
Special Agents Mizuki and Ryuki, along with their AI partners Aiba and Tama, are tasked to solve the bizarre Half Body serial killings in this sequel to the critically acclaimed AI: THE SOMNIUM FILES.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 4 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−85% | 3.6Kreviews | 86% | — | $312.4K |
| $39.99 | 777ratings | 91% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 100 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
在打越钢太郎漫长而多产的编剧生涯中,或许没有哪部作品像《AI:梦境档案 涅槃肇始》这样,让我在通关后感到如此强烈的分裂,它是一道被从中间完美切割成两半的谜题,左半边闪耀着诡计的光芒,而右半边则在角色与叙事的废墟上摇摇欲坠。 我毫不怀疑,打越钢太郎在构思《AI:梦境档案 涅槃肇始》的核心诡计时,一定对着草稿露出过满意的笑容。一个横跨六年的“半身连续命案”,一具六年前只有右半身的尸体,六年后左半身才离奇出现,且经鉴定为“刚死不久”,这本身就是一个叙事上的挑衅。这个谜面的设计堪称超神,一具被完美竖切为二的尸体,两个相隔六年的死亡时间点,本身就足以让任何推理游戏爱好者血脉偾张。打越太清楚玩家会怎么想了:龙木的章节就是过去,瑞希的章节就是现在。双主角、双时间线,多么工整的结构。 于是所有人都乖乖地走进了这个陷阱。 [spoiler] 游戏用流程图上清晰的“6年前”与“现在”的章节划分,给玩家构建了一个看似牢不可破的心理坐标系。我们操纵着龙木在“过去”追踪线索,操纵着瑞希在“现在”破解谜题,心甘情愿地被一段段看似连贯实则错位的对话、一场场看似合理实则精心编排的剧情牵着鼻子走。每一次时间线的切换都流畅自然,每一个角色在不同“时间点”的反应都看似合情合理。然而,这正是打越最擅长的障眼法。他把真正的谜面从“故事本身”搬到了“讲故事的方式上”,真正的“6年前”时间线是龙木第一章——瑞希第二章——龙木第三章——瑞希第四章这样交错进行的,而“现在”的时间线则恰好错位。打越用“双主角”的视角和精心设计的流程跳转,将两条真实交错的时间线,伪装成了正常的前后两条线。那些看似合理的对话,既是真实时间线里的内容,又因为叙事诡计而显得毫无违和感。比如龙木线里他被Boss狠批的桥段,玩家按他的视角以为是他追犯人失败被骂,实际上却是瑞希线里Boss提到他向民众开枪的事。更精妙的是,龙木线结尾伊达质问他“你怎么知道那个带铁面具的是帝亚拉,那天逃跑的是不是你”,大部分玩家当时一脸懵,直到玩到瑞希线才恍然大悟,那根本不是一个时间点发生的事。另一个精妙的陷阱在于瑞希这个角色,六年前的龙木线里,瑞希皆以小学生的形象出现,而在瑞希自己的章节里却是十八岁的美少女,这个视觉上的巨大反差被玩家天然理解为“时间流逝带来的成长”,却不知游戏里其实存在着“两个瑞希”。这种利用“相似性误读”和“身份错位”的手法,将叙述性诡计的技巧发挥到了极致。 [/spoiler] [spoiler] 直到真相揭晓的那一刻,你才意识到自己一直在以错误的坐标阅读这个故事。那些曾经觉得违和的细节,龙木为何会知道尚未发生的事,时雨为何死而复生,元气少女亚麻芽为何突然闷闷不乐摆着一张臭脸,忽然在另一个时间维度上严丝合缝地扣在了一起。这种被作者精准算计的感觉,这种“原来你从一开始就在骗我”的后知后觉,正是打越作品最迷人的魔力。虽然游戏最后是通过一个打开第四面墙的Meta方式直接向玩家摊牌,让妈妈桑把时间线的秘密直接说了出来,这种解答方式相较于前作通过抽丝剥茧的问答来揭开谜团要显得逊色不少,我个人觉得谜底由神棍头子时雨向玩家解释更好。[/spoiler] 但仅凭这个叙事诡计本身,《涅槃肇始》就值得所有推理游戏爱好者为之驻足。它的谜面超神,谜底虽谈不上多么震撼,但也算说得过去。 然而,正是这个诡计的精密程度,几乎吞噬了游戏的其他一切。 最直接的牺牲品,便是那位名义上的双主角之一,龙木来斗。龙木此人就是为了服务于叙事诡计而经常发疯犯病的工具人。官方设定里,龙木本是个被高学历光环笼罩的菜鸟搜查官,双亲早逝,弟弟也遭遇不幸。