
Lost forever in the pitch black! But that's what makes it fun! The vast corridors covered in darkness change with each play. All you can do is run or hide from the frightening Apparitions. Use unique items and Karuta cards with special powers in your desperate search for an escape from the darkness!
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Languages: English, Simplified Chinese, Japanese*, Korean, Traditional Chinese*languages with full audio support
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Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
比一代画质好了很多,玩法上比一代多了个卡牌系统,非常好玩,双孔蜡烛这个开关要能设置不能关闭就好了,有时被吓一跳手动关了再开浪费一次复活,这个真的。。
実績全解除、達成率102%の全クリです。 私の語彙力でこの魅力を余すことなくお伝えするのは難しいため、多くは語りません。 [h2]凄まじい中毒性です。私の人生で最も面白いゲームです。[/h2] [h2]このゲームは、無限に味がするガムです。[/h2] ランダム性・奥深さ・達成感の虜になります。 ホラーが苦手な方も是非遊んでみてください。 【作者様へ】 お願いしますから続編を作ってください。 影廊2という監獄に囚われてしまった私をどうか解放してください。
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Hours played at review time, across 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The sequel brought a lot of new playstyles and features that the first game did not have, but suffers similar problems from the first game. The levels are much more diverse with each one having its signature monsters and others that carry over into the lower levels. The introduction of karuta cards is a great and welcome new feature to the franchize that adds new various effects, items, and abilties that can help your future corridor runs, or even change item effects to empower you. the pros of this game is that it excells at being a random generated labarynth survival horror, while the first game may have been random in level design, the specific rooms needed for secrets or magatamas were made with a tileset. This was generally fine flaw, as it provided level stability and detailed areas. The second game embraces the randomizer to the fullest, as each time I play the game, the level feels absolutely unrecognizable each time you play. The generation in the sequel feel smore polished than the first. the levels also tend to have windows that lead to a skybox, dont trust the windows. these are decievingly effective usage to confuse the player, as the window may have a hallway behind it. and fun fact, the deeper the levels you go and see those windows, the higher you are. Another feature that is impressive is that each level is unique in adding debuffs to hinder your exploration. From spawning enemies, to changing the dungeon's rules. Compared to the first game, it rewarded you for kokeshi completion and completing levels on progressively harder difficulty to unlock starting items, easter egg items, and level effects. in the sequel, the game remembers how many overall magatama you collect and can be traded for karuta cards which unlock new various playstyles that the first game restricted to items only and not statistics, passives, item buffs/combos. The first game was pure survival horror, what you find in the level is what you get. In the new game, interactable objects cacn give you souls, which can fuel items you obtain, or can be traded at hotaruya for new items. This place is a lifesaver on higher difficulties while the first game punished you for using items subpar. If you dont want to use hotaruya, you can turn off music in settings, which in turn makes the game even more scary. The cons are that despite the new monsters, some old too if you buy the dlc, they have audio-loops which can be really irritating after 40+ hours of gameplay, or being pinned in a location because there are too many apparitions around. The sound effects or much diverse than the first game, but are still repetitive. I greatly appreciate the concept of a 3rd release of shadow corridor, but the monsters really need to have various audio tracks to keep them unique. Compared to the first game, the crying woman was particularly irritating when moving or suspecting the player is near. Multiple monsters in the sequel have the same problem but have longer, more various noises that are an improvement. A couple of monsters in the new game are reskins of monsters from the last game, though not bad on itself, made it feel easy to avoid most of them from the start. I really would have liked more variance in apparitions the higher difficulty you play on, and instead of reskinned monsters, bring back the ones from the past with better graphics, and focus on new ones that are exclusive on higher difficulties or levels. I have unlocked the 100 coffee bean drink, but the perk explanation is bizzare and I've never managed to activate it, yet at least. To be fair, SpaceOnigiri games is an indie company, and I can only begin to comprehend the difficulty of making a game single handed, but considering the limitations, it is an impressive overhaul compared to the first and I would recommend this game more than the first for its variation and ease of access to new and old players. In closing, I absolutely reccomend this game if you are a fan of Japanese aesthetics, labarynth horror, and are looking for a spooky, but welcoming game. Shador corridor is one of the few horror games that feels equally comforting as it is scary. If you are willing to forgive its indie limitations and see the game for its essence rather than its looks, it is an experience that will make you keep playing. I plan to 100% the game and the first, but its not easy. If there was a shadow corridor 3, I hope they get a larger development team to really give it their all. I've loved this game franchize since it launched, and I plan to stay tuned if there is anymore dlc or sequels. I hope that if a third game is released, it combines what made the first and second game amazing; from items, monsters, level design, everything. Or maybe new monsters that have more distinct abilities and ways to get around them. I hope if there is dlc or a third game, they add even more levels, even if its legacy levels from the past games. I understand thats an overly-ambitious request but I think SpaceOnigiri games can do it. I have faith in them.
