
[A Double Dose of Blue Terror in an Abandoned, Rain-Slicked School]The latest installment in the legendary horror franchise, Aooni!
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About
[A Double Dose of Blue Terror in an Abandoned, Rain-Slicked School]
The latest installment in the legendary horror franchise, Aooni!
Uncover the mystery while fleeing for your life! A pulse-pounding puzzle-horror action-adventure!
This time, the stage is set in a school, featuring two massive, star-studded scenarios!
■ Aooni 2
Years ago, a school was abruptly shuttered, left to rot.
Looking for a thrill, Hiroshi, Takuro, Takeshi, and Mika break in for a test of courage—
only to blackout and wake up trapped inside a makeshift prison cell...
To their surprise, they are joined by their teacher, who had spotted them sneaking in and followed them inside...
Will they find a way to escape this desolate school alive?!
● The classic Speed Mode returns with a maddening new option: "17x Speed"!
Customize your challenge by choosing any multiplier from 2x all the way up to 17x!
Push your reflexes to the absolute limit!
■ Brand-New Scenario: Aooni -Seaside School-
Hiroshi and the gang head to the coast for their summer seaside school trip.
Driven by the classic summer urge for adventure after hearing rumors of a monster lurking in an abandoned school near their lodge, they decide to sneak inside the school after dark...
Mysterious silhouettes, school chimes echoing through empty hallways...
And a terrifying horde of never-before-seen, mutated monsters...
What is the dark truth behind the incident that once shook this school?
Separated from the group, Hiroshi begins his desperate search to find his friends.
● Chart your own path to survival!
Conquer four distinct stages in any order you choose!
The difficulty scales depending on the path you take.
Find your optimal route and turn the odds in your favor!
● A diverse lineup of unique Aooni awaits!!
Encounter a multitude of brand-new Aooni species!
Could some of these monstrosities even take the form of twisted sea creatures...?!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 114reviews | 43% | — | $30.5K |
| $9.99 | — | — | — | 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.
Engagement
Reviews
Themes across 115 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
아니 1 잘내갖고 게임 대박났으면 2 나왔따고했을떄 먼가 좀 더 다른 엔딩을 사람들이 볼 수 있게끔 해줘야지 1을 돈주고 또한거잖음 그냥 그리고 1보다 더 못만듬 아오오니가 작작 나와야지 그냥;; 뭔 30초 마다 나오는 느낌을 받음;;;; 직접 해보고 출시 한거 맞지여?????????????????????????????????????3 나온다고 하면 안할듯 이미 이 게임은 양치기 소년이 되어버린것임 ㅇㅇ 안살거임 ㅇㅇㅇㅇㅇ
추억의 아오오니 역시 아오오니의 맛은 그대로 여전하네요. 1년에 한번씩 연례행사로 하고있어요 꾸준히 한 작품씩 내어주니 빼먹지 않고 즐길 수 있어서 좋네요!!!!!!! 앞으로도 1년에 하나씩 꼭 내주세요!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!^^
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Languages: English, French, Italian, German, Spanish - Spain, Indonesian, Simplified Chinese, Traditional Chinese, Japanese, Korean
Hours played at review time, across 116 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
솔직히 아오오니 1이 너무 명작이라 재밌게 할 수 있을것 같았음 정말로 한 1시간 30분까지는 그럭저럭 해 볼만 했음. 근데???????????????? 너어어어어무 많이 튀어나옴, 진짜 진절머리 날만큼 30초마다 자꾸 튀어나와서 게임이 진행이 안돼요.... 너무 윽지 플탐 늘리기였음 근데 그래도 재밌었다. 솔직히 아오오니만큼 IP가 큰게 많이 없어서 나쁘진 않은데, 귀찮아져서 임해의 학교? 그건 안했어요 아오오니를 너무너무 좋아하는 사람들은 진짜 좋아할듯 근데 저 건의하고 싶은게 있는데 f가 힌트 라고 해놓고서 힌트는 커녕 그냥 지 할말만 하는건 좀 너무하다 생각함 씁... 그래도 재밌었음 아마도