这个背景听起来大有文章可做,一个背负着沉重过往、内心藏着巨大创伤的年轻人,在追查连环命案的过程中逐渐被往事吞噬,多标准的悲剧主角模板。[spoiler] 可游戏实际呈现出来的,完全不是这么回事。龙木的“发病”在游戏前期确实带有几分神经质的魅力。那些火星文般的台词、突如其来的崩溃、嘴里蹦出的意义不明的数字序列,仿佛在暗示这个角色身上埋藏着某种深不见底的创伤。玩家会本能地以为,随着剧情推进,这些碎片终将拼凑出一幅完整的悲剧图景,他的短期记忆丧失症是什么时候开始的?认知障碍的根源在哪里?那个反复被暗示却从未出场的弟弟究竟遭遇了什么?但随着流程的深入,同样的演出被反复使用了七八次,那种初见时的惊艳迅速沦为机械重复的噪音。直到游戏结束,你都无法从他身上找到一个足以解释这一切的、有分量的理由。他短期记忆丧失症及认知障碍,最后被解释为他感染了由法螺研所研制的TC-PERGE病毒,这个解释被轻飘飘地丢出来,就像一个免责声明:“看,我们解释过了。”可这算什么解释?一个角色的精神崩溃、人格分裂、反复发作的癫狂,被归结为“感染了一种病毒”,然后就此打住,不再深挖。TC-PERGE病毒对龙木的人格、记忆、行为模式产生了怎样的具体影响?为什么龙木被感染后就对病毒有了抗性不会将体内病毒传染?既然这个病毒通过空气传播那为什么帝亚拉不让其他有威胁的人感染这种病毒?这些问题,游戏统统没有回答。[/spoiler] 而龙木的每一次“发病”,时机都精准得令人起疑。每当剧情需要留一个伏笔、需要制造一次迷惑、需要一个角色去搞砸某件事时,他就准时发作,然后精准地完成他的叙事使命。他不是在推动故事,而是在为诡计让路。[spoiler] 这种“工具人”的命运,在某个节点达到了讽刺的顶峰。在瑞希篇的一章中,龙木在没有呼叫任何支援的情况下,单枪匹马去找最终Boss帝亚拉,结果不出所料地被帝亚拉的精神攻击单杀,被威胁成为ABIS的叛徒。一个受过专业训练的搜查官,在追查了数天的连环命案之后,面对已知极度危险的幕后黑手,做出的决策是“我一个人去就行了”。这不是角色的选择,这是作者在说“我需要他在这里被抓住,以便推进后面的剧情”。而当龙木作为叛徒举枪对准瑞希、在伊达赶来后仓皇逃跑时,玩家感受到的不是角色的弧光,而是作者在幕后拉动绳索的咔哒声。更令人细思恐极的是,龙木之所以成为这个不停犯病的工具人,恰恰是因为打越需要有人为他的剧情和叙事诡计“擦屁股”。整个《涅槃肇始》的核心谜题,建立在两条时间线交错叙述的诡计之上,龙木线和瑞希线并非两条发生在不同时间线上的独立故事,而是相互穿插进行的。玩家以为自己在看两个时间段的平行叙事,实际上是被打越精心编排的剪辑骗了。可这个诡计有一个致命的问题:游戏中频繁出现的时间矛盾、逻辑违和,如果角色们的行为完全正常,那玩家很早就会发现不对劲甚至提前猜出谜底。于是打越需要一个“替罪羊”,一个每当出现时间矛盾导致的强烈违和时,就会跳出来用发病和乱码掩盖过去的角色。龙木就是这个人。他的每一次犯病,本质上都是在替玩家承受那种“哪里不对”的眩晕感,然后用一通火星文把所有人的注意力引开。[/spoiler] [spoiler] 要理解龙木的“病”在整个叙事机器中扮演的角色,我们不妨做一个简单的思想实验:假如龙木是一个时间感没有任何错乱的正常人,故事会怎样发展?答案很残酷:正义的一方会输得一败涂地。六年前,龙木在调查HB连续杀人事件的过程中,先后接触到了两个关键人物:NAIX日本地区的负责人时雨兔纪子,以及被卷入事件的少女亚麻芽。如果龙木是个正常人,他会在发现法螺鸟的尸体后,立刻对时雨进行Psync。可那个时候的时雨不会看到六年后亚麻芽的分尸,也不会威胁亚麻芽,此时进入时雨的梦境,龙木除了知道一堆NAIX的教义外什么也挖不出来,时雨的梦不会在那个时间点暴露任何关于涅槃计划的信息。同样,如果龙木是个正常人,他也会在六年前刚发现米治尸体后,立刻对与帝亚拉面对面的亚麻芽进行Psync。可那时的亚麻芽,除了知道帝亚拉威胁过她之外,对涅槃计划的全貌一无所知。六年前的Psync,最多只能让龙木知道“帝亚拉威胁过亚麻芽”,却无法触及涅槃计划的核心。换句话说,如果龙木在六年前完成了对时雨和亚麻芽的Psync,那么这两次Psync就全都白费了。时雨的梦不会给他任何有用的信息,亚麻芽的梦也给不出任何有用的信息。正义的一方将两手空空地走出梦境,对即将到来的涅槃计划毫无防备。帝亚拉会按计划引爆TC-PERGE病毒,染月闰的阴谋将得逞,结局无法圆满。可龙木偏偏不是一个正常人。他的病情在六年后急剧恶化,时间感彻底错乱。他分不清什么是六年前,什么是六年后。于是,他对时雨和亚麻芽的Psync,没有发生在六年前,而是发生在了现在。而正是在这个时间点上,时雨已经目睹亚麻芽分尸并威胁亚麻芽,亚麻芽也从染月闰口中得知了涅槃计划的关键信息。