
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 →
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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
Engagement
Hours played at review time, across 54 reviews with recorded playtime.
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Cinema. Great sequel
和一代一样出色
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.
这部剧本写得比上一部好,这是绝对的加分项,单冲这点就值得一玩。但是梦境感觉比较普通,没有了上一部那种天马行空的情节,解密要素也相对简单。还有游戏对手柄的支持不太好,是不是某些按键就失效了,要重启游戏才能解决。
genuinely a beautiful expereince. i think it has issues with character distribution and screen time compared to the first game due to it's twist and being confined to it's connection To the first game, but I recommend it all the same
剧情比一代赶了 一些,但是故事讲的还不错
7/10 [b] 包含剧透 [/b] 相较于1代,有了非常多的功能改善与细节优化,让游戏的剧情逻辑与推进体验变得更加顺滑。比如,Wink Psync的加入,让整个故事的展开变得更加合理且自然,让很多情理上有口难言但对游戏推进非常关键的信息通过Wink Psync展现出来,逻辑更加的通顺,部分规避了一代那种求爷爷告奶奶式的拿信息体验。而简单的问答养成小游戏、ai的相谈空间等小功能的加入,虽然对整体游戏没有明显影响,但非常明显的改善了游戏的节奏,这样一个定时触发的简单直接的小功能,非常大幅度的调整了游戏的节奏,为剧情展开提供了一个小小的缓冲,不至于因为过多的Psync而产生厌烦感。 但也有一些不足。比如包括Wink Psync在内的Psync要素的比重被大幅度提高,将观感从“什么都不说只能靠Psync”变成了“管你说不说反正先Psync”。Psync从游戏系统功能与剧情展开上来说,就是给“难以通过调查得出,只能靠角色口述”的信息一个合理的出口,但问题就在于,本作过量的Phync也就意味着,通过调查、信息共享等方式给出的信息不足,大量的信息靠Phync给出的不明不白的推论。而我个人来说,真的对过量的Psync无感。过多的Phync无法带来代入感与参与感,而且带来了过多的无关信息,虽然这些信息能够丰富角色塑造,完善世界观,但从探案的核心主题来说,反而玩得有些疲惫。 核心案件上,极为大胆的时间线交织与替身式角色的叙诡手法虽然能够加深整个案件的深度,但这样的故事不仅让人在游玩过程中感到迷惑、显得非常的不自然与刻意,比如龙木的直接失忆,以及环几次丢失数据。更重要的是,这样的剧情展开方式反倒带来了更多的疑似剧情Bug与更多的疑似前后矛盾之处,为了圆这样的设定加入了更多服务于这个设定的设定,后期解开悬念以后相较于恍然大悟,我的感觉更倾向于屁大点事搞这么大,回过味以后还感觉人工设计感过于明显,比如两个瑞希在6年前与6年后穿完全同一套衣服?大瑞希会一天穿小瑞希同款查案,一天带上面具偷偷支援龙木? 此外,不知道是不是因为需要把这个双线的交织时空当作绝对主线,其他分支剧情的工具感显得过于明显了。一代是在剧情分支后,将每一条剧情写到结束,写出这条世界线下的故事结局。而这一代更像是为了补充主线剧情,为了弥补时空交替的主线的缺失视角而添加的故事补完,支线在写到主线所需的背景后就被切断了,没有将对应的那条故事补完实在非常可惜。 而落实到具体的剧情上,不得不说整体还是偏儿戏,和一代一样的问题,整体剧情推进全靠Psync以及主角团的小道消息分享。很多时候的紧张情节完全是莫名其妙自己找来的,比如这么多次和对面少打多,对面这么多舞刀弄枪的警察真不管吗?时雨被砍成两半了以后,发现地下有鬼,找几个警察跟着一起去不行吗?结局一直在打架,外面搞隔离的警察完全不增援的吗?其他警察破案给我破好了啊。
好遊戲 全成就會坐牢...
the ending alone makes this worth the price. utterly mindblowing
"LGBTQIA+" is a line that gets screamed into your ear
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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