
In collaboration with Corpse Party scenario writer Makoto Kedouin, this horror RPG follows Mai Toyama’s search for her sister in a quiet lakeside town. She’ll unravel clues to the town’s past by day, and battle Shadow Matter by night. Can you uncover the truth before reality is consumed by darkness?
Modeled estimate, not a reported figure. How we estimate →
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 8 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−75% | 508reviews | 69% | — | $89.3K |
| $9.99−75% | 24ratings | 62% | — | 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 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Death end re;Quest 2, developed by Idea Factory and Compile Heart and published by Idea Factory International, is a rare kind of JRPG that doesn’t just flirt with horror elements but fully embraces them as a core part of its identity. Set in the seemingly quiet town of Le Choara, the game follows Mai Toyama, a young woman with a deeply traumatic past who arrives at a secluded girls’ dormitory while searching for her missing sister. What begins as a subdued, character-driven mystery slowly unravels into something far more disturbing, blending psychological horror with traditional role-playing mechanics in a way that feels both deliberate and unsettling. The game’s structure is built around a stark division between day and night, and this duality defines the overall experience. During the day, it plays like a visual novel, emphasizing dialogue, character interactions, and narrative development. These sections are dense with exposition, often delving into the emotional struggles and histories of the cast. There’s a deceptive calm to these moments, with an almost slice-of-life tone that allows players to become familiar with the characters and their relationships. This sense of normalcy, however, is constantly undercut by subtle hints that something is deeply wrong beneath the surface. When night falls, the game shifts dramatically into dungeon-crawling territory, transforming the town into a twisted, hostile environment filled with grotesque enemies and oppressive atmosphere. This transition is not just a gameplay change but a thematic one, reinforcing the idea that the characters are confronting hidden fears and buried trauma. The contrast between the relatively grounded daytime sequences and the surreal horror of nighttime exploration gives the game a unique rhythm, though it can also lead to pacing issues. Players who are more invested in gameplay may find the lengthy dialogue segments slow, while those drawn to the story may feel the dungeon sections interrupt the narrative flow. Combat introduces a distinctive positional system that sets it apart from more conventional turn-based RPGs. Characters can launch enemies across the battlefield, chaining attacks by knocking them into walls, hazards, or other enemies in a way that resembles a controlled, strategic pinball effect. This mechanic adds an extra layer of planning, encouraging players to think about spacing and momentum rather than simply selecting the strongest attack available. While this system is creative and initially engaging, it doesn’t evolve significantly over time, which can make later encounters feel somewhat repetitive. Even so, it remains one of the