龙木的“发病”让他拖了六年才去Psync这两个人,而这六年,恰恰是信息发酵所需的全部时间。[/spoiler] [spoiler] 所以,龙木的每一次犯病,都在精准地服务于这个时间差。他因为犯病而记忆混乱,因为记忆混乱而没有在六年前完成Psync,才使得六年后的Psync能够挖出决定性的情报。他不是因为角色的内在驱动力而做出这些选择的,他是被剧情需要推着走的。打越为了让故事能以圆满结局收尾,不得不让龙木成为那个“恰好犯病、恰好Psync、恰好获得关键情报”的工具人。[/spoiler] 龙木的每一次发病,都是叙事机器上的一颗螺丝钉,拧上去,故事就能运转;拧下来,整个诡计就会散架。可螺丝钉是不需要灵魂的。龙木篇作为前半段的主视角,基本没有什么人物弧光;起点很高,还有精神病加持,随着剧情发展总觉得可以再多写点什么,可最终什么都没有。[spoiler] 他所有的精神崩溃、所有的乱码台词、所有的不可理喻的行为,归根结底只有一个功能:让打越的诡计能够自圆其说。他不是一个人,他是一个叙事功能。[/spoiler] 更令人遗憾的是,这种角色塑造的滑坡远非龙木一人的孤立现象,而是一场波及整个卡司的、系统性的溃败。那些令人印象深刻的角色们,到了这部续作里仿佛被抽走了灵魂,只剩下一副副勉强维持着人形的空壳在舞台上机械地行走。伊达键,那个在前作中以满嘴黄段子却意外靠谱、在玩世不恭的外壳下藏着一颗赤诚之心的形象深入人心的男人在本作中遭遇了近乎羞辱性的退化。他沦为了比前作更加单薄的黄段子载体。他在本作因特殊原因失踪六年,这个设定本身是为了给新主角让路,但执行的结果却是把前作最感人的父女情、搭档情糟蹋得一干二净。更令人哭笑不得的是,制作组为了规避前作剧透,让伊达在游戏中全程戴着头套,理由牵强到令人尴尬:明明已经有了本命老婆左岸瞳,却还为了外面的女人顶着另一个人的脸。这哪里是在塑造角色,分明是在用一个拙劣的借口,把前作最受欢迎的角色塞进一个连脸都不能露的棺材里。而那些新加入的角色,大多面目模糊到令人记不住他们的名字。莱恩几乎就是一个行走的开锁工具人,他与绊之间的感情线发展之突兀、逻辑之混乱,简直像是在两个完全不同的剧本里强行拉郎配。米治与祥磨这对父子同样是对前作应太与母亲那条情感线的拙劣模仿,这对父子感情的纠结简单到没有深度,也谈不上感人。最讽刺的是,这些新配角中的大多数与主线案件几乎没有实质性的联系,删掉他们,整个故事照样可以运转。他们存在的唯一意义,似乎就是在各个支线里充当送线索的工具人,然后演一出出俗套到令人昏昏欲睡的感情戏。[spoiler] 唯一的例外大概是土居亚麻芽。这个悲剧少女的剧情线,可以说是本作中难得称得上“好”的部分。她为了处理父亲留下的烂摊子,一步步被卷入命运的深渊,从安慰朋友的女高中生,到帮忙给她那混蛋父亲处理尸体,再到被帝亚拉威胁,最终在冲动之下亲手杀死了自己的杀父仇人。她的两个梦境“因果”和“问答王”,那些设计精巧的五连问,每一个问题她其实都“选错了”。亚麻芽的悲剧在于,她并非恶人,她只是在一个接一个的错误选择中,被命运推着走向了无可挽回的深渊。然而,即便这条线写得相对用心,依然难以掩盖一个尴尬的事实:当一部视觉小说的角色塑造,只有其中个别角色称得上“好”时,这本身就已经说明了问题。[/spoiler] 而本作在终局处的处理,则更像是一场精心策划的盛宴在散场时,被主厨随手塞了一份便利店的盒饭。[spoiler] 那个贯穿始终、布局了六年的最终Boss帝亚拉(或者说染月闰),以一种近乎儿戏的方式退场了。被一位美少女以极其可笑的理由单杀。帝亚拉对美少女亚麻芽一见钟情,在涅槃计划执行前几天将亚麻芽邀请到他的巢穴,兴奋地向她说出了涅槃计划的全貌,一边说一边将自己脆弱的后背露给她,然后就被她用扳手敲晕并被她分尸。这不是我为了搞笑而说的笑话,这就是游戏剧情呈现给玩家的事实。一个在暗处潜伏了六年、精心策划了“半身连续命案”的幕后黑手,一个能够操纵龙木、威胁亚麻芽、绑架绊的犯罪天才,最终的死因是:在实施计划前几天把六年前只有一面之缘的少女带到自己的秘密基地,滔滔不绝地炫耀自己的邪恶计划,然后被扳手从背后敲了后脑勺。你能想象希斯·莱杰的小丑在引爆哥谭的前夜,把蝙蝠侠的女友请到仓库里,一边演示引爆器一边把后背露给她,然后被一棍子放倒吗?这大概就是《涅槃肇始》的终局给玩家的感觉。帝亚拉并非没有背景故事。游戏中确实交代了他的童年:他本名染月闰,自幼被法螺鸟绑架,长期监禁在地下接受非人道的身体实验,心智被彻底扭曲。他渴望时雨的母爱,尽管时雨正是绑架他的始作俑者之一。法螺研用他的器官和脸皮移植给古卫迅,将他当作一个活体的零件仓库。这些铺垫不可谓不沉重,一个被剥夺了身份、身体乃至尊严的孩子,最终长成一个想要毁灭世界的怪物,这条逻辑链条原本可以走得很深。