
This detective interactive game casts you as an officer solving a murder at a remote inn. Freely type to question NPCs, who react dynamically. Uncover the truth or enjoy playful interactions—it’s your call. Immerse yourself in The Ancient unsolved cases!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese**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
一直 TMTMTMTMTMTMTMTMTMTM的,真受不了了,什么垃圾游戏啊
过于垃圾了,配音tm量极高,简直没法听下去,操作别扭,自动存档机制一坨,别买。
启动不了,一直闪回桌面
《烧尾宴》是一款密室杀人题材的国产互动影游 。虽然它在第一眼看上去有些经费不足,但其实算是一部低成本的的叙事佳作。故事几乎不存在降智表现,每一幕的前因后果都设计得跌宕起伏,而且游戏有十多个结局也让游戏极其耐玩,需要通过多周目收集线索才能理清15名身份各异的角色背后的立场和深层联系。 游戏在玩法和美术上有着鲜明的对比,虽然说游戏画面确实比较粗糙,但制作组在细节上非常用心,每一幕都设计了独特的实物报幕,仪式感拉满。玩法上最让我惊喜的是自由问讯系统,在玩的时候可以自由打字向NPC提问,有点meta游戏的感觉。 总的来说这算是一部不错的作品,它把有限的资源全部倾注在了讲好一个故事上,推荐给喜欢悬疑推理和深度叙事的玩家 。 [quote][b]关注→[/b][url=https://store.steampowered.com/curator/32969453/][b]✨大众点评鉴赏家✨[/b][/url] [b]新游速递 | 游戏评测 | 周免资讯[/b] [b]加入→[/b][url=https://steamcommunity.com/groups/dzdp][b]🎮大众点评交流组🎮[/b][/url] [b]心得交流 | 试玩资格 | 聊天吹水[/b][/quote]
烧尾宴, developed and published by 有点正经, is a narrative-driven detective experience that experiments boldly with how players interact with a story. Rather than relying on conventional dialogue choices or rigid branching paths, it places you in the role of an investigator tasked with unraveling a strange murder case through direct questioning, observation, and deduction. Set in an isolated inn surrounded by an uneasy atmosphere, the game quickly establishes a tone of suspicion and ambiguity, encouraging players to actively engage with its mystery rather than passively follow it. The most distinctive aspect of the game lies in its interrogation system. Instead of selecting from preset dialogue options, players are given the freedom to type their own questions when interacting with characters. This creates a sense of agency that feels closer to real investigative work, as you are not limited to the developer’s predefined prompts. Conversations become exploratory, allowing you to probe inconsistencies, test different lines of questioning, and pursue leads in a way that feels organic. The system is built around keyword recognition, meaning that characters respond based on how your input aligns with available triggers. When it works well, it creates an illusion of fluid and natural interaction, making each conversation feel personal and dynamic. Structurally, the game unfolds as a layered investigation, where progress depends on gathering clues, revisiting scenes, and connecting fragmented pieces of information. There is no strict linear path, and the narrative evolves based on how thoroughly you explore each thread. The inclusion of multiple endings reinforces this design, as different interpretations of the evidence can lead to entirely different conclusions. This open-ended approach gives the experience a strong sense of replayability, encouraging players to revisit the story with new questions and perspectives. A notable feature is the use of live-action footage for its characters and scenes. Instead of animated models, the game presents interactions through filmed performances, which adds a grounded and somewhat theatrical quality to the experience. Facial expressions, body language, and subtle shifts in tone