let me preface by saying that i am a huge, huge aooni fan. i've played every version of the original game, i've read through what's available of the light novels in english, i've become a megafan of noprops' extended body of work, it's impacted my life in ways few other works of art have. with all of that being said, my expectations going into this release were exceptionally low. the steam releases for the aooni series have been dreadful; aooni (2024) was a subpar remake based on a less subpar japanese-exclusive mobile remake that buffed random chases to the point where the experience was noticably worse than noprops' original incarnation, the horror of blueberry onsen exacerbated the random chase issue to the point where certain areas in the game feel cheap, absolute fear was a bland experience with monotonous puzzles and very little actual substance, slit mouth woman ended up being the only aooni product i've ever refunded as it's presentation was terrible and it's gameplay was somehow worse, and forbidden ground, despite being a welcome shift in gameplay, was slow, uninteresting, and plagued with various ai generated assets that made the game feel hacked together with little purpose or thought. the steam remake of aooni 2 opts not to follow in this line of egregious steam releases and instead chooses to set the bar even lower, making the same mistakes as every other steam release and then some. for starters, not great to see a grammatical error in the title of the game, forgoing the use of a space to seperate "aooni" and "2". this already tipped me off when the game was announced that litmus and game studio are completely uninterested in actually listening to feedback, as the use of machine translation in place of an actual translation team has been a vastly echoed complaint amongst the english-speaking community. i'd be willing to be more forgiving if there wasn't so much money being pumped into this series and if the mistake wasn't on the title of the game. incredibly disappointing out the gate and i haven't even started on the game itself. moving on, random chases are at the standard set by blueberry onsen, becoming far to abundent to feel frightening or engaging at the expense of the game's pacing and atmosphere with several spawn locations making zero sense at all. many times, the aooni would spawn in the centre of the room in the direction i'm heading as a cheap beginners trap, sacrificing not only the experience for the player but also the design ideals of the original, with the aooni walking in through doorways to make the environment feel more realistic and tense. it feels deliberately done to subvert game design expectations, but instead of being for any valid point or reason, it's done for what i can only assume is to get a reaction out of japanese youtubers or streamers who surely must absolutely love this kind of treatment out of some regional masochism i'm too australian to comprehend, otherwise it would of been fixed between onsen and now. it's only gotten worse. this may also be me, i haven't actually done anything to confirm this, it's just a hunch at the moment, but the game studio aooni releases feel so sluggish compared to the original games, for what i can only assume is to get people to play the super speed modes. if that's true, and not just some psychosis induced from staring at the abysmal walking animations these games use, i would hate to know that somewhere out there is a game designer who thinks himself competent enough to work in the industry that would purposefully make a 2D top-down horror puzzle game made in rpg maker any slower than it needs to be. moving on from gameplay, i want to note the game's presentation. it's horrific. not horrifying, as a horror game should be, horrific. much of the art assets are ported over from the original mobile release with little changed. this would be fine if those art assets weren't horribly compressed to be able to fit on a mid 2010s smartphone. a mainline release in one of the biggest j-horror franchises ever, one big enough to have collaborated with other giants such as ring and ju-on, one famous enough to be on branding across japan to this