然而,所有这些铺垫都在那个荒诞的死亡瞬间被消解了。帝亚拉对亚麻芽的“一见钟情”,没有任何前兆、没有任何情感积累,就像一个被编剧临时贴上去的剧情补丁。一个花费了数年去杀人分尸、去布局的幕后黑手,最终以一种近乎滑稽的方式被解决:被一个他在错误时间错误地点产生了错误感情的少女,用一把扳手终结了。[/spoiler] 这种处理即便放在打越以“不按常理出牌”著称的作品序列中,也显得过于草率。 [spoiler] 对比前作中那个令人不寒而栗的犀人,《涅槃肇始》的最终Boss在压迫感上的落差几乎是断崖式的。犀人是那种让你在复盘整个剧情中(尤其是应太线结局)感到后背发凉的存在:他的残忍、他的偏执、他那种要干掉主角所有亲人的毁灭欲,贯穿了整个前作的始终。而帝亚拉呢?他在游戏中绝大多数时间以铁面具的形象示人,神秘、强大、不可捉摸,直到你发现面具之下只是一个会犯“在自己巢穴里向刚认识的少女炫耀计划”这种基础错误的人。这导致最终战正义团队对付的只是一群杂兵,帝亚拉只能以预先录制好的录像存在。到了这里给我的感觉只有两个字:就这?一个铺垫了数十个小时游戏时间的最终Boss,最终以一段录像、一群杂兵、以及一段“他被美少女单杀”的叙述性交代收场。这不是反转,这是泄气。这不是打越钢太郎应有的水准,这是他在追逐那个精妙的“六年交错”诡计的途中,随手把最终Boss的收尾线打了个死结,然后扔进了垃圾桶。[/spoiler] 当然,即便角色与结局令人扼腕,我仍然无法否定《涅槃肇始》在另一个维度上的巨大进步:梦境部分的设计。如果说前作的梦境探索是一场让人抓狂的随机试错,那么本作的梦境则是一次经过精密校准的脑内冒险。新增的“关键法则”机制为那些光怪陆离的潜意识世界提供了清晰的逻辑锚点;个别梦境中空中与水中的三维移动场景,让探索从平面走向了立体;那些致敬宝可梦的趣味关卡、那些需要推理而非穷举的谜题设计,都让“潜入梦境”这个核心玩法从一种必要的叙事工具,真正变成了一种值得享受的游戏体验。更值得一提的是通关后解锁的无时间限制Psync模式:它允许玩家在已完成的梦境中肆意尝试那些曾经因为时间压力而不敢触碰的“沙雕选项”。这听起来像是一个微不足道的附加功能,但对于那些喜欢探索游戏边界、享受在逻辑缝隙中寻找乐趣的玩家来说,这无异于打开了一座游乐场的后门。你可以尽情地在梦境里胡闹,观察每一个离谱选择带来的离谱后果,而不用再担心“时间耗尽”的警告在屏幕上闪烁。这种对“试错乐趣”的宽容与鼓励,恰好与梦境本身“脱离常理”的本质形成了绝妙的共振。 而贯穿龙木篇始终的AI助手环(Tama),则是本作另一个令人难以忽视的存在。这个巨乳肥臀的眼球型AI机器人,以一种近乎挑衅的方式闯入了玩家的审美视野。她的设计大胆、张扬,带着一种毫不掩饰的、属于这个时代的性感。这不仅仅是视觉上的冲击,环的存在本身,就像是对前作中相对保守的飞机场AI设计的一次反叛宣言。她会在你耳边喋喋不休,会用她那独特的腔调吐槽每一个场景,会在最不该开玩笑的时候抛出荤段子。面对这样的环,伊达简直要馋哭了。她让龙木线那些沉闷的搜查段落变得不那么难熬,尽管最终连她也无法挽救龙木这个角色本身的单薄。 《涅槃肇始》的困境或许正是打越钢太郎式叙事的某种必然代价。这个以“诡计至上”为信条的创作者,在《EVER17》中曾用极致的叙事结构征服了无数玩家。但那种征服,建立在角色与诡计的精妙平衡之上:诡计服务于角色,而非吞噬角色。而在《涅槃肇始》中,天平彻底倾斜了。那个横跨六年的半身谜题、那个将玩家玩弄于股掌之间的[spoiler] 时间线[/spoiler]骗局,确实令人拍案叫绝。但为了这个“拍案”,打越牺牲了太多本应属于角色的血肉。[spoiler] 龙木成为了诡计的祭品,帝亚拉成为了叙事的弃子,而其他配角们则大多沦为了推动情节的道具。[/spoiler] 当一部以“人”为核心的视觉小说,最终让人记住的只有诡计而非人物时,这究竟是一种胜利,还是一种背离?或许,《涅槃肇始》最恰当的定位,是一道精致的、却只有一半好吃的菜。它的左半边(梦境玩法、叙事诡计、环的性感)令人惊艳,而右半边(角色塑造、Boss处理、叙事节奏)则让人皱眉。它证明了打越仍然拥有构筑顶级谜题的能力,但也暴露了他在平衡诡计与角色时的力不从心。对于那些追求“被剧本耍得团团转”的体验的玩家来说,这部作品无疑值得一试。但对于那些期待在前作基础上看到更全面进化的玩家而言,本作大概只能算作一次不完美的进化。它离伟大只差一步,而那一步,恰好是打越在追逐诡计的巅峰时,不小心遗忘在身后的、属于角色的那部分灵魂。 优点: 1. 有简体中文版。 2. 梦境相比前作更加多样化,玩家有更多花样的手段游玩并解密梦境。 3. 增加了无时间限制pysnc模式,玩家在通关一个梦境后就可以用这个模式在梦境中尝试之前不敢尝试的各种沙雕选项。 4. 极其惊艳的叙事诡计。 5. 新的AI助手环很性感。 缺点: 1. 除AI助手环外,本作新加入的主角和NPC脸谱化严重,给人的印象不深。尤其是主角龙木,为了服务于叙事诡计,变成了经常发疯犯病的工具人。 2. [spoiler] 最终BOSS帝亚拉的死亡过于草率,以一个极其可笑的理由被一个美少女单杀!这是少有的最终BOSS在序章就挂掉的推理游戏,也导致本作最终BOSS给玩家的压迫感远不如上一代的犀人。[/spoiler]