contribute to the sense of realism, making interrogations feel more intense and believable. This approach enhances immersion, particularly during key moments of tension, though it also means that the range of possible interactions is inherently limited by what has been recorded. The narrative itself is built around mystery and gradual revelation. As the investigation deepens, new details emerge that complicate initial assumptions, creating a sense of uncertainty that persists throughout the experience. The story benefits from its willingness to leave certain elements open to interpretation, allowing players to form their own conclusions rather than presenting a single definitive truth. The ability to approach the case from multiple perspectives further enriches the narrative, as different viewpoints can reveal different aspects of the same events. Atmosphere plays a crucial role in supporting the game’s design. The isolated setting, combined with subdued lighting and a deliberate pace, creates a sense of quiet tension that underpins every interaction. Rather than relying on overt dramatics, the game builds unease through subtle details and the constant possibility that something is being concealed. This slow, methodical pacing encourages players to think carefully about each decision, though it may feel sluggish for those expecting a more immediate or action-driven experience. Despite its innovative ideas, the game’s systems are not without limitations. The keyword-based dialogue mechanic, while ambitious, can occasionally lead to moments where logical questions fail to produce meaningful responses. This can result in trial-and-error interactions that break the illusion of freeform conversation, reminding players of the system’s underlying constraints. Additionally, the reliance on dialogue and investigation as the primary gameplay elements means that variety is limited, placing a significant burden on the narrative to maintain engagement. Technical execution is generally solid, though there are occasional inconsistencies in how responses are triggered or presented. These moments can feel slightly disjointed, particularly when the system struggles to interpret player input accurately. While not game-breaking, they highlight the challenges of implementing such an open-ended interaction model within a structured framework. Ultimately, 烧尾宴 stands out as a creative and unconventional entry in the detective genre. It prioritizes player agency and interpretation, offering an experience that feels more like solving a case than following a story. While its mechanics are not always perfectly realized, they provide a fresh approach that sets it apart from more traditional narrative games. For players who enjoy slow-paced mysteries and are willing to engage deeply with its systems, it offers a rewarding and thought-provoking experience. Rating: 8/10
