和物品交换等小量的RPG要素对剧情的推动还是比较适当的,但在剧情上,有许多细节的方面都是无法自圆其说的,有的地方比较牵强,天正十年(公元1582年)的铺子里出现“洗衣机”和“轮胎”等“未来怪物”,虽说是剧情有交代,但还是比较突兀,其陆军战士的枪无法消灭幻魔,但捷克的恋人-“米歇尔”的枪械为什么可以呢?后期是交代拣了吸魂手镯,但开始又如何解释呢?捷克是“鬼一族”的还说得通啊……呵呵,这些还是不要太讲究了,毕竟是游戏。就当是“鸡蛋里挑石头”吧,也可能是我日文不行,对剧情了解不够吧。
初步总结-不悔的等待
  虽然在全局的整体上并没有质的飞跃,故事则更光怪别离了,但将前两作的动作要素和角色要素还有强悍的CG作保证,“鬼武者3”不愧是我不悔的等待,这是一个更加成熟的作品。由于只是三步曲的终结而不是这个游戏品牌的终结,如果有的话,希望“鬼武者”系列的下一作和“鬼泣3”能给我们以惊喜的面目登场。谢谢大家的光临,期待大家的讨论和建议。
附录-收集到的一些要素,感谢提供相关信息的朋友
  易模式-普通模式死掉二次后出现;难模式-破普通一次;一闪模式-修一闪完成(达成拿阿儿黑羽织条件);鬼难模式-破一闪模式;阿儿的黑羽织(和二集的黑首饰一样功能,需要7个木灵,达成真结局的条件之一)-修一闪完成;鬼射的-破普通一次;左马介和jack的新衣服-破普通一次,另一说是吸魂达指定数,例如当左马介先拿到比jack高魂数,左马介会先拿到,相反则是jack,不过用特别服装再破一次便可拿齐二套;左马介熊猫衣-一说好像可用无赖的系统档入手,或破了鬼修模式(要在特典内全破)。
  雷斩刀,炎龙剑,疾风刀-在魔空空间分别取得封印紫电,封印白风,封印红炎,下一次重新游戏就可从左马介穿越时空后的小巷入手(下一次进入魔空空间封印之玉会变成药品);毗沙门剑-左马介最后回到过去时,在本能寺本堂的魔空空间取得(不过之后就去和信长单挑强制拿真鬼武者之刀,所以没有用途,不过要拿鬼武者称号就必拿的);鬼无双-jack在本能寺的魔空空间取得....打信长必备物;最强模式-将鬼射的全破,内容为所有装备入手时变max,左马介一开始用毗沙门剑,而jack入手鬼之鞭同时入手鬼无双,箭矢弹药无限,鬼力无限,剧药30个,替身木牌10个。
  真正结局-将阿儿的七件羽织全入手并变成全部可用的装态(即木灵要全拿到);有关鬼武者称号-时间好像要5小时以内...要将六件隐藏物入手(封印紫电,封印白风,封印红炎,毗沙门剑,鬼无双,阿儿的黑羽织),一闪数目,吸魂量和杀敌数有关;平八无赖传-破台一次,内容是可用平八进行外传故事;鬼修模式-破台一次,拿到所有修书;魔空空间:开启故事所有宝箱破台,特典出现,内容是鬼1-3的精华宝箱解谜图;女主角美雪隐藏服装-鬼武者称号入手。
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