
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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虽然冷门,但是我非常推荐啊,搜躲撤的机制还是太有趣了,地图种类多并且全部随机很难玩腻,有些难。影廊是我小时候偶然刷到的恐怖游戏,直到今天终于也是品鉴了一番,好玩爱玩刺激有趣哈哈哈哈哈哈哈哈,但第一部是真的太吓人,我到现在都没敢玩。。。
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.
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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
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。。
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。
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。
상급까지는 전작 단점들 잘 개선한 무난한 게임 시련부턴 레벨 디자인 좆망한 병신게임
このゲームをほぼ全てやりこんだ率直な感想 良い点、悪い点、その他の感想(参考になればと思います) 102%達成、[spoiler]基礎体力封じ封じのみヒゲ修羅花マラ完走[/spoiler]、3*3のマップで徘徊者30体チャレンジ、等々これ以上の高難易度はないかな?と言えるほどにはやりこんだつもりです 良い点 1.カルタシステム 前作にはなかった固有の能力を自由に付け替えできる機能、遊びの幅が大幅に広がり前作の知識ゲーオンリーから大分頭を使える要素になってると思います。 2.ランダムマップ 前作は固定ランダムでマップを覚えてしまうだけで難易度が大幅に変わってしまいましたがそれがない、シードを指定して同じマップを再現しようにもギミックなどはランダムのようで形のみが同じマップで遊べます。つまり一回のプレイごとに完全新しいマップでプレイできるということです、このおかげで飽きることなく遊べます。ただランダム生成ゆえの入ることのできない部屋、ゴールが不可能なマップ(こちらは私は一回も遭遇したことがないです)は稀にあります 3.難易度の大幅上昇(真エンド、102%) 上級までは残機も複数あり前作の修羅と同じかそれ以下の難易度程度で遊ぶことができます、ですが[spoiler]花腐し[/spoiler]、前作の修羅をゆうに超える難易度を楽しめ、やりごたえはあります、ある程度慣れるとどのステージも安定して攻略可能([spoiler]樹海団地含め[/spoiler])ですが、ゲーム慣れしていない人からしたら理不尽を感じてしまう難易度かもしれません。ですが上級を全部クリアできる人になら、救済カルタ等ありますし、花腐しも頑張れる範囲だと思います。 悪い点 1.バグが多い 個人開発のゲーム故仕方ないことだとは思いますが、バグがかなり多いです。通常ゲームプレイで支障が大きく出ることはないですが、高速で構え投げた爆竹が消滅する、先述した物理的に入ることのできない部屋や、エリア間の通路がつながっていない、書けばかなりのバグがあります、ですが、先述した通りゲームプレイ自体に大きく支障が出ることはありません、あくまでやり込み勢として、バグが多いなぁと感じました。 2.カルタ格差 このゲームで一番重要とも言えるカルタ編成、このゲームのカルタは全100種類弱(うろ覚え)ですが真面目に攻略をするとなるとつかうカルタは10種類行くか行かないかでしょう、やり込みをしない人からしたら強いカルタを使わないとクリアが難しいわけで、必然的に使うカルタは決まっていきます。 ここではいくつか最高難易度向けに強いカルタと意見を書いていきます(DLCカルタは除外) 1.[spoiler]異界の地図、初期カルタにして最強のカルタです、正直強すぎて面白くない、私はあまり使いませんが、特に縛りや雰囲気を重視せずクリアのみをしたい方なら真っ先につけることをお勧めします、小技として、異界の地図を付けた後にどのステージでも初級難易度で地図を発動すると、そのあとどの難易度をプレイしても魂魄使用料が減ります(封じられた場合はリセットされます)[/spoiler] 2.[spoiler]まごころおにぎり、花腐しでみなさんが苦戦してると思われる穢れへの対処手段、このゲーム、DLCカルタをのぞいたら穢れへの対処カルタが本当に少ないです、穢れへの対処、体力回復、徘徊者以外の脅威を大幅に軽減できます。ですがこれも正直強すぎてあまり面白くはないです。[/spoiler] 3.[spoiler]勾玉結界、勾玉をとった時に勾玉部屋に結界を貼るカルタ、とりあえずで勾玉を取ることができます、罠部屋の無力化、近くの徘徊者の脅威からも守ることができる。まごころおにぎりと合わせて2代花腐しメタと言えるでしょう[/spoiler] その他の感想(大分忌憚なく書いています、気分を害されたらごめんなさい) 1.DLCカルタ、地図が強すぎる 悪い点にも書いたカルタ格差です、本当に嫌いなとこです、地図はまだいいとして、DLCカルタ、コンソール版(以下CSと呼びます)の影廊2には実装されていません、あんなぶっ壊れ救済カルタを出したくせに、CS版にはない、かなり可哀そうだと思いました、それくらいにDLCカルタの性能が強いです。 弱いカルタのアプデは一番最近のアップデートで2つほど入りましたが、まだまだ弱すぎて話にならないカルタが多いです、修正、強化に期待ですが、作者が別のゲームを開発中(シャドウコリドーシリーズではないとおっしゃっていました)なので、もうあまり大きな変化に期待はできないかもしれません 2.ヒゲダンディ、102%への批判について レビューの多くにヒゲダンディを102%のやり込み要素としていることに文句を言っている人が多いとおもいました、私はあまり悪いと思っていません、何故ならヒゲにやられることがないからです、常に悪い効果が出た時の対処法を用意しながらやってる(ゴール前ワープはカス)ので、穢れ霧や虫を出されてもなんとでもなるからです、いやな言い方ですが、このゲームの批判としてヒゲに文句を言う人の気持ちはあまりわかりません、カルタそのものは確かに変わっていますが、正直面白いで片付けれるカルタです。やり込み要素ですしね まとめ ここまで読んでいただきありがとうございます! 私はこのゲーム「お勧めできるゲーム」だと思います!この値段でストーリーを楽しみながらできるのもいいですし、何よりもやり込みがかなりたくさんです、独自の縛りやカルタ構成など模索するのも楽しいでしょう。 私は最初中級で怖くて動けないような素人だったのに、今では数百時間やり込むほどに楽しませていただいてます、ホラーが苦手な人も、逆に得意な人にもお勧めできる作品です!
This game is in most aspects an upgrade compared to Shadow Corridor 1, but I'd also like to mention a caveat here. I do overall recommend this game, because it's got: - Better graphics - More items, mechanics, and apparitions - Something akin to a world hub with customization options built into the experience instead of in options menus - A more coherent story (though, I don't think the story in Shadow Corridor 1 was bad) - More levels, each with appealing themes to them The overall new experience is fresh enough, plays nicely enough, and provides enough of a