game’s more memorable gameplay features. Narratively, Death end re;Quest 2 is unafraid to explore heavy and uncomfortable themes, including abuse, psychological damage, and the long-lasting effects of trauma. The story leans into these elements with a seriousness that distinguishes it from many other anime-inspired RPGs, though it occasionally relies on familiar tropes in its character archetypes. Mai herself is a compelling protagonist, shaped by her past in ways that influence both her actions and her relationships with others. The supporting cast adds further layers to the story, each bringing their own struggles into the larger narrative, though not all of them receive equal depth or development. From a presentation standpoint, the game reflects its mid-tier production values. Character illustrations are expressive and polished, particularly during dialogue sequences, helping to convey emotion effectively. In contrast, the dungeon environments can feel repetitive and somewhat lacking in detail, which slightly undermines the oppressive atmosphere the game aims to build. The soundtrack does a solid job supporting the tonal shifts, moving between softer, more reflective pieces during the day and darker, tension-filled tracks at night, though few compositions stand out as particularly memorable on their own. One of the more divisive aspects of the experience is its pacing and balance. The heavy emphasis on story can lead to long stretches with minimal gameplay, and while this works well for players invested in the narrative, it may test the patience of those looking for a more action-driven experience. Difficulty spikes, particularly during certain boss encounters, can also disrupt the flow, sometimes requiring grinding or careful preparation to overcome. These moments can feel at odds with the otherwise steady progression of the game. Despite these shortcomings, Death end re;Quest 2 succeeds in delivering a distinctive and emotionally charged experience. It doesn’t aim to compete with larger-scale JRPGs in terms of mechanical depth or technical polish, but instead focuses on crafting a cohesive blend of storytelling and atmosphere. Its willingness to tackle darker subject matter and its commitment to maintaining a consistent tone help it stand out in a crowded genre. In the end, Death end re;Quest 2 is a game that will resonate most with players who value narrative depth and aren’t deterred by slower pacing or unsettling themes. It offers a unique combination of visual novel storytelling and RPG mechanics, anchored by a strong sense of mood and purpose. While it doesn’t fully realize the potential of all its systems, it leaves a lasting impression through its ambition and its willingness to explore the darker corners of its world. Rating: 7/10
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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
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Лучшая часть из серии на данный момент которая не вызывает совершенно никаких ванизмов и вопросов! Музыка имбуличка прям слушать в машине или же так на балдеже самое оно, уровень истории и визуала ну прям тихий туман прям огого, геймплей даже менее напряжен чем в первой части, длс не роляют и не напрягают от слова совсем! А минусы будут? да маловато показалось (хоть и закончено) Резюмируя выше облизывания, игру стоит брать как минимум ради музыки как максимум тем кому надоела петуния и он хочет жесткача от той же студии.