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
| $39.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 101 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Super niche anime brainrot, but it's got solid W. They database patched the Somnium gameplay - now it's actual logic puzzles instead of the random trial-and-error BS from the first game. The new VR room-scanning mechanics are clean, and the AI sidekicks still roast the main characters flawlessly, carrying the comedy)))) Honestly though, they overcooked the main plot just for the sake of being "deep" and edgy. The game pretends to be a normal detective story for a while, until it starts throwing you across parallel timelines. The first game was a perfectly balanced masterpiece!, but this one is just doing too much. ... [url=https://store.steampowered.com/app/948740/AI_The_Somnium_Files/] the original [/url] is based and a must-play for everyone, but the sequel is optional - purely for the upgraded gameplay and signature unhinged humor. [spoiler] If anything, it takes more than 10 hours to finish. I was just too lazy to play it on my PC, so I played it on my “console”. [/spoiler]
各方面不如第一部...推完第一部来打第二部心理落差太大了... 进梦界好频繁啊,遇到一个人→你有事瞒我→带回总部Psync启动! 揭开真相也没有上一部那样抽丝剥茧恍然大悟的感觉了,剧情bug太多
Despite its flaws the first AISF had a very competent mystery, where everything always had a purpose. Going out of your way to a new place was never a waste of time, because it was very likely that a character would actually have some sort of information to move the plot forward. The pacing is what made moving past here-and-there horrendously unfunny dialogue tolerable. Nirvana Initiative in the meanwhile is extremely repetitive. Before you can even get to the half-way point, it becomes extremely