challenge with the medals system that I think people coming from SC1 will like this game. However, it's of course inevitable that people who play this game will make comparisons to SC1. "Is Shadow Corridor 2 better?" It's a question with some hidden assumptions baked in; for example, the assumption that the core gameplay is similar or improved upon. And to that I say, the way the dungeons are randomized is not strictly worse or better, it's simply different. If you come into this game thinking that it SHOULD feel similar to how exploration works in SC1, you might be disappointed. In SC1, after several hours of play you can come to recognize the ~25 or so layouts in each stage as you replay them, and notice certain patterns or landmarks as you traverse around and make a mental map of the maze as you explore. However, instead of entire rooms being handcrafted and randomized into a grid like SC1, SC2 has a grid system where within a block, there are several smaller rooms, which occasionally include certain landmarks or features in them, as well as other small side rooms with items and lamps in them, connected by randomized hallways. These sections are then arranged in a grid-like pattern similar to SC1. The randomization within the room blocks is a two-edged sword; on the one hand, it makes subsequent plays always feel different since nothing is recognizable from play to play. On the other hand, the lack of recognizable landmarks makes exploration more difficult (particularly if you're trying to go over everything with a fine-tooth comb, such as to collect the coffee beans), and I feel like the randomness within a room block makes the dungeon a feel a little less inspired to look at. Take for example, the Abyss from SC1. It's got immediately recognizable, iconic rooms to it. The room with the lever puzzle leading to a hidden kagura. The room with the lever and a floor that falls away leading to the secret exit. The 3-floor maze room with the long hallways, rubbish piles, and stairs on the sides. The room with the bridge that goes across the top with a magatama under it, and the kagura bursts out when you approach. All of these rooms are immediately and distinctly recognizable, as well as completely hand-crafted, and each one feels like a cohesive experience that the room is trying to present to the player; more so than what you might encounter in a typical room block in SC2 due to the smaller size of the side rooms. So, I err on the side of saying that I generally prefer exploration of the dungeons more in SC1, but not so much so that I would say SC2 is bad; it's not, and I have greatly enjoyed what I've experienced so far playing SC2. I am going to continue and try to go for 100% in SC2! So to answer the question of is SC2 better than SC1, I would say in its totality, yes. The only caveat is the way dungeons are generated, but even that, in my opinion, just causes SC1 to not lose replay value. Like, consider for a moment what the replayability situation is like for The Binding of Isaac. If you go on Reddit or YouTube to see people playing that game, no one plays the original any more these days; everyone's moved on to Rebirth, because it strictly added to the core systems in every way, so there's no reason to even play the original. But with how different dungeon generation is in SC2, I think SC1 provides a different enough experience that it is still worth playing as well from time to time, depending on what you're in the mood for.
kakkkoi
游戏不错就是打真结局太难了,菜鸡打不了 :(
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