Death end re;Quest 2 is an insult to anyone who loved the 1st game. The story has way more plot holes, barely connects to the first game and many many MANY gameplay features were stripped down from the first game. Don't even bother buying this one even if you liked the first game, it's completely different in tone, has an overall worse story and is barely connected to the first game (in an, of course, extremely loose way). The game feels like a VN that has unnecessary gameplay tacked on contrasted with the first game which was rough but had a decent balance between the VN and RPG sections as well as far better atmosphere and tension. This game is so inconsequential and pointless that the namesake isn't even done well, there are fewer death ends AND they're all meaningless and contrived as hell with low production quality. The characters were enjoyable for the most part but the story they come in is so horrendous that it ruined my enjoyment. Disclaimer: The following is very ranty and annoying sounding cuz I loved the first game and was enjoying the 2nd until all of the contrived bs kicked in around halfway through the game. It also contains spoilers, you've been warned. I won't include anything regarding the true ending and Lydia's scenes because I just... couldn't care enough to continue the game after the mess of an ending DERQ2 Story Issues: - It doesn't connect to 1 baring the fact that 1 did happen and nothing else, every returning character from 1 is pretty much useless - No explanation for why the girls can fight (Rot just gets a random ass gun with no explanation, true American right there) - The girls can fight, except when they can't for plot reasons, monsters? no problem, a guy with a knife? oh horror of horrors - This leads to many times where you wonder why the hell they can't fight back when they just beat an eldritch monster like 2 seconds ago and breaks any and all tension, suspension of disbelief and horror - This is made even worse when you get the old party as "character data" and you would likely assume that it isn't canon and just an extra thing for you, the player... but then they acknowledge that it's an actual thing like twice in the game which means it exists, they just expect you to think it doesn't - Glitch Mode is purely gameplay, no lore explanation, it doesn't exist, it's just there. Meanwhile we lost Battle Jacks, dungeon hacks and many more due to them not appearing in plot - Mai is a "programmer" like Arata who doesn't once use her powers till the very ♥♥♥♥♥♥♥ end, the Laptop enables her to do this but she finds ♥♥♥♥ to unlock features and GETS NOTHING, in fact in multiple points Iris is just completely forgotten - Constant time inconsistencies, the game sometimes just ignores what was said and skips to midnight or just has tons of time ♥♥♥♥♥♥♥ that makes no sense and isn't worth figuring out - The ending is a rushed exposition dump that has many plotholes - Barbas is now Marbas. Confused? Who cares, the game definitely doesn't. Literally never even addresses the sudden change. - Deus Ex Arata + nothing he can do can prevent his death but apparently he can set up