
Castle of Shikigami is a dark, supernatural vertically-scrolling shoot-’em-up classic. Summer, 2005: Tokyo's Metropolitan Police Force is investigating an occult serial killer. Specialists have been called in to investigate. The case is called “The Castle of Shikigami Incident”.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
[h1]思い出補正だけではきつかった[/h1] <昔買ってレビューを書いていなかった作品。通常のレビューより簡素> リアルタイムでゲーセンで遊んだ作品で最初は「ふみこ」のデザインが好みだったのでしばらく使っていたが、あまりにもピーキーなキャラだったのである程度パターンが出来た後は色々なキャラを使って、最終的に「光太郎」に着地した。 とにかくショットの使いやすさと式神の便利さが際立ち純粋に攻略するには非常に使いやすいキャラだった。 難易度はそこそこ高く、珍しく障害物を導入した縦STGで当時から既に弾幕STGは色々と存在していたが一線を画す存在だった。 特にキャラクタとストーリーは一般受けを狙ったキャッチーさがあり、それは既存のSTGメーカーではやらなかったのかできなかったのかは知らないが、あまりやってこなかったことだったからだ。 ステージでの会話もアーケードSTGでは物珍しいこともあってそういった諸々に惹かれて当時は夢中になったものである。 その後、Steamで発売されたことに気づいて久しぶりに遊んでみたいと思い、購入してみたが2010年代~2020年代に本作を遊んでみるとまず自機の当たり判定が思いのほか大きく、「避けたつもりが当たっていた」という事故死が多発して思うように進めなかった。 あとパターンの大部分を忘却していて、一からパターンを作り直しになるのが正直今更感があってやってられない気分になり、結局適当に摘まんでプレイをやめてしまった。 あの頃は夢中になったものだが、当時ほど楽しめなくなったのは若干の悲しさがあった。 シリーズのファンならおすすめしてもいいが、そうでないならあえてこの作品を買う理由もないと思うので、悩んだ結果「おすすめしない」にしておく。
Despite unassuming visuals, this shmup feels excellent to play, learn and improve at. Multiple characters with each their own playstyle and tools, a scoring system that rewards grazing and a unique scoring meta that pushes early/mid-game speedrunning followed by last boss milking for a cool game feel and a pretty crazy pacing that accidentally works wonders. Features a very useful (but not perfect) practice mode. Cool urban fantasy setting with some horror/occult vibes as well. -- Note about the EVO Mode DLC : EVO mode is a remix of the game where the characters and scoring mechanics stay unchanged but the enemy waves and boss patterns are all different. The pacing is not as fast, stages are noticeably longer, sometimes more repetitive (2-3's enemy waves are actually kinda bad). The final boss milk is no longer a thing, though you might probably milk some earlier bosses. Kuga players will likely struggle a lot for time in this mode. This mode is nice to have if you are craving for some more Shikigami content but the arcade mode feels snappier and character viability in it is more balanced. ---- Castle of Shikigami is a port of a vertical arcade shmup made in 2001 by Alfa System. Back then, it was ported to multiple systems including PC. This version here on Steam is different from the previous PC port though. In this game, you can play as one of 6 characters, investigating a series of bizarre supernatural murders in modern Tokyo. I'm a sucker for contemporary/urban settings like that so this is pretty cool to me. Those characters all have their own main shot, tension shot (which is a stronger variant of the shot for whenever you are grazing a bullet or enemy), shikigami attack, and consumable bombs. The shikigami attack is the star of the show since the characters have wildly different shikigamis, such as a familiar that auto-attacks enemies, a set of blades you position around you at specific angles, an orbital strike that you have to aim yourself by moving a reticle beforehand, a spinning bird, or electric balls that can latch onto an enemy until its death. Most shmups with multiple characters or ships feature relatively minor changes in their shot types, such as the fast speed and narrow shot VS the slow speed and wide shot. But the weapons here go beyond that and it makes playing as a new character feel like learning a new game in a way. And all of these shikigami attacks are important for score since they will generate more coins and will autocollect them when you kill enemies with them. Since scoring involves killing enemies with the shikigami and collecting their coins while grazing enemies or bullets, you thus have to plan your strategies and playstyle depending on what your character's shikigami allows you yo do. The bombs are also not the same for each character, as some have screen-wide attacks while others will fire concentrated blasts on a specific point for big damage. With the shikigami attack and the bombs being so different for each character, it becomes fairly fascinating to see how the strategies and techniques for each vary. Even if the scoring system in itself is the same for everyone, the spots and fights where each will excel or struggle will not be the same. Kuga may have a shikigami that attacks enemies for him and allows the player to easily graze from afar and get score faster, but he will struggle more against the late-game since his tools lack raw power and have limited area-of-effect. Kim's blades are powerful and flexible in their uses, but the low movement speed can take some time getting used to and the power can in some cases be too much for his own good when scoring the final boss. Fumiko and Tagami's shikigami you have to aim requires a lot of dexterity and knowledge of the enemy waves to fire it without putting yourselves at risk, but on the other hand keeping a maxed multiplier during said final boss scoring is easier. The players will likely use their bombs on different bosses too, or in different ways. The game's resource system is also interesting in how it seems fairly restrictive at first but opens up as you get