day almost 20 years since its inception--has noticeable .jpeg artificating on it's art assets. in 2026. and that's not even the worst of it. a while back, i was able to find the decompiled assets for aooni (2024). in the graphics folder, i had found what had seemingly been a leftover from redrawing noprops' original artwork for the remake--a spritesheet of fuwatty without its arms. seeing as it was the only noticeable scrapped or otherwise unused content i could find within the files, it stayed in my memory bank as little more than a fun fact. i haven't had the opportunity of searching through blueberry onsen's decompiled assets, but be as it may, fuwatty appeared regular as always, arms intact. imagine how i felt, seeing fuwatty appear for the first time in this game, no reveal or anything, just spawning almost directly infront of me in the doorway i was walking towards with little time to react, standing on full display--armless. i've played the mobile original, his arms are intact there as they should be. why are his arms missing in the steam release? there's no functional differences between fuwatty in this game and any other game it's appeared in, surely, had i not known the contents of the aooni (2024) decomp, i would've chalked it up to a meaningless, arbitrary choice made to change the design of one of the series' mascots out of the blue or some bizarre mandela effect that lead me to believe fuwatty's arms were there as per standard regulation in the original mobile release when in reality they weren't, maybe even that this specific fuwatty variation was a new addition made to enhance the experience somehow. but once it caught me, as chase monsters tend to do when placed 3 feet infront of the player, as if confirming my deliberately worst suspicion, the game over graphic showing the blueberry-coloured giant that had won one over on me depicted fuwatty as usual, arms and all. that's when it clicked. somehow, throughout the entire chain of designers, developers, artists, playtesters, of which the credits are proud to let you know there were plenty of, not one noticed or cared enough to ammend that they had used an unfinished/placeholder asset. not of something mundane like a chair in one map or a singular line of dialogue, the design of one of the series primary antagonists. one they parade around on t-shirts and collectable nicknacks, one that game studio have used for 3 games in a row, one of which even required the creation of all new assets featuring it in a large tank, one that litmus themselves feature on the front page of their website alongside the aooni. if you somehow hadn't picked it up before this point in the review, we have officially hit a new low. the bar is beneath hell at this point. with that issue concluded, as a footnote, i'd also like to mention squatoni's walking animation being comprised of it's standing sprite from aooni 3.0 with little legs drawn walking, no swining arms or headbobbing at all, as if it didn't already have a servicable walking animation to begin with, and the 4th dimensional aooni sprite sheet gave up on fitting the game's art direction at all and opted instead on just porting over its sprite sheet from the mobile titles, weird purple side-facing head and all, as if the effect isn't achieved by just using azpainter's waveform deformation filter--something i somehow know better than people who allegedly have contact with noprops. a believe i've talked in well enough detail about my issues with the base game, so let's move on to its substitute for the alternate scenarios (that have never been released in english by the way), the seaside school scenario. (1/5)