this entire elaborate plot to include Mai??? - Liliana just acts like the rest of the townspeople even though she's from the current time but Mai doesn't???? And Deus Ex God!??!?!? - The ending makes no sense with how World Degradation works, it rewinds time but somehow her one time use of it just fixes everything and prevents the events of the game from ever happening? Not only does this not align with the 1st game... IT DOESN'T EVEN ALIGN WITH THIS GAME EITHER. It's described as rewinding time for your allies, keeping your minds in tact... yet the ending clearly shows that everything they did was in tact as well, not just their minds. Somehow the timeline they end up with ends up being a perfect timeline where the entirety of the game doesn't happen. No rituals, no 30 year cycle, nothing, but with how degrade is described it's supposed to be a chance to start over, to do things differently and hopefully do better... Like a NG+... instead nah, magical ♥♥♥♥♥♥♥♥ go. Everything is perfect minus Lilliana DERQ2 Gameplay Issues: - Difficulty boils down to unreasonable damage, dodge rate, or HP sponges, completely not fun - Character Switching (Characters used to be paired and switchable mid combat) is removed, making some returning characters pure dead weight - Removal of Battle Jack in favor of super knockbacks makes the game monotonous and some characters (mainly Lucil) useless if they don't have any good knockback or any knockback at all - Only 8 Death Ends, all of which are contrived and boring with much less gorey/disturbing imagery compared to 1 - Returning Class feels like afterthought DLC despite being in the base game
有卡 有中文 有成就 有免费DLC ......⢠⡶⢦⡀⠀⠀⠀⠀⠀⠀⢀⣴⠖⣦ ⠀⠀ ⡿⢀⠀⢳⡀⠀⠀⠀⢀⡾⢁⢤⠘⡇ ⠀⠀⢸⡇⡇⢣⢸⡧⠶⢼⠃⡜⢸⠀⠀⡇⠀ ⠀⠀⢸⡀⢃⠞⠀⠀⠀⠀⠀⠉⠁⠀⠀ ⡇ ⠀⠀⢸⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢹⣄⣀⡀ ⠀⠀⣾⠁⠀⣤⡀⠀⢀⠀⠀⢰⣿⠀⠀⡲⣿⡖⠂ ⢒⣲⣟⠀⠀⠉⠁⠀⠈⠈⠀⠀⠀⠀⣀⡿⢁⣤⠖⢲⡆ ⠀⠈⠳⣤⣄⣀⣀⠀⠀⠀⠀⠀⠰⣾⠋⠀⡜⠁⠐⢸⠃ ⠀⠀⠀⠀⠀⣟⠁⠀⠀⠀⠀⠀⠀⠙⡇⠀ ⡇⠀⠀⡏ ⠀⠀⠀⠀⡴⠋⠀⠀⠀⠀⠀⠀⠀⠀⣧⠀ ⡇⠀⠀⡇ ⠀⠀⠀⡼⠁⢀⠀⠀⠀⠠⢀⠀⠀⠀⠜⣷⠇⠀⠀⡇ ⠀⠀⣴⠃⠀⢺⠀⠀⠀⠀⠈⠀⠀⠀⠐⠠⠂⠑⢰⠇ ⠀⠀⣿⠀⠀⠀⡄⠀⠀⠀⠀⡆⠀⠀⡆⠀⠃⣠⠟⠀ ⠀⠀⠈⢦⡀⠀⢰⠀⠀⢠⠀⡇⠀⠀⠁⠀⣿⠁ ⠀⠀⠀⠀⠈⠛⠢⢷⣤⡬⠤⢧⣠⡼⠤⠚⠁
前作の舞台である日本の街はテクノロジーで溢れかえり、実に文化的だった… しかし今作の舞台である、ここリズ・ショアラはまさに旧態依然… 住民はPCやスマホの存在すら知らず…ITインフラがないこの地からはネットにすら繋がらない… そんな世界から隔離された郷土に、とある目的と意志を持った少女が放り込まれる。 現代文明を忌避し、盲目的に信仰される宗教 この街は何かがおかしい… 常識と非常識 外の世界から来ただけに感じる 理解と不可解 起きてしまう猟奇的な事件 何が怪しいか… 何が黒幕なのか… 一体この土地は何なのか… 前作のエンディングが世界に何の影響を与えてしまったのか 物語を読み進み、これらの謎を予想はできても確実な答えがわからないまま…何かが欠けたままで、モヤモヤする。 この感覚が考察しながらプレイする上で良いスパイスになって、面白い良作だった。 前作に引き続きゴア要素が強めなのと カルト宗教色、意味不明・理解不能さの表現なのか甲高いキツい奇声が多い事に注意かな。 だ そ く [h1]デスエンドリクエストをプレイした[/h1] [h1]そのままのパッションで続けて遊べ!![/h1] ストーリーは前作から引き継がれている。 だが…あまりにも初見バイバイすぎる! 物語を理解しようにも前作の知識がないと話にならない! 世界観の説明は一切なく、前作をプレイした前提で用語が次々と出てくるので先ずは前作をプレイしよう!話はそれからだ! ぶっちゃけ前作プレイ済みでも物語序盤から… まるで意味がわからんぞ! [h1]RPG+ADVの形式[/h1] デスエンドリクエストと言えばこのスタイル。 だが、前作と違う点はADVパートに重点を置いたと言う事だろう。 前作はRPGがメインで必要に応じてADVに切り替えるスタイルだったが… 今作は昼はADVパートで夜はRPGパート…とRPGパートが短い区切りでブツ切りになる。 ADVを見るのが本編と言っても過言ではない。 RPGは簡略化 賛否が分かれそうな調整を受けた。 バグ床はメリットだらけの安全な床になり、変身し放題に。 ノックバグは取り合えず敵を囲って殴ればクリアできるレベルで超強化された。 前作だとキャラ毎に扱える属性が異なっていて、敵に合わせて編成を変えて行く事もあったが……今作の主役達が物理魔法どんな属性にも対応できる勇者様な為に編成を弄る必要もほぼない。 前作のクソ要素だったバッドエンドは直後の選択肢まで戻れるようになった。 マップ探索は迷いようが無いくらいに一本道化。 キーアイテムもわかりやすい所に置かれる事になった。 前作のハーティス王宮のようにグルグル迷い続ける事もなくなった。 前作から難易度を下げようと意図した痕跡が見て取れる…そんな反面… 前作で猛威を振るった技や戦術は「簡単にクリアされたら悔しいじゃないですか」と言わんばかりにナーフを受けた。 味方キャラのSP回復が削除。割合回復も削除。 リリィのメルシン系の永久機関はできなくなった。