better. The number of lives is capped at 3, the number of bombs is capped at 5. You can never get more than that at once. It sounds unfriendly and in a way it is, but it allows the tension to never falter as hoarding tons of resources early on to trivialize the rest of the game is impossible. Besides, the life and bomb restore systems encourage you to get into the scoring to get more of them. Extra lives are awarded when you hit scoring thresholds and since it works on a "one every XXX points" basis, there is no hard limit to how many life recharges you can get in a single run, as long as you keep scoring to get said points. Since getting a life (or losing one for that matter) also gives you one more bomb, you have more opportunities to replenish your resources than you'd initially think. There is a power system which is kind of a double-edged sword (and will be removed in later installments of the series) where your character gains power levels (there are 4 levels total) by collecting enough coins, and taking a hit causes a loss of one power level. This can create some tricky situations where the lower power makes it harder to get back on one's feet. However, gaining a power level awards you with a bomb too, so losing a life means you can actually regain two bombs, one for the life loss, and one for the regained power level. This is far from those games where you can have plenty of bombs in stock but lose every single one of them when taking a hit. How grazing works in this game is also slightly different from the norm and works well with the game's pacing. You need to be grazing an enemy or bullet while killing enemies and collecting coins to increase their value up to 8 times. Unlike many graze-based scoring systems though, the overall number of bullets you graze does not matter at all. Instead, you want to be continuously grazing hazards, and a same hazard can be used to get a x8 multiplier for many coins and enemy kills. This approach also means there is no super-graze milking on bosses or anything which abuses bullet spawners like that. Learning how to play the game and how to progress further is a real joy because the game is divided into stages that each have 3 sub-sections. They are usually relatively short and you can practice them individually after reaching them in a full run. It's a shame you can't practice the bosses directly (except the second sub-section of each stage which is only a boss) but replaying the sections to get better, and doing some full runs to get even further in the game thanks to the practice feels tremendously rewarding. There's just something that works. Now let's tackle the overall meta-scoring and its strange but compelling and unique quirks. Most shmups have stages that last the same amount of time no matter what, and killing enemy waves faster can sometimes net you some bonus waves to prevent dead air. Since stages will naturally end no matter what, only bosses would feature a timer as to prevent infinites on them. However, this game is different. Unique to this game (even within its series) is the inclusion of a global timer, and non-fixed-length levels, with the exception of 3-1 because it has walls and fixed enemy spawns and the 5-3 finale that always lasts ~70 seconds. The Steam review character count cap is too damn small, here's the rest of the review : https://pastebin.com/8FgDZ7sn
my gawd this is an ugly and boring shmup. also, for those still interested in the game. to get xbox controllers to work I played in Big Picture Mode and I had to disable xbox controller support in the Steam settings, then it worked fine.
箱コン何故かこれだけ使用できずまともにプレイできません。
ゲームは難しいですが面白いです このゲームをノーコン出来る人は凄いと思います、僕には難しすぎる 他のレビューにもあるようにコントローラを認識させるのが少し難しかったです 色々調べて試したところ Steam入力をオフにする ゲーム内のインプットオプションの画面でキーボード右→コントローラの設定が出るのでそこを触ってみる このどちらかで上手くいくと思います
[h1] Ok shoot'em up. Translation is bonkers. Gameplay boring in some parts but overall can recommend this one as it was a big hit on the consoles (PS2, Wii). [/h1]
何故かアケコン、箱コンが使えません ならばとキーボードでプレイしても、デフォルト設定のZ,X,Cのいずれかを押した瞬間にキー入力が受け付けられなくなり1発も撃てず、ゲームになりません UIの画質はモニターサイズに準拠するためキレイですが ゲーム画面はもの凄く小さいのを無理やり引き伸ばしているため、モニターが大きいほど汚く、4Kでは苦痛の極み
I have already bought it once in a bundle, then they decided the deal was too cheap & revoked the key without compensation. Now they offer it for almost the same price in store, but i have no intention to buy this second-hand so-so shchmup another time - it's not worth it & hope they choke on the pennies.
ゲーム自体の評価は抜きで、とにかく移植の品質が悪い。 元々のデータがないんだろうけど解像度がバラバラなグラフィックが画面内に共存していて、荒いものはアンチエイリアスでボケボケなので非常に見づらく特に文字が致命的。 さらにコントローラーもSteamの設定を変えないと認識しないなど面倒なことが多い。 どうしても式神の城がやりたいというのでなければお勧めしないし、逆にそういう人は家庭用ゲーム機版を探したり引っ張り出してやった方が幸せになれる。
因为名字(式神)才玩的,但是游戏确实有些劝退。 难度很高,过于硬核,后期敌人子弹的密集程度堪比懂王的关税。 而与此同时,玩家的人物升级的途径却很单一,不像某些传统的弹幕游戏可以捡道具增加HP或者攻击力,一代的攻击力和游戏的TBS系统有关。 说白了,就是需要玩家擦着子弹消灭敌人(子弹只有在击中玩家的机体中心才算over,所以擦子弹风险没那么大),而这样做就可以增加攻击倍数,进而提升攻击力。 除此以外,就没别的办法提升攻击力了。如果是比较胆小或者技术一般的玩家,可能到了最终BOSS的时候,攻击力会很差,导致打怪不怎么疼。 一言以蔽之,这就是勇敢者游戏。 所以这种设定就导致游戏的滚雪球效应非常严重,越菜的玩家越容易获得糟糕的体验,导致很多平时不玩这类游戏的人砸键盘。 如果是经常玩弹幕的可能会觉得不错,对于一般休闲玩家的话可以说是体验极其糟糕。 不过游戏支持无限续命,所以还是通了。 好在关卡不多,所以糟糕的时光也算短暂。
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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