clear there's a huge tear in the seams, which is the pacing of the game. Majority of the game is spent outside of actually progressing anywhere by sending you all over the game to ask a bunch of characters if they know something. THEY DO NOT. And in the moment that a character does know something, but it is hiding it, you figure out the secret before you even finish their interrogation sequences. There's almost nothing there to keep you entertained as you slog through flavor text upon flavor text, trying to find something that sticks, but it's almost always the same, which is either a s*x joke or another character quirk you can see a mile away. It becomes second nature to press the Skip Text button, because you can easily stay on track without reading every line of dialogue, which makes the infuriating fact noticeable that there is always a 10 second cool down before the characters start talking about a plot advancing topic. The Quick Time Events are not spared from the pacing issue either, as they are so incredibly slow that they even have these random slowdowns where you do absolutely nothing yourself. Were these scenes intended to have player interactability or supposed to just show how cool these action scenes are, because they fail miserably. It feels like all those action scenes exist only because they need to make the investment of getting actors and mocap equipment worthwhile. All of the above culminates into ever-bleeding frustration as when you finally reach the big twist of the game, you are rewarded with momentary confusion that turns into thinking that it's stupid. When you think about it, the plot twist makes sense, but the meaningful journey to get there does not exist, as it takes a path devoid of any substance there. Unlike its predecessor, the Nirvana Initiative is too busy talking at the player about the cool concepts it wants to build itself around without actually going the full way of integrating them around every aspect of its story.
