鬪真傳

人氣指數:
二手品
日文名稱:闘真伝
英文名稱:Toshinden
類別:懷舊遊戲
售價:250.00
人數:2 人
庫存量:1
分級1/發行日期: 輔12級 2009-12-10
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遊戲內容

《鬪真傳》(日文原名:闘真伝,Toshinden / Fighting True Legend)是由DreamFactory開發,Takara Tommy於2009年在Wii平台推出的動作對戰遊戲。融合傳統格鬥遊戲元素與Wii特有的體感操作,試圖打造新型態的近身戰鬥體驗。雖然最終未能打入主流市場,但以其特殊設定和操作方式,仍在特定玩家圈中引起小規模關注。

故事背景設定在一個架空的幻想世界中,各地的戰士們為贏得True Martial Arts Season比賽而集結,贏得冠軍就能取得闘真器(Toshinki) 。神器的神秘力量據說能上天堂,因此吸引來自不同國度、擁有各自背景與目的的鬥士。來自東方國度的主角Toji Shinjo決定帶上路上收留的孤兒Lilith ,準備參加格鬥比賽。角色設計具有濃厚的日式奇幻風格,包含武士、忍者、魔術師、獸人、暗殺者等多樣化的戰鬥類型,每位角色背後都有簡單但鮮明的個人故事,為戰鬥增添一絲世界觀連貫性。

在操作方面,需要結合Wii遙控器與Nunchuk來進行攻擊、防禦與移動。基本的移動是由Nunchuk控制,攻擊動作則依靠遙控器的揮動方向與節奏來觸發,橫揮、縱揮、突刺等動作對應不同的攻擊技。這種設計試圖讓玩家有「實際揮拳、揮劍」的臨場感,而不是單純按鍵輸入。此外,每個角色擁有獨特的「必殺技」與「連段技巧」,通常需要特定的揮動組合或節奏來施展,比起傳統格鬥遊戲更重視玩家的動作感與反應速度。

除單人模式外,也支援雙人對戰模式,可以在同一台主機上用各自的遙控器進行對戰,體驗即時互動的格鬥樂趣。由於體感動作的參與度高,對戰過程中常常充滿激烈揮動與爆笑場面,帶有濃厚的派對遊戲氣氛。

市場評價方面,整體表現屬於中下層級。部分玩家與媒體稱讚其概念新穎,特別是在Wii平台上,能夠利用體感來進行格鬥遊戲的想法相當具有吸引力。角色設計雖然略帶老派,但各有特色,音樂與美術風格也展現當年DreamFactory的一定水準,營造出異世界武鬥會的氛圍。

然而,也面臨不少批評。最大問題出在操作手感不夠精緻,體感輸入的判定並不穩定,尤其在進行高速連打或連段時,容易出現誤判或延遲,導致動作不如預期順暢。此外,內容相對單薄,角色平衡性問題明顯,某些角色技能過強或過弱,使得對戰容易失去策略性變成單純比拼體力的亂鬥。單人模式劇情深度不足,關卡變化也有限,長時間遊玩容易感到重複和乏味。

從商業角度看,屬於Wii中期推出的較小型原創IP,市場推廣與話題性都偏低,沒有在國際市場發售,僅限日本地區販售,也進而限制它的知名度與銷售成績。不過,在Wii時代,這類針對體感操作做出創新嘗試的作品仍然被特定玩家視為值得嘗試的小眾樂趣,特別適合喜歡嘗鮮、或是在聚會中尋找輕鬆對戰遊戲的玩家。

總結而言,《鬪真傳》是帶有濃厚實驗性質的體感格鬥遊戲,雖然在系統完成度與遊戲內容上有明顯短板,但其結合角色個性與Wii體感操作的設計,讓它在眾多Wii格鬥類作品中留下獨特的存在感。如果隊體感格鬥有興趣,並能接受操作上的粗糙感,那麼仍然會帶來與眾不同的武鬥體驗。

Toshinden (Japanese title: 闘真伝, also known as Fighting True Legend) is a motion-based action fighting game developed by DreamFactory and published by Takara Tommy for the Wii in 2009. Blending traditional fighting game elements with Wii’s unique motion controls, the game aimed to create a new style of close-quarters combat experience. Although it ultimately failed to break into the mainstream market, its distinctive setting and control system garnered a small but noticeable following among certain players.

 

The story is set in a fictional fantasy world, where warriors from across the land gather to compete in the True Martial Arts Season tournament. The prize for winning is the Toshinki, a mystical artifact said to grant ascension to heaven. Drawn by the lure of its power, fighters from various nations, each with their own backgrounds and motivations, enter the fray. The protagonist, Toji Shinjo, hailing from an Eastern country, decides to enter the tournament while taking care of an orphan girl named Lilith whom he encountered on his journey. The character designs are heavily influenced by Japanese fantasy, featuring a diverse roster that includes samurais, ninjas, magicians, beastmen, and assassins. Each fighter has a simple yet distinct personal story, adding a sense of world cohesion to the battles.

In terms of controls, players use a combination of the Wii Remote and Nunchuk to attack, defend, and move. Basic movement is handled with the Nunchuk, while attack actions are triggered by swinging the Wii Remote in different directions and rhythms. Horizontal swings, vertical strikes, and thrusts each correspond to different attack types. This system was intended to give players the feeling of actually punching or swinging a weapon rather than simply pressing buttons. Additionally, each character possesses unique "special moves" and "combo techniques" that often require specific swing combinations or timing, putting a heavier emphasis on physical movement and reaction speed compared to traditional fighting games.

Besides the single-player mode, the game also supports two-player versus mode on the same console, with each player using their own Wii Remote and Nunchuk. Due to the high level of physical involvement, matches often turned into intense and chaotic bouts, filled with laughter and party-like energy.

In terms of market reception, Toshinden ranked in the lower-middle tier overall. Some players and media outlets praised its innovative concept, particularly appreciating the idea of a fighting game utilizing motion controls on the Wii. While the character designs were considered somewhat old-fashioned, they each had distinct traits, and the music and visual style reflected DreamFactory’s solid craftsmanship at the time, successfully creating the atmosphere of a fantastical martial arts tournament.

However, the game faced several criticisms. The biggest issue lay in the lack of polish in the controls — motion input detection was inconsistent, and rapid combos or chaining attacks often led to input errors or noticeable lag, making combat feel less smooth than intended. Furthermore, the game content was relatively thin; character balance issues were glaring, with certain characters being either too powerful or too weak, reducing matches to chaotic slugfests rather than strategic duels. The single-player mode lacked story depth and featured limited stage variety, causing the gameplay to feel repetitive and dull over extended play sessions.

From a business standpoint, it was a small-scale original IP released during the mid-period of the Wii, with low marketing and little buzz. It was only sold in Japan, with no international release, which further limited its recognition and sales performance. Nonetheless, among Wii-era players, it remains a quirky gem, remembered by those who appreciated experimental motion-control games. It's particularly suited for players who enjoy trying out new mechanics or are looking for a lighthearted fighting game experience for parties.

In summary, Toshinden is a motion-controlled fighting game rich in experimental spirit. While it has clear shortcomings in system polish and content depth, its combination of colorful characters and Wii motion gameplay allowed it to carve out a unique niche among the Wii’s fighting titles. For those interested in motion-controlled combat and willing to accept a certain degree of roughness, it can still provide a fun and distinct martial arts experience.

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