[h1]古装版“无人生还”,这局《烧尾宴》有点烧脑! [/h1] 真人影游这个游戏类型虽然在刚出来的时候受到群嘲,但在经过了两年多的发展后,质量已经有了明显提升,在题材上也是多有创新。2026开年第一部剧情向真人影游《烧尾宴》很好得拓宽了古装探案这个类型的边界,虽然还有些许不足,但是在剧情设计和伏笔回收这两个方面做得确实很不错,玩起来确实有点暗爽! [h2]游戏简介 [/h2] 《烧尾宴》这款游戏采用的是常见的暴风雪山庄的套路,而且每人的死法都有一句“预言”,特别是正常推剧情的话,最后的主线结局就是出场的十五名角色“无一生还”。这个推进的方式+预言的形式+团灭的结局,熟悉推理作品的玩家应该会想到一部作品《无人生还》。不过本作则是在连环杀人案的背后加入了古代特色的皇权斗争部分,于是游戏也就有了第二层内容,最后的结局也让人有了更多的猜想。 [h2]故事简介 [/h2] 震惊朝野的龙门镇悬案告破七日后,大理寺接到了押送犯人去往江州的密令。此行由大理寺提点刑狱司宋煜和金水禁卫营虞侯张顺负责押运。不料,连日的大雨冲断了必经之路的浮桥,方圆百里之内只有一家客栈,两位官差带着犯人就此入住。第二天,客栈的吴老板死于非命,一场针对所有人的连环杀人案正式拉开帷幕! [h2]伏笔设计 [/h2] 如果你游玩了这部游戏的话,开局一定会感觉非常离谱。因为两位官差主角的办案能力实在差的要死,第一个受害人吴老板脑袋上那么一道明晃晃的利器伤痕,张顺非要说是意外摔死的,还没有过路的陆镖头见识多,另一位主角宋煜更是个暴脾气,动不动口吐芬芳,让人怀疑大理寺官员的素质。 但实际情况是这两人是故意这么演的,这也是一处伏笔。首先两人本身就不在一个部门,所以开始的表现有提防之意;宋煜本身就有上司下达的额外任务,所以要表现得糊涂一些;张顺则是想着多一事不如少一事,以意外结案自己也能少些麻烦。况且小小客栈苍龙卧虎,之后发生的各种事情也证明了十几个人至少有四波势力暗藏其中,是真的一不小心就会翻船。 [h2]背后的势力有点复杂 [/h2] 游戏里的角色其实分为五个阵营,四波势力。简单一点分类的话这四波势力都属于朝堂之上的斗争,另外一波相当于普通路人,是一不小心被搅进了这场游戏里的,注定要成为斗争的牺牲品。 但别觉得这些普通路人的关系就不复杂,杂乱的人际关系也让这群朝堂之人头疼不已,最无辜的就是跑堂的下人六子,这老哥每次都是第一个发现案发现场被吓得不轻,然后每次都被大家怀疑,最后自己为了证明自己还被毒死了。其余的就是吴老板的妻妾都有私通他人的奸情,自家的厨子还会用来源不明的肉做馅料。偶然住店的陆镖头也算倒霉,他丰富的江湖阅历反而成为了众矢之的,也是很早就被选为了游戏的祭品。 朝堂方面简单来说有人想搞事弄乱客栈,让自己的目的达成。但真正的BOSS棋高一着,早就想到了他们的手段,一开始就跳出了这个圈套,自己又设计了一个圈套,最后在某位角色提供的神秘道具以及他的自我牺牲下,完成了这场漂亮的反杀局。当然其他几波势力也算活该,幕后BOSS虽然残酷一些,但他直接狠下心针对的只有其他几方势力的人,但杀普通人开局确实这几方势力做得恶事。 [h2]游戏玩法 [/h2] 两名主角有不同的技能,宋煜可以查房、刑讯、验尸和追踪;张顺会问讯、静步、安抚和侧写。其中追踪和侧写是通过完成小游戏达成目的的,特别是侧写,也就是指证,连续三次指证同一个人就会触发这个人的被捕结局,可以获得额外的线索,对于推理背后的真相有着进一步的助力。许多技能使用需要调查点,这个可以通过主线推进和问讯、查房等方式增加点数,刚开始玩确实感觉有点麻烦,这部分的新手引导也做得不太好。 [h2]不足之处 [/h2] 这游戏的开局太过草率了,甚至人都没认全,就开始死人了,这也导致我一开始代入不进去的主要原因。另外游戏在两个主角身上故意设置了障眼法,结合我之前说的无能办案,可能会让人有点代入不进去。但其实游戏的剧情还是蛮精彩的,演员演技也不错,主要是剧透了就会索然无味,但不剧透这游戏前期确实有点容易玩不进去,属于一根筋变成两头堵了! [h2]总结 [/h2] 《烧尾宴》虽然有着诸多小问题,但是在剧情的设计和演员的表演方面确实非常优秀,作为古装连环杀人案+权力斗争的结合,这部作品还是有很大的开创性意义,希望真人影游这个游戏类型能做出更多的推理悬疑作品!对这部游戏感兴趣的玩家也可以试试看。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
这游戏在游戏层面很不合格。总是卡死在自动存档的地方,导致我退了好几次了。而且不知啥时候就要自动存档导致卡死,所以我只能随时存档,存档位只有六个太少了。还有几个令人厌烦的点,一是调查房间的时候点进去,明明有调查次数但是不能查,点哪里都提示你不能查,只能退出一次房间再进来就好了。二是每次审讯嫌疑人,都有个进门小动画播放,还挺长不能跳过。审讯七个人就给你播放七遍。三是AI询问很不好用,我一开始问陆镖头是吴掌柜的事,但播放的是问你的腿怎么了,不知道关键词怎么判定的。你还不如做成纯粹播片加选项那种呢,这个游戏在游戏层面是很不合格,演员还是挺不容易的。
[h1]2026第一款影游,真的有些不一样?[/h1] 2026年,影游市场的风向好像变了些味道,各个厂商开始“捣鼓”起了推理类,悬疑类的影游,让人一时间有些难以适应,毕竟之前美女类型的影游还是吃的太多了~,这款《烧尾宴》就是这样一部作品,它是一部古装悬疑类型的影游,但是玩起来给人感觉和之前玩过《看不见的我们》有些想象,但核心点不太一样。 这是一款古代背景的悬疑推理游戏,剧情以荒野客栈预言谋杀案而展开,还是老生常谈的“暴雪山庄”模式,结局内容有些开放式,剧情设计颇具新意,场景,服饰等服化道内容做的不错,开始的水墨画风也颇有复古之感。 游戏的互动性做的还是蛮不错的,自己自由打字问询这个设定还是比较有意思的,不过系统并不算特别的只能,玩法也挺丰富的,比一般影游的纯互动有更多的玩法,探案沉浸感比较强。画面清晰度感觉不足、滤镜泛黄视觉观感上虽有很强的悬疑感,但是给我的感觉不是太舒服,而且其中有部分配音感觉不太好,影响观感。 游戏叙事设计的创新值得肯定,但剧情铺垫方面感觉有些薄弱、而且部分互动关键词触发很固定。剧情让人看着有些云里雾里。 总体来说,作为2026年的第一款影游,这款游戏的表现并不算特别优秀,但是在它身上我看到了不少创新的闪光点,这是非常难能可贵的! [quote][b]关注→[/b][url=https://store.steampowered.com/curator/32969453/][b]✨大众点评鉴赏家✨[/b][/url] [b]新游速递 | 游戏评测 | 周免资讯[/b] [b]加入→ [/b][url=https://steamcommunity.com/groups/dzdp][b]🎮大众点评交流组🎮[/b][/url] [b]心得交流 | 试玩资格 | 聊天吹水[/b][/quote]
可以说是互动影游盛世了,以前对这类游戏嗤之以鼻,偶然一次下当做看短剧一样玩着影游也发现了此类游戏的独特魅力,有时候也在想,如果能更加的自由就好了。而除开人们最熟识的恋爱影游,影游还有科幻穿越推理悬疑等题材,每种类型给人的感觉都不相同。 今天玩的《烧尾宴》就是一款推理向的真人互动影游,玩家将扮演两位官差中的一位,参与到一起离奇的荒野客栈杀人案。游戏的玩法比起常规来说可操作性大多了,常规影游的交互是给出问题然后选一个答案作为延伸向,而本作会相对更加自由,根据玩家在案发现场遇到各种问题都能打字进行询问,NPC都会给出合适的回答,真正的有应必答~需要注意的是每次询问只有三次机会,而因正确答案是大量录入的可能性正确答案为准,所以当问到关键性的东西时就会得到想要的答案,但也因为提前录入而不是ai的原因也会出现我问我的他答他的的情况。 这种超脱出“老师给答案让我们选abc”的回答方式,说实话更加让人感觉本作的有趣,有海龟汤的味道,根据已知背景剧情去收集信息再根据信息找出正确答案的这种交互方式是真的值得推崇。 [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url] 来一起感受游戏的乐趣喜欢这篇评论,也是可以顺手点个赞哟[/quote]
游戏给我的感觉更像在玩剧本杀,能通过自由询问的获取线索方式。游戏的小游戏很有意思。而且剧情环环相扣,不仔细搜查复盘很容易被带偏,不少人都为了自己有所保留,并不是非黑即白。期待新作。
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