一款游戏剧情是没有悬念的,随机刻写的是没有头绪的,BOSS关为了单纯的难而难的,追加内容是不到半小时的,刷鬼位置是有无解的,我不觉得他在考验我的能力,他只是在考验我的底线。拿一个糊弄毕业设计一样的残次品端到一个手游每一作甚至上架的这几部都从头至尾的游玩到底的玩家眼前,究竟是有多么圣母才能买账。3个小时全存活隐藏结局只能察觉到制作组就是单纯的恰烂钱,摆烂,划水。没有一丝一毫想对这个IP做出该有的行动。真的很令人失望。一个想喂给玩家拼好饭的制作组那就是个几把,滚!
10년전 모바일로 내놓은 걸 최신작이라고 구라쳐놓은 수준ㅋㅋㅋㅋㅋㅗㅗ 그나마 임해학교 편은 최신작이긴한데 난이도를 씨부랄 좀비고로 만들어놨네ㅇㅇ? 방 마다 뇌절 퍼즐은 없는 건 좋았다만 뇌지컬은 없고 오로지 피지컬로 게임을 해야한다 모르면 죽어야지?ㅋㅋㅋ 안외웠으면 죽어야지? ㅋㅋㅋㅋㅋ 개열받네 그리고 전작부터 뜬금없는 아이라는 캐릭터 좀 그만 나와라 나오면 뭔가 속 시원한 스토리라고 풀던가 매 번 미스터리한~! 사연이 있어보이는~! 하지만 절대 안알려주는~! 개같은 거 반복 할꺼면 쳐 꺼지라고 쒸발려나 갑자기 화나네 차라리 타쿠로, 미카, 타케시의 서사를 더 집어 넣어라 좀 임해학교 편은 진짜 없어도 될 정도의 분량이네 타케시 오타쿠인 나로서는 섭섭하고 열받는다고!!!!!!!!!!!!!!!!!!!!!!
[b]先に結論をいうと、「スマホ版でいいや」という人は買わなくていいと思います。1200円にしてはボリューム不足だと思います。[/b] 本編と臨海学校それぞれで書きます。 [h1]【本編】[/h1] [h2]良く言えば「変わらない味」悪く言えば「何も変わらない」[/h2] 本編クリア済み。 青鬼1のリメイクと同様、本編の内容は原作(スマホ版)と殆ど変わっていません。青鬼出現の仕様が変わっている程度です。 パスワードのパターンは一部増えているようですが、謎解きの内容自体は全く変わっていないので原作を覚えている方なら考えることなく攻略できてしまうでしょう。 [h2]○良かった点[/h2] [b]・スマホでしか遊べなかった「青鬼2」がPCやコンシューマーで遊べる[/b] これが結構大きい。操作性や広告の煩わしさがなくなるのが当たり前ながら嬉しいです。ファンとしては新たに公式ビジュアルが出るのも嬉しいですね。 ・余計な追加要素がない あの当時スマホでプレイした「青鬼2」と同じ感覚で楽しめました。懐かしい気持ち。 [h3]○気になった点[/h3] [b]・マップや謎解きの内容が全くと言っていいほど変わっていない[/b] 逆に言えば本当に変わっていません。スマホ版をプレイしたのがかなり前の私は半分初見の気分で楽しめましたが、青鬼のファンで繰り返しプレイしている人ほど新鮮味のない内容になっているでしょう。前述の通り[b]新規の謎解きが(おそらく)一切ないです。[/b][spoiler]ストーリーやエンディングは少し増えていましたが、後述する削除されたストーリーを補完するためのもののようです。削除されたものを鑑みるとボリュームはトータルマイナス。[/spoiler] ・青鬼の出現位置が詰み配置気味になることがある 前作までは行き止まりで道を塞ぐような形で青鬼が出てくるシチュエーションはほとんどなかったのですが、今回はわりと頻発した印象です。そうなると気合で真正面から避けるか死ぬかの戦いになるわけですが、[b]青鬼ってそういうゲームでしたっけ?[/b] [b]・スマホ版に存在したストーリーが削除されている[/b] スマホ版に存在した「卓郎編」「先生編」などのストーリーが削除され、ひろしが主人公の本編のみとなっています。[b]あれ、スマホ版のほうがボリューム多くね?[/b] [h1]【臨海学校編】[/h1] [h2]謎解きホラーかと思ったらボスラッシュの死にゲーでした[/h2] まず先に言っておくと、謎解き要素は全体の2,3割程度です。謎解きの多くは非常に簡単なもので、どちらかというと多種多様な青鬼との戦いがメインです。 青鬼において定番の「急に青鬼が出現して驚きながらも逃げる」要素が端に追いやられていたような。それは本編で楽しめということかもね。 [h2]○良かった点[/h2] ・新種の青鬼盛りだくさん 多種多様な青鬼のビジュアル好きには嬉しいでしょう。大小さまざまな新作が登場です。 ・青鬼のルーツに関係するストーリー...? 以前から謎の存在であった[b]「藍」が関係するストーリーが展開されます[/b]。収集要素とストーリーが関連しているのでアイテム探しが楽しかったです。 [h2]○気になった点[/h2] [b]・ホラーゲーム要素が薄い[/b] ゲーム攻略の大半は「[b]青鬼がいるとわかっている部屋に飛び込んでいく[/b]」ことで進行していきます。青鬼に怯えながら謎解きのためにマップ探索をするというゲームコンセプト(だと私は思っている)とかけ離れているように感じました。 ・理不尽要素が多い 「これは回避しようがないだろ」というシチューエーションでの青鬼出現が多いです。[b]2マス先の目の前にフワッティーが出現して突進してきた[/b]ときは驚きよりも先に笑ってしまいました。 ラスボスに関しても(詳細は伏せますが)何回も死んでいつかクリアすることが前提になっているように感じました。しかもイライラするタイプの死。 [h1]【総括】[/h1] [b]・おすすめできる人[/b] PCやコンシューマーで「青鬼2」をプレイしたい 臨海学校をプレイしてみたい 17倍速をプレイしてみたい [b]・おすすめできない人[/b] スマホ版で満足できそうと感じている 1200円を払うか悩んでいる 新しい要素の「青鬼」を期待している 実況動画で十分だと感じている [h1]個人的な感想[/h1] ここからは個人的な所感を。 上記以外にも、作りの甘さが気になりました。SEが鳴っているときに他のSEが重複すると音が切れてしまうところがあった(具体的には臨海学校編でチャイムが鳴っている最中に美香を助けようと鍵を開けるとチャイムが止んでしまった)り、(前作から)何もないところから急に青鬼が出てきたり、そういった細かいながらも整合性が取れていない部分がゲームとしての質を下げてしまっているように思ってしまいます。 それとこれは完全に私の好みですが、臨海学校編のようなゲーム設計よりも単純な脱出ホラーゲームがやりたかったです。青鬼という媒体を使っただけの出来の悪いボスラッシュミニゲームに見えてしまいました。[b]青鬼というホラーゲームがやりたいです。[/b] 20年以上前のゲームで新作を作ってくれる熱意はとても嬉しいので今後に期待しています。
모바일판까지 다 해 본 사람으로서는 괜찮은 게임이었다고 생각합니다. 일단 내가 가려는 문에서 갑자기 나오는 경우의 랜덤 인카운터는 조금 줄어들었는데 대부분의 복도가 좁고 돌면서 따돌릴 수 있는 구간이 꼭 적다보니 억까당하는 경우가 많을 거라고만 예상하고 있으세요.
青鬼2本編倍速で現世界1位のtanbayassuです。 正直言っておススメしません、なんですか?臨海学校って。正直弾幕だらけでうんざりです。 青鬼2の本編はパスワードのランダム要素が増えて、ランダム青鬼が多くなった。でも百歩譲ってそれを許すとしても臨海学校編はマジで弾幕だから倍速向けじゃないし。等倍だったとしても弾幕のせいで面白さが終わってる。 お前は東方に行け!!!
Missing features from the mobile release. The different character scenarios was the most interesting thing Aooni2 had going for it. I never got the chance to try it out since non of them were made available for the english version of the app. I was excited when this was announced thinking I'd finally get to experience them only to find they were lazily removed and you can only play as Hiroshi as usual now. Aooni 2 is a very basic retread of the original so this killed whatever incentive I had to play it. Lazy port
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Where this game's players are, estimated from review languages.
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