(リリィの存在価値が…) クレアの所持金を消費するHPとSP全快技も削除された… SP回復がナーフされたと言う事でシイナやセリカの戦術のひとつ、潤沢にSPを使った無敵バフで特攻ゴリ押しもできなくなった。 スタンやスキル封印と言った相手に何もさせない系の状態異常もナーフ。 状態異常の存在価値を問うレベルで効かなくなった…(セリカさん…) 今作のバグ床はメリットだらけの床なのにパッシブ効果でターンエンド後、勝手に潰して行くドジっ子がいる。(ルシル ェ…) あとは技の閃きがノーヒント。 そこを不便にするのかよと… 何となく気がついたであろう……前作キャラは不遇の扱いを受け。 今作から新登場したメインキャラが性能面で露骨に贔屓されているのだ…。 前作の全体スキル封じやら無敵肉壁にSP全快は流石に無法しすぎたのか…。 細かい不満点 PTメンバーの一瞬の途中離脱が非常に多い。 1戦したら戻って来るシーンもあって…まるでフリスビー犬である…。 途中離脱してしまうと装備していた物が全部はずれてしまう。 また付け直しては離脱され、また付け直しては離脱…が無駄な手間過ぎたので、もうちょっと考えて欲しかった。 きゃっきゃうふふ 住めば都のレズパレスとはこのことだ。 何が厳格な修道院だの信仰が貞淑の為にだの…嘘を言うなっ! 物語の舞台になる女子寮ワーズワースには嫉妬、依存、束縛、二股………どいつもこいつも湿度の高いレズ共が潜んでいやがる…あぁもうそこら中レズレズ百合百合 相棒ポジの子も…どこまでも主人公に抱き着いてくる… [h1]我はユーカリの木でお前はコアラかァ![/h1] 「あっR-18版ならここでモニョモニョが入るな…」と思わせるくらいエロゲーの全年齢版のようなADV。 なんかこのゲーム…性癖と行動偏ってない?と訝しんだ。 百合は勿論あっても良い!と言うかメイン2人のカップリングだけで良い… 良いんだが…何故どいつもこいつもモブ全員頭リリィなんだ… ストーリー 前作は尻すぼみな感想だったが、今作は真逆。 序盤中盤の露骨な百合展開キャッキャウフフに「もうええてw」と冷笑していたが… 後半はデスエンドリクエストらしいグロと狂気に満ち溢れていた。 そして「何故そうした…?」とプレイ中に黒幕の動機や思考が気になって仕方がない。 前作と同様の後半超展開だが…今作の急にシリアスに腹をグーで殴って来る感じが良き。 1周目は主人公一行の視点がメインだったが、2周目は前作の面子の登場やxxxx視点など…別の視点からもストーリーを追えるようになった。一度で二度おいしい。 実績コンプのためにどうせ2周するなら、今作のように面白い仕掛けがある方が良いな。 巨大な流れ エンディングまで見ても物語はまだ道半ば…と言った所か。 あのエンディングで世界観がまたクソデカに拡張されたが……。 もはや構成言語が何でもありすぎて、どうやって物語を締めるつもりなんだ…?と心配になった。 総評 今作は物語が難解…かつ前作をプレイした前提のゲームではあるものの、考察好きなら遊んでみても良いんじゃないだろうか… [h1]と、言いたいところだが[/h1] 今作のRPG部分には味気が無い…。 まるで塩味のないポテトフライじゃな。 ADVを見るためだけに走り回って戦う。 敵の状態異常対策もバッチリなせいで派手な事もできない。 レベルを上げて、変身して、ただ囲って殴って吹き飛ばす。 前作も育成が進めば状態異常や無敵で何でもゴリ押せたが、今作は序盤から労力をかけずに敵をパワーで叩き潰せる。 続編になった事で正当な進化…というようには見えず、ADVに力を注いだ&ゲームを簡略化した弊害で前作よりRPG部分が少し薄まっているように感じた。
[h1]🎮 Reseña de Death end re;Quest 2[/h1] [h2]Resumen del Juego[/h2] Death end re;Quest 2 es ese híbrido orgullosamente japonés donde te avientan una [b]historia tipo novela visual[/b] con [b]terror psicológico[/b], gore y “momentos de fanservice” que juran ser parte del guion… y luego te recuerdan que también es un [b]RPG por turnos[/b]. Todo con [b]protagonista femenina[/b] y un tono de fantasía oscura que mezcla monjas, traumas y violencia como si fuera receta de cocina. En la práctica, se siente como una aventura narrativa que te quiere incomodar (a veces lo logra) y luego te da combates por turnos para que respires… o para que te preguntes por qué estás farmeando cuando el juego claramente quiere ser una serie anime con trauma premium. Primera impresión: [b]intrigante, intensa y medio descarada[/b]. Es el tipo de juego que te pide tolerancia a los excesos: si entras esperando “acción” estilo hack & slash, te vas a estrellar; si entras por historia turbia con RPG, aquí hay material… con sus bemoles. [h2]🩸 “Final Bueno” vs “Final de Trauma Innecesario”[/h2] Lo Bueno: ✅ [b]Historia con ganas de incomodar[/b] 😈: terror psicológico + fantasía oscura, con buen gancho narrativo. ✅ [b]Combate por turnos sólido para el género[/b] 🎲: cumple como RPG japonés, sin venderte humo de “acción” todo el tiempo. ✅ [b]Protagonista femenina y enfoque más personal[/b] 👤: se siente menos genérico que el JRPG promedio de “salvemos el mundo”. ✅ [b]Compatibilidad total con mando + Steam Cloud[/b] 🎮☁️: comodidad real para sesiones largas (y para huir de tus decisiones). ✅ [b]39 logros + cromos[/b] 🏆🃏: para la gente que necesita validación digital con numeritos. Lo No Tan Bueno: ❌ [b]La mezcla “novela visual + RPG” no es para todos[/b] 📖⚔️: si te desespera leer, aquí vas a sufrir (y no del modo “terror psicológico”). ❌ [b]Contenido sexual y desnudos</b> 🔞: controversial y a ratos se siente más “mira qué atrevidos somos” que narrativamente necesario. ❌ [b]Violencia/gore como condimento constante</b> 🩸: si no conectas con ese tono, el juego no se va a adaptar a ti; te arrastra. ❌ [b]Comunidad miniatura</b> 👥: ver [b]3 jugadores actuales[/b] es como entrar a una fiesta y descubrir que solo está el anfitrión… y su gato. ❌ [b]“Acción” en el género… pero el ritmo es más de lectura y turnos</b> 🧾: el marketing y la realidad no siempre se dan la mano. [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]7[/td][td]JRPG por turnos competente; no reinventa nada, pero funciona.[/td][/tr] [tr][td]Dificultad / IA[/td][td]6[/td][td]Cumplidora; más del lado “administrar recursos” que de IA brillante.[/td][/tr] [tr][td]Contenido[/td][td]7[/td][td]Bastante texto + combates; si te engancha la trama, hay horas.[/td][/tr] [tr][td]Gráficos / Video[/td][td]6[/td][td]Estilo anime correcto; no esperes milagros técnicos.[/td][/tr] [tr][td]Historia[/td][td]8[/td][td]Oscura, intensa y con buen gancho, aunque a veces se pasa de edgy.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Fantasía oscura + terror psicológico bien sostenidos.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]6[/td][td]Cumplen; más funcional que espectacular.[/td][/tr] [tr][td]Música[/td][td]7[/td][td]Acompaña bien el tono; no siempre memorable, pero efectiva.[/td][/tr] [tr][td]Voces[/td][td]7[/td][td]Aportan a la novela visual; ayudan a vender el drama.[/td][/tr] [tr][td]Diversidad[/td][td]7[/td][td]Incluye elementos LGBTQ+; bien que esté, aunque depende de tolerancia al enfoque.[/td][/tr] [tr][td]Rendimiento[/td][td]7[/td][td]En general estable para una experiencia de un jugador.[/td][/tr] [tr][td]Rejugabilidad[/td][td]6[/td][td]Más por completismo (logros) que por necesidad vital de repetir.[/td][/tr] [tr][td][b]Total Puntuaciones (Muy Bueno)[/b][/td][td][b]6.8[/b][/td][td]Un JRPG narrativo oscuro que destaca por historia/ambiente, pero no es para piel delgada.[/td][/tr] [/table] [h2]Conclusión (Muy Bueno)[/h2] Death end re;Quest 2 es “muy bueno” cuando abraza lo que realmente es: [b]una novela visual de terror psicológico con RPG por turnos[/b], gore y un gusto particular por el drama oscuro. La historia y la ambientación hacen la chamba pesada, y cuando el juego se enfoca en tensionarte, funciona. Pero también es un título que se mete en terrenos controversiales (contenido sexual/desnudos y violencia) con una confianza que a veces parece más provocación que necesidad narrativa. Y ojo: con [b]3 jugadores actuales[/b], la sensación es de culto chiquito; eso sí, con [b]325 recomendaciones[/b], al menos queda claro que a su público sí le pegó. [h3]Recomendación de Compra (Recomendado con reservas)[/h3] Puntuación Total: 6.8/10 Número de jugadores activos al momento de hacer esta review: 3 Descuento máximo registrado: N/A Veredicto: [i]Recomendado con reservas[/i] Si te gusta el [b]JRPG por turnos[/b] con [b]historia oscura[/b], vibes de terror psicológico y no te espantan los excesos (ni el fanservice cuestionable), aquí hay un viaje intenso. Si buscas “acción” constante o te incomoda el enfoque adulto/violento, mejor sáltatelo: este juego no te va a pedir perdón, y tú no le debes aguantar nada.
