超古代兵器霍莉
由 ACQUIRE Corp. 開發、Aniplex 發行的《超古代兵器霍莉》(Ancient Weapon Holly),是一款結合 Roguelike 迷宮探索與策略陷阱機制的黑暗奇幻動作遊戲。以高自由度的地形破壞與戰術誘導為核心,試圖在傳統動作玩法之外,建立一種更偏向「環境解謎式戰鬥」的遊戲體驗。
已於 PS5、PS4、Nintendo Switch 以及 PC(Steam)平台推出數位版本,首發日期為 2024 年 3 月 8 日,實體中文版則預計於 2024 年 12 月 19 日推出。作品支援繁體中文、簡體中文、日文與英文等多語言,顯示其面向亞洲與全球市場的發行策略。在類型上,雖然被歸類為 Roguelike 動作遊戲,但其設計重心明顯偏向戰術思考與關卡互動,而非單純的即時戰鬥操作。
劇情方面,遊戲圍繞名為「霍莉」(Holly)的少女型人形兵器展開。她並非普通角色,而是遠古時代被製造出來、具備毀滅級戰力的存在。在數萬年前,人類因恐懼其力量失控而將其封印於地底深處。隨著時間推移,封印逐漸失效,霍莉最終在沉睡中甦醒。然而,她醒來時已失去大部分戰鬥機能,僅殘存對人類的強烈敵意與破壞本能。在這種設定下,主角踏上的是一條兼具復仇與自我恢復的矛盾道路,其目標是突破地底封鎖並重返地表世界。
在玩法設計上,最具代表性的特色是「地形即武器」的概念。透過特殊能力破壞地面結構,製造陷阱式坑洞,再引導敵人落入其中並加以擊殺。這種機制使戰鬥不再依賴單純的正面對抗,而是強調預判敵人行動、設計誘導路徑以及掌控戰場空間。相較於傳統 Roguelike 遊戲偏重數值成長與隨機構築,更強調玩家在每一層迷宮中的即時策略判斷。
同時加入「祭壇防衛」機制,保護作為核心資源來源的祭壇,並在關卡中摧毀敵方生成源頭的傳送門,以穩定戰局節奏。隨著進程推進,透過擊敗敵人獲得魔法石,並在祭壇中進行能力強化與技能解鎖,形成逐步成長的技能樹系統。這種設計讓霍莉的戰鬥能力隨遊戲進度逐漸恢復,並從初期較為受限的狀態,進化為具備高爆發與多樣戰術的戰鬥形態。
在美術與世界觀呈現上,採用偏黑暗奇幻的視覺風格,整體氣氛壓抑且充滿廢墟感,強化地底世界的孤立與未知感。開發團隊也在設定中加入符號學設計概念,據製作人說明,遊戲內部分古代文字系統的靈感來源於反轉的阿拉伯文字,用以營造失落文明與神秘歷史的氛圍,使世界觀更具文化層次感。
市場評價方面,普遍獲得「機制創新」上的肯定。玩家與評論多數認為,其以挖掘地形與陷阱誘導為核心的戰鬥系統,為 Roguelike 類型帶來新的策略維度,使戰鬥不再只是反應與數值比拼,而更接近戰場規劃與心理預判。然而,也有部分意見指出,在初期節奏上較為緩慢,且關卡內容與敵人變化在前期略顯不足,容易產生重複感。不過隨著技能解鎖與能力成長,後期玩法多樣性有所提升,整體體驗也逐漸趨於完整。
整體而言,《超古代兵器霍莉》透過將「環境操作」提升至核心戰鬥機制,成功在 Roguelike 動作遊戲領域建立出差異化定位。它的核心價值不在於單純的動作爽感,而在於讓玩家持續思考「如何利用地形本身作為武器」,從而在每一場戰鬥中創造不同的戰術解法。
Developed by ACQUIRE Corp. and published by Aniplex, Ancient Weapon Holly is a dark fantasy action game that blends Roguelike dungeon exploration with strategic trap-based mechanics. Rather than relying solely on conventional combat systems, the game emphasizes environmental manipulation and tactical enemy control, positioning itself as a hybrid between action gameplay and spatial strategy.
The game was released digitally across multiple platforms, including PlayStation 5, PlayStation 4, Nintendo Switch, and PC (Steam), on March 8, 2024. A physical Chinese edition is scheduled for release on December 19, 2024. It supports multiple languages, including Traditional Chinese, Simplified Chinese, Japanese, and English, reflecting its intention to reach both domestic and international markets. Although categorized as a Roguelike action title, its design places strong emphasis on strategic decision-making and terrain interaction rather than pure reflex-based combat.
The narrative centers on Holly, a humanoid autonomous weapon designed in the form of a young girl. In the distant past, humanity created her as a weapon of mass destruction, but eventually feared her overwhelming power and sealed her deep underground. After tens of thousands of years, the seal weakens and she awakens. However, upon revival, she finds her combat functions severely degraded, leaving her driven primarily by residual hostility toward humanity. The story follows her ascent from the depths of the earth as she attempts to reclaim her former strength while pursuing a path of vengeance against humankind.
Gameplay is defined by its distinctive “trap-and-manipulate” system. Holly can use her abilities to destroy terrain and create pits, allowing players to lure enemies into carefully planned environmental traps. Instead of direct confrontation, success is often determined by predicting enemy movement patterns and shaping the battlefield to force advantageous outcomes. This transforms combat into a form of spatial puzzle-solving, where positioning and timing are as important as raw offensive power.
In addition, the game incorporates altar-based defense mechanics. Players must protect a central energy source known as the altar while also destroying enemy portals that generate threats within each dungeon layer. Progression is further supported through a skill evolution system, where defeated enemies drop magical stones that can be used to enhance abilities, unlock skill trees, and gradually restore Holly’s lost combat potential. As the game progresses, she regains more powerful abilities, including her signature whip-like arm attacks, significantly expanding combat possibilities.
Visually and thematically, the game adopts a bleak dark fantasy aesthetic, emphasizing decay, confinement, and ancient ruin. The world design reinforces the narrative tone of isolation and buried history. According to the development team, certain elements of the in-game ancient script were inspired by reversed Arabic characters, contributing to the game’s sense of lost civilization and cryptic mythology.
Reception has been mixed but generally positive regarding its mechanical innovation. Critics and players have praised the originality of its terrain-based combat system, noting that it introduces a fresh layer of strategic depth to the Roguelike genre. However, some feedback points to a relatively slow early-game pace and limited variety in environments and enemy types, which can lead to repetition in the initial stages. Despite this, progression systems and late-game skill expansion help diversify gameplay over time.
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