火龍之刃

《火龍之刃》是由Land Ho!開發、D3 Publisher於2007年在Wii平台發行的動作冒險遊戲。專門為Wii量身打造的體感動作遊戲,以奇幻冒險故事為基礎,強調揮動Wii遙控器進行劍技戰鬥的爽快體驗。劇情圍繞在一位年輕戰士「達勒(Dal)」的成長旅程,他的家園被邪惡力量毀滅,為復仇並拯救世界,踏上尋找傳說之「火龍之刃(Dragon Blade)」的旅程。這把神秘的武器據說封印著強大龍族的力量,需要逐步收集六個刀刃碎片,喚醒武器真正的力量,最終擊敗操縱黑暗的龍族領主。
劇情方面,採用經典的英雄成長敘事結構。主角達勒起初只是一位平凡的年輕人,因為家鄉慘遭龍族毀滅而踏上旅程。他的旅途中會遇到多種各具特色的龍型魔王,每擊敗一條龍,就能讓「火龍之刃」覺醒新的能力,例如龍之火焰、龍之爪擊或龍之飛翔等,這些力量也隨著故事推進逐步強化。整體故事雖然相對簡單,主要集中在「復仇與救贖」這條主線,但透過逐步解鎖的新力量與變化多端的龍族敵人,讓玩家有明確的目標感與成就感。
操作設計是最大賣點。揮動遙控器來直接控制主角揮劍的動作。左右橫揮、上下劈砍、直刺等基本劍技都需要以真實動作輸入,並且能依照不同動作觸發連擊或必殺技。隨著火龍之刃的能力成長,還可以使用體感操作發動特殊技能,例如將遙控器舉高召喚火焰風暴,或大幅揮動來施展強力爪擊。Nunchuk主要負責角色移動與閃避動作,兩者搭配之下,戰鬥節奏相當直接而且富有打擊感。整體操作強調「真實揮劍」的快感,但也因此對體感的精確度與玩家體力有一定要求,特別是在連續戰鬥或需要快速輸入特殊動作的時候,容易讓玩家感到疲勞。
市場評價方面,上市後的反應屬於中庸偏下。許多評論認為,核心概念具有相當有潛力——真實揮劍、龍族主題與成長型武器設計都頗具吸引力。然而,實際上存在不少瑕疵。首先,美術與場景設計被批評為較為粗糙,許多關卡的場景重複性高、細節感不足,加上敵人種類偏少,使得整體探索感不強。其次,儘管揮動劍技的手感不錯,但長時間下來體感動作辨識不夠精確的問題浮現,特別是在高強度戰鬥中容易出現動作誤判,影響整體流暢度。此外,關卡設計偏線性,缺少自由探索元素,導致耐玩度下降。
不過,仍有一部分玩家給予肯定,特別是對於喜歡用體感揮劍打怪、體驗英雄成長感的人來說,仍提供單純直接的動作爽快感。在當年Wii平台上以動作為主的原創IP並不算太多,因此也被部分玩家視為「雖有瑕疵但充滿熱情」的小眾佳作。的確展現Wii遙控器潛力的一面,只是礙於預算與技術限制,未能發揮到極致。
總結來說,《火龍之刃》主打體感劍技戰鬥、融合奇幻冒險元素。劇情簡單但充滿英雄式的成長感,操作上努力體現「自己就是劍士」的感覺,適合喜歡體感挑戰、能接受製作品質稍顯粗糙的動作遊戲愛好者體驗。雖然未成為主流熱門作品,但在Wii動作遊戲愛好者之間仍有小部分擁護者,並且至今偶爾被拿出來作為早期Wii原創動作遊戲的代表之一來回味。
Dragon Blade: Wrath of Fire is an action-adventure game developed by Land Ho! and published by D3 Publisher for the Wii in 2007. Designed specifically to take advantage of the Wii’s motion controls, this fantasy-themed title emphasizes the thrill of wielding a sword through physical gestures with the Wii Remote. The story follows a young warrior named Dal, whose homeland is destroyed by evil forces. Driven by vengeance and a desire to save the world, he embarks on a quest to find the legendary Dragon Blade—a mystical weapon said to be infused with the power of ancient dragons. To awaken the blade’s full potential, Dal must collect its shattered fragments and ultimately confront the dark dragon overlord who commands the evil forces.
The narrative adopts a classic hero’s journey structure. Dal begins as an ordinary young man, but after his home is decimated by dragons, he sets out on a path of growth and revenge. Along the way, he battles a series of unique dragon bosses, each of which grants the Dragon Blade a new power upon defeat—such as Dragon Flame, Dragon Claw, or Dragon Flight. Though the story remains relatively simple and focused on the core themes of revenge and redemption, the gradual unlocking of new powers and diverse dragon enemies gives players a sense of clear progression and accomplishment.
The game’s standout feature is its motion-based combat system. Players swing the Wii Remote to control Dal’s sword strikes in real time. Basic techniques like horizontal slashes, vertical chops, and thrusts all require actual physical movement. Depending on the motion, players can trigger combos or special attacks. As the Dragon Blade evolves, it unlocks new motion-based abilities—such as raising the Remote to summon a firestorm or making wide, sweeping gestures to unleash a powerful claw attack. The Nunchuk handles movement and dodging, creating a battle system that feels direct, tactile, and intense. This focus on physical swordplay delivers a satisfying sense of being a true warrior, but it also demands accurate motion recognition and player stamina, especially during extended or fast-paced battles, where fatigue can set in.
In terms of reception, the game received mixed-to-below-average reviews. Critics acknowledged the strong potential in its concept—real-time swordplay, dragon-themed powers, and a growth-focused weapon system had clear appeal. However, the game suffered from several execution flaws. Visuals and level design were considered rough and repetitive, with many environments lacking detail and variety. The limited number of enemy types also detracted from the overall sense of adventure. While the core swordplay could feel rewarding, motion detection occasionally failed to register inputs correctly, especially in high-stress combat situations, which hurt the gameplay’s fluidity. Additionally, the linear level structure and lack of exploration made the experience feel shallow over time.
Despite its flaws, Dragon Blade: Wrath of Fire did earn a modest cult following. For players who enjoy motion-based sword combat and hero progression, it delivered a simple but visceral action experience. As one of the few original action IPs for the Wii at the time, it stood out as a passionate but imperfect effort. The game showcased the potential of the Wii Remote for melee combat, even if limited by budget and technical constraints.
In conclusion, Dragon Blade: Wrath of Fire offers a motion-driven sword-fighting adventure wrapped in a fantasy setting. While its visuals and level depth are lacking, it successfully conveys the feeling of becoming a sword-wielding hero. Best suited for action game fans who appreciate motion control experimentation and can overlook some rough edges, the game remains a minor but memorable entry in the early Wii action lineup, still occasionally revisited as a nostalgic example of Wii-era ambition.
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