[h1]前言[/h1] 《死亡终局 轮回试炼 2》这是一款由地雷社研发制作RPG、回合制战斗类型的游戏,因前作得到的和口碑较好,所以推出的续作。 游戏整体充斥着部分的血腥暴力,风格也偏向那种暗黑类型,女主东山舞也是性格也是比较丧丧的,但这主要和他家庭有关。而编剧是《尸体派对》的祁答院慎,这哥们在搞恐怖剧情上确实有两把刷子。游戏的气氛一直压着你,但你又忍不住想知道后面发生了什么。 [h2]游戏解析[/h2] 不吹不黑,先说剧情上作为续集,比第一部差了不少,但如果你没玩过底部,整体剧情看着还算不错。恐怖悬疑分为营造的也比较好,而且毕竟是地雷社,所以游戏的元素中百合场面占比还是比较重的。 故事上女主东山舞非常悲惨,母亲离婚带着妹妹走了,而父亲整日酗酒经常殴打和辱骂女主,造就了女主的性格非常的敏感和恐惧。 而故事开头地爸又是一如既往的在殴打,但这一次女主忍无可忍反杀了他父亲,而在之后了解原油的法官们。给他判了一个正当防卫,并在女主的要求下一个叫“里茨什瓦拉”的教会女校,而女主为什么进这种学校呢?是因为在母亲时候跟着他的妹妹就被送进了这所学校,而女主也有跟她妹妹有联系,但在一年前却神秘失踪了,并在失踪时留下了一句奇怪的话,所以为了找到失踪妹妹,女主就进入了这所学校,并在这里结识到了许多好朋友,也发现了这所城镇在晚上是设立宵禁的,因为有怪物出现,女主也是偶然间碰到并与他们战斗,后面还会遇到前作的主角,并随着剧情推进与几个好朋友一起战斗,并最终解决这个灾祸。 在战斗方面对比前作也有一些改进的地方,但是所暴露出的缺点也不少,最为明显的就是在系统上做出了不少删减,导致战斗体验不是很好,同时也衍生出了其他bug,并且几乎没考虑新玩家,在剧情在默认玩家知道主角是如何变身,以及如何对抗,几乎是一点铺垫都没有,并且在战斗上对比第一代非常简单化,简单到你只要开着自动,大部分战斗都能过去。 如果你是没玩过第一代的,并且又遇到打折,想入手也是可以的,接下来我将介绍这游戏的玩法系统,游戏的战斗叫“三连行动系统”说白了就是你一个回合可以干三件事。比如攻击、再放技能、再防御,全在一个回合里搞定。当然也可以全点攻击或者技能,这需要根据场上的情况而定,而这游戏的属性克制也非常明显,就是石头,剪刀,布的玩法。星克制月,月克制日,日克制星。遇到打不过的战斗,运用属性克制都可以过。 另外一大特点就是击飞BUG。你用带击飞效果的技能打敌人,敌人会被打飞出去,像弹球一样撞墙撞别的怪。要是撞到你队友身上,还能再打飞一次,造成更多伤害,有种像打台球的感觉。 还有个外挂模式。也可以理解成变身模式,战斗中地上有BUG圈,踩了会涨污染值,涨到80%就能变身。变身后伤害猛增,打boss的时候开了这个模式输出直接起飞。 再说玩法上,游戏分白天和黑夜两个阶段。白天就是在女校和镇里跑,跟NPC聊天收集情报,看剧情发展。晚上就是出去打怪,探索那些白天去不了的地方。 晚上打怪的时候要注意,地图上会随机出现一个“黑影”,这玩意儿碰一下就游戏结束,只能躲着走。 而游戏也是全剧情配音,毕竟是地雷社出品的,完全可以当做动漫来看,而且日产剧情占比也挺重的,虽然知道编剧是在水,但是要是单独住会发现这种日常的生活,换成过去简直是梦寐以求。 总结没玩过第一代的入手第一代,首先这两者在战斗系统上并没有多大的差别,并且在剧情上一代描写的也更为饱满,但如果你想入手这个也没有什么问题,毕竟玩法剧情上也并没有太多雷点,算是一部中规中矩的游戏。 [quote] 恭请雅鉴 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