The first game in the series was great. A detective/murder mystery which some off coloured comments. Here or there. But. . .this second game. Has too many sexualized comments toward underaged depicted characters. I don't know who wrote the script, and then who looked at it and say "Ah yeah, this is fine. This second installment in the series is more about fanservice which would be fine. But the underage sexualization is freaking weird and unnecessary. Cannot recommend. To anyone! At all.
I'm so pissed at this game; it took me almost two years to force myself to finish it. Somehow they just remade the first game because they used the same characters, assets, locations, and even the same jokes over and over again. Heck, even the ending is the same. They only changed the mystery and writing for the worst things ever. While in the first game this was forgivable and even playful, here it is absolutely embarrassing. You have been warned.
Im not sure if I would say its a perfect sequel due to mostly in my opinion the downgrade in date's character, Even if he isn't the protagonist in this game his character is pretty much just toned down to a perverted dude. Plot wise the game is even more stranger compared to the first. Love mizukis growth throughout the story along with 2 routes being set in different times respectively. Ryukis character felt a bit weaker compared to Date's and Mizukis character in both games. Also loved going to Atami Again.
I really wanted to love this game and in most ways I did: The characters, music, voice acting etc are superb, it's as well made as the first game if not more in gameplay and presentation, and the first half of the game is great and genuinely intriguing... but the second half and the ending really didn't land it, and by focusing so much on past characters it kinda ruins some of them. I really wish this game focused only on Ryuki and Tama as investigators plus the new cast of suspects, and the old ones more as cameos. AITSF 1 was great at setting up characters and making you care about them but here the new characters don't really get the depth they deserved. As much as i love Mizuki, my woke daughter, her billing as a main character in this story came at a heavy price. The negative review is less of a "never buy this" and more of a "come in expecting a lot less" But there's also a chug jug with you reference, so your mileage may vary
I hate this game. I liked AI1 despite it's many flaws, but this game is just terrible. It's so bad, it actually made me angry. I have no idea why I still made myself play it to the end.
For no reason after almost 3 years of not finishing this game, a Youtube video popped up in my feed and it reminded me of the first game. And then I remembered how this game is a sequel of that game and this game sucks ass. The story doesn't make ♥♥♥♥♥♥♥ sense, which says a lot since the first game has its own rules and still makes sense. First game is miles and miles better.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $631K | 944 | 81% | $19.99 | |
| — | 0 | — | — | |
| $184K | 1.9K | 94% | $5.99 | |
| $447 | 2 | 100% | $12.99 | |
| $90 | 1 | 0% | $4.99 | |
| $45 | 1 | 100% | $2.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $312.4K | 378 | 70% | $49.99 | |
| $312.5K | 868 | 76% | $12.99 | |
| $312.6K | 1K | 79% | $9.99 | |
| $312.2K | 1.4K | 84% | $6.99 | |
| $312.7K | 1.3K | 74% | $14.99 | |
| $312.7K | 988 | 95% | $14.99 |