截至v1.18.2版本,仍然未修复千里眼徘徊者的bug,目前的千里眼不会跟踪玩家,和普通徘徊者一样了。而且在异界校舍中,如果获得一枚勾玉并触发钟声后,在钟声未结束时再获得第二枚勾玉,那么第二枚勾玉触发的钟声不会增加发狂槽。
上级难度和一代修罗一样,作者是受虐狂吗
숲마 시련은 진짜 ㅋㅋㅋㅋ 맵 꼬라지 보소 라는 말이 절로 나옴 근데 재밌긴 함..
神げー
はい。結論は「個人的には気に入っているが、けっして万人受けはしない」。 700時間やりこみました。3つのセーブデータを102%に仕上げました。カルタひとつひとつについての解説記事をnoteに投稿してtier表まで作り、Twitterで共有までした私が、このゲームをお勧めするかというと、しない。 まず、このページにいる低評価レビューの民のほとんどに言いたいのは、「それはあんたのカルタ選びやプレイングが悪い」。異界の地図も厄払いも使わずに花腐しに挑んで運ゲーすぎて嫌だ、なんてのはこのゲームを舐めすぎ。そういう人たちはまず前作Shadow Corridorを1000時間やって地形を把握することが影廊においてどれだけ重要であるかを学んでから帰ってきてほしい。 そして逆に高評価のレビューを書いた輩、あなたたちは本当にこのゲームをやったのか?達成率100%か、せめて真エンドに到達してからものを言ってくれ。 最終アプデで生まれた環境にはそれなりに満足している。具体的に言うとDLCカルタと切り札の強化。あの変化はただ単に難しすぎたゲームの難易度を下げるだけにとどまらず、ゲームに必要不可欠な要素、「楽しさ」をもたらしてくれた。切り札発動すると結構爽快なんだよね。 だから、賢くカルタを使いこなして立ち回りを上手くやれば、それなりの難易度に落ち着いていて、且つ面白いゲームとして遊べるはず。 問題はバグとか理不尽な要素。私としてはこのゲームのことはほぼすべて理解していて、何が起こるかなんて大体予想がつくし、バグが起こっても今更いちいち驚かないくらいにはこのゲームに順応して来ている。多分ここがこのゲームのスタート地点なんじゃないかなぁ。 今私が影廊2をそれなりに楽しめてるのって、私の練度が極まったからだと思う。 何事においても言えるけど、練度が上がらないと楽しめない。このゲームは楽しめるようになるのに必要な練度量がめちゃくちゃ多い部類であるのは確か。 つまるところこのゲームは敷居が高い。明らかにプレイヤー側が「影廊慣れ」してる前提の設計してるし。私は割とガチで影廊が好きなので乗り越えられたけど、およそ普通のひとが生半可な気持ちで始めて「楽しいゲームだった!」と言える内容ではないんでしょう。 今から影廊2をやろうとしている人が居たら私はお勧めしない。ただ、今まさにこのゲームで苦しんでいる人がいたら手を差し伸べることはしたいと思う。
ゲーム性は相変わらず良いですし、ステージや音楽のセンスが飛びぬけて良いと思いましたが、つまるところ運ゲー要素が多すぎるのは残念。理不尽な要素や回避困難な要素(運次第)の多い点が気になります。 テルテル坊主はうるさすぎて過ぎて勘弁してほしい。ストレスでしかない。。穢人は存在自体がね。。 面白いが、ゲーム自体の難易度がとても高いと思いますし、2、30分頑張った挙句暗闇に息絶えるだけなこともしばしば。随所においてストレスがたまってしまう点で、少なくとも人を選ぶゲームだと思う。 ストレス耐性強いゲーマーにはメチャクチャオススメできます。 バグ報告 カルタ装備時のカルタ選択のスクロールがたまにうまく動きません。 徘徊者に追われている最中に行李等に逃げ込んだ際に、稀に徘徊者が目の前から動かなくなり事実上死ぬしかなくなります(10分待ってもずっと棒立ちしていたのでさすがにバグだと思う) ステージがランダム生成なのでしょうがないのかもしれませんが、追憶の水底でスタート地点を1歩出ると壁があり終わったことがありました。開始10秒で詰みました。
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