[h1]《死亡终局 轮回试炼 2》:地雷社的百合恐怖续作[/h1] [h2]前言[/h2] 本作是一款地雷社发行的回合制日式角色扮演。由编剧祁答院慎执笔,延续了前作猎奇恐怖加百合的招牌。玩家扮演被家暴后反杀父亲的少女东山舞,为了寻找失踪的妹妹进入一所全封闭女校,在探索与战斗的循环中逐步揭开诅咒背后的真相。 [h3]剧情设定[/h3] 东山舞的童年生活那叫一个悲惨,用一句“父赌母病妹读书”形容毫不为过。故事开场,她的父亲酗酒成性,嗜好家暴,某天终于把舞逼到夺刀反杀。法庭判定她正当防卫,但母亲早已带着妹妹远走,妹妹也在学校里神秘失踪。舞为了追查妹妹下落,主动申请入学。 剧本到了中期就明显看出框架开始崩坏了,角色动机牵强,关键线索反复提及却始终不解释,直到结尾也没交代清楚。更逆天的是,我也不知道妹妹是不是偷吃编剧家大米了,让编剧对她这么恨,从头虐到尾。 [h3]游戏玩法[/h3] 白天是女校日常,玩家可以在宿舍和同学聊天,顺带集情报;夜晚宵禁之后,怪物从暗处涌出,就能和几个性格各异的舍友组队出击。可操控角色里有老角色回归,但处境相当尴尬,戏份少也就罢了,有人脸都没怎么露就被领盒饭了。而且新角色只有三个,这方面很难感受到制作组的诚意。 战斗的核心是“三连动”,每回合从攻击、道具、防御、技能任意选择三项行动,节奏比传统回合制快上一大截。游戏共三种属性,日月星。克制关系是星克月、月克日、日克星。整体策略深度不算差,但后期数值严重失衡。怪物血量夸张到让我怀疑策划是不是没睡醒,难道是为了变相卖dlc的武器道具? [h3]百合要素[/h3] 本作的百合浓度比前作翻了个倍[strike](味真足)[/strike],学校里每一个女孩子都对女主有一种谜一般的情感。加上校园生活的日常篇幅拉得较长,我看也不用做成rpg了,直接写成百合avg得了。 配音阵容给得很足,一万两千多条语音覆盖了全部角色和营地事件。想单纯当剧情片来推,沉浸感是有的;但如果更习惯快节奏推进,白天那段慢悠悠的校园生活偶尔会让人想按加速键。 [h3]战斗与探索[/h3] 地图探索比也很让人头疼。任务提示模糊,但地图本身没有清晰的指引标记,导致大量时间在无意义的来回跑图上消耗掉。夜晚场景还随机出现一击必杀的“黑影”,碰一下就直接gg,只能靠走位躲避,探图本就无趣,还整得憋屈的慌。 [h2]总结[/h2] 本作着实不适合所有人,只有特定受众才能把握住这种风格,百合浓度满溢、后期数值的失衡,加上不少bug,整体体验明显不如前作。没玩过前作的建议直接去玩一代;已经玩过的抱着补完剧情的心态可以一试。 [quote]关注「[url=https://steamcommunity.com/groups/45531088] 鸢尾花 [/url]」[/quote] [u][b] 致那一朵未至鸢尾花 [/b][/u]
O primeiro é melhor, essa sequência só tem uma pequena melhoria gráfica, porém parece ter sido feito as pressas, cheio de cutscine.
Эль Стрейн Марбас
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