The highly-anticipated sequel to Elements: Soul of Fire, here at last! A mysterious little girl. An insidious plot to resurrect a great evil. The legend of a faint and fading hope. And a band of young heroes desperate for answers.
全部评测:
褒贬不一 (65) - 此游戏的 65 篇用户评测中有 60% 为好评。
发行日期:
2016 年 4 月 1 日
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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容尚不完整且也许会发生变化。如果您目前不是特别想玩这款游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“Originally conceived over 15 years ago, the Elements series tells a story of hope, love, and unity while exploring the full range of human emotion and psychology. Personal empowerment is also a central theme, and it's my hope that people can be encouraged and inspired by the morals and allegories presented.

Each installment is an epic in and of itself, consisting of no fewer than 20 main characters and sweeping quests through massive worlds. All of the writing, art, and design is done by myself, with my father and I collaborating on the music. The first game took seven years to create, from 2006 to 2013. I knew the sequel might take a long time as well (especially because I'm redoing all the graphics), and I didn't want to lose the audience from the original, so I struggled to find a way to sustain interest during the development process.

For awhile, I considered releasing "E2" episodically, which would've been a technical nightmare (hence why I didn't do it). After some discussion, my publisher and I determined that Early Access is the best option, given the scope of the project and long-term commitment involved.

It's always been my desire to have a personal relationship with fans of my work, and I'd hope that the hands-on aspect of Early Access would facilitate that. In addition, as with "E1," I've included a Sketch Gallery with over 70 pieces of artwork, so you can see how my ideas and personal style developed over the years.

Release-wise, I would like to aim for two or three updates a year over a period of two or three years (or until the game is finished), consisting of successive "chapters" in the story; usually comprised of the next island to be visited. I feel this is better than more frequent, but smaller updates; in addition to allowing myself more "breathing room," so to speak (very important), there can be a sense of completeness to each "chapter" this way, while still leaving you to wonder what might happen next... kind of like continuations of a serial drama, or even "episodes" if you will (only you're not being charged for each one).

The message of Elements has the spark to ignite a movement. The nature and scope of that movement, and whether or not it gets ignited in the first place, is wholly up to those who receive it.

I hope you will support me in realizing the full extent of my vision, the vision I've dreamed of since my childhood. You'll be taking part in something truly special. Thank you.

With all the love in my soul,
~ Jeremy Zink”

这款游戏的抢先体验状态大约持续多久?

“Release-wise, I would like to aim for two or three updates a year over a period of two or three years (or until the game is finished), consisting of successive "chapters" in the story; usually comprised of the next island to be visited. I feel this is better than more frequent, but smaller updates; in addition to allowing myself more "breathing room," so to speak (very important), there can be a sense of completeness to each "chapter" this way, while still leaving you to wonder what might happen next... kind of like continuations of a serial drama, or even "episodes" if you will (only you're not being charged for each one).”

计划中的完整版本和抢先体验版本到底有多少不同?

“The final version will comprise of several chapter which each contribute to the overall complete game.”

抢先体验版本的现状如何?

“Chapter 1 of the overall project is complete.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“There will be no price difference between Early Access and the final retail release.”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“Community feedback is incredibly important to us, and we hope garner a proud community of Elements: II players who will all contribute their support and constructive criticism.”
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不支持简体中文

本产品尚未对您目前所在的地区语言提供支持。在购买请先行确认目前所支持的语言。

注意: 应发行商请求,Elements II: Hearts of Light 已在 Steam 商店下架,也无法被搜索到。
 
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关于这款游戏

"What of their descendants? What of the other Saints? The full story has yet to be told..."

A mysterious little girl. An insidious plot to resurrect a great evil. The legend of a faint and fading hope. And a band of young heroes desperate for answers.

Fans of the original will discover enhanced gameplay, a more beautiful world, a deeper party system, and darker mysteries. To everyone else... welcome.

Set 360 years after "Elements: Soul of Fire," an age of political unrest and religious intolerance forms the backdrop for the next chapter in the story.
  • The start of a brand-new chapter in the Elements saga!
  • New approachable "Easy Mode" for beginners
  • Highly customizable gameplay system
  • Comprehensive enemy encyclopedia
  • Quest-tracking interface
  • Quick menu shortcuts all across the keyboard
  • Craft weapons, armor, and jewelry
  • Build your friendships to learn skills and combos
  • Learn new magic by equipping shards that you find
  • Elemental strengths fluctuate with the days of the week
  • Moral attributes determine the growth of your stats

A message from the developer:

"Originally conceived over 15 years ago, the Elements series tells a story of hope, love, and unity while exploring the full range of human emotion and psychology. Personal empowerment is also a central theme, and it's my hope that people can be encouraged and inspired by the morals and allegories presented.

Each installment is an epic in and of itself, consisting of no fewer than 20 main characters and sweeping quests through massive worlds. All of the writing, art, and design is done by myself, with my father and I collaborating on the music. The first game took seven years to create, from 2006 to 2013. I knew the sequel might take a long time as well (especially because I'm redoing all the graphics), and I didn't want to lose the audience from the original, so I struggled to find a way to sustain interest during the development process.

For awhile, I considered releasing "E2" episodically, which would've been a technical nightmare (hence why I didn't do it). After some discussion, my publisher and I determined that Early Access is the best option, given the scope of the project and long-term commitment involved.

It's always been my desire to have a personal relationship with fans of my work, and I'd hope that the hands-on aspect of Early Access would facilitate that. In addition, as with "E1," I've included a Sketch Gallery with over 70 pieces of artwork, so you can see how my ideas and personal style developed over the years.

Release-wise, I would like to aim for two or three updates a year over a period of two or three years (or until the game is finished), consisting of successive "chapters" in the story; usually comprised of the next island to be visited. I feel this is better than more frequent, but smaller updates; in addition to allowing myself more "breathing room," so to speak (very important), there can be a sense of completeness to each "chapter" this way, while still leaving you to wonder what might happen next... kind of like continuations of a serial drama, or even "episodes" if you will (only you're not being charged for each one).

The message of Elements has the spark to ignite a movement. The nature and scope of that movement, and whether or not it gets ignited in the first place, is wholly up to those who receive it.

I hope you will support me in realizing the full extent of my vision, the vision I've dreamed of since my childhood. You'll be taking part in something truly special. Thank you.

With all the love in my soul,
~ Jeremy Zink"

系统需求

    最低配置:
    • 操作系统 *: Windows XP or Higher
    • 处理器: Intel® Pentium® 4 2.0 GHz equivalent or faster
    • 内存: 512 MB RAM
    • 显卡: Card capable of 1024 x 768 pixels or higher desktop resolution
    • 存储空间: 需要 260 MB 可用空间
* 2024 年 1 月 1 日(PT)起,Steam 客户端将仅支持 Windows 10 及更新版本。

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