
In the infamous haunted building "Changrong Tower," security guard Li Cheng has come to understand the true nature of ghosts and their purposes. This time, he embarks on another adventure to help vengeful spirits, driven by a desire to uphold his deepest values.
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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*, Traditional 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
确实是好评
好玩的,猛鬼大厦的续作,有趣的设定
作为猛鬼大厦系列的第二部作品,本作完全继承了前作的弱解谜视觉小说模式。虽然“猛鬼大厦”这个名字看着唬人,但是游戏没有走一般恐怖游戏生猛吓人的路子,而是借着老香港鬼片的皮讲好了一个故事。里面所谓的“鬼”也非阴气逼人的厉鬼,反而大都可以沟通,有自己的诉求和原则,一些鬼塑造的还颇为可爱。所以本作对于恐怖游戏苦手玩家来说也十分友好,可惜对于以恐怖游戏带来的刺骨寒意为乐的玩家来说,可能需要调整期待了。 而作为视觉小说,自然首先要对它的剧情评价一番。相比于没有明确主题的前作,本作中有了“复仇”这一主题穿起了前后两个主线,虽然叙诡和反转方面不急上一作那般惊心动魄,但故事整体上更加言之有物了。在讲究快意恩仇的中文文化圈,探讨复仇执念的危险性是如履薄冰的,但本作通过赖美惠和辫子双主线的互文以及真相内容的反转,展现出的思辨颇为完整自洽,具体为何还待玩家自行探索。 本作的缺点主要体现在制作规格上。作为视觉小说作品,配音自然是重中之重,本作虽然通过同时提供普通话和粤语配音展现了足够的态度,但配音的念稿痕迹过于明显,除了辫子的配音还算感情丰沛,其他人就如机器一般。而简陋的ui和交互设计也是雪上加霜。但考虑到它低廉的售价和浓郁的港风情怀,这些制作上的粗糙尚在可接受的范围内。 总的来说,本作的制作规格确实略显粗糙,配音和UI的短板比较明显。但如果你是被前作风格吸引而来、或是偏好剧情驱动的玩家,这个扎根于港式鬼片土壤的故事依然值得一听。 [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]
通过恐怖游戏去引导寻找底线的同时 也反应了现实中的无奈 很不错的游戏 期待后续其他的感人故事
原以为是有两大章,没想到只能点二楼的辫子姑娘玩, 开局就上强度,来了段比较诡异的短片, 作为猛鬼系列的续作,猛鬼大厦2延续了前作港味十足的复古风格, 哪怕没有玩过猛鬼1也问题不大,有重温部分,这点做的挺好。 美中不足的没有简中,繁体字看得我脑壳痛,粤配好评,梦回林正英了属于是。
我的建议是先玩第一部,而第二部比第一部多了一些内容,第二部的李诚总感觉太圣母了一点,什么都要感化一下,不过这部的剧情还不错,结局的反转让人意想不到。值得玩一玩。
[h1]猛鬼大厦续作,再次来临[/h1] 《猛鬼大厦2》是恐怖文字冒险游戏《猛鬼大厦》续作,玩家继续扮演“大楼保安李诚”解决猛鬼大厦“昌荣楼”剩余住户。游戏核心玩法主要是点击探索、对话及偶尔冒出的QTE小游戏。其他没有更复杂的操作在里面,不用跟其他游戏那样躲鬼要东躲西藏的,当然跳脸杀还是满吓人的。 [h1]剧情扑朔迷离,毫无尿点[/h1] 剧情几乎没有尿点,全程都在讲述李诚解决最后租户的搬迁事宜,中间还会插入许多前作剧情。对于没玩过前作或时间过久遗忘的玩家得到梳理来龙去脉。对于了解整个游戏世界细节起到很大帮助。玩家选择行为都会影响故事的发展和结局,游戏中会有许多不同成就供玩家解锁,一起来探索真相。 [h1]小游戏难度适中,多试必过[/h1] 游戏中需要操作把握时机的解密,难度适中,基本大部分探索时就可以发现,小游戏没有几个,大部分可以初见就可以过,当然有几个玩的满手忙脚乱,熟悉机制后还是非常简单,属于有的简单有的稍微有点难度,整体还是基本试几下都可以过的难度。 [h1]老港片怀旧风[/h1] 游戏美术风格胶片感十足,加上老电影般的滤镜非常有王家卫老港片风格。非常有年代感。制作组还是不错,把钱花在刀刃上,没有在画面画过多经费去打造。 [h1]可粤可国,任君选择[/h1] 在配音方面,采用粤语全程配音很贴合每个角色性格,因为小时候听粤语歌长大了,非常有感觉。这代新增了国语配音,对于听不惯粤语玩家提供了很大帮助。声音处理方面设计也很契合游戏恐怖效果。 [h1]总结[/h1] 总体来说,整体恐怖氛围延续前作一样精彩,即便没有玩过前作的玩家,官方也会提供简短介绍帮助玩家梳理人物脉络,对于了解整个系列作品有很大帮助。非常推荐给喜欢两广历史及志怪的玩家游玩体验。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
Haunted House 2, developed and published by Genuine Studio, is a first-person narrative horror experience that deepens the unsettling atmosphere introduced in its predecessor. Set once again within the ominous Changrong Tower, the sequel expands its focus beyond simple paranormal encounters and leans heavily into psychological storytelling, character-driven tension, and layered environmental design. Rather than presenting horror as a series of isolated scares, the game cultivates a steady and oppressive dread that intensifies as players uncover the secrets hidden within the building’s shadowed corridors. The story follows Li Cheng, a security guard whose connection to the haunted tower grows more personal and complex as events unfold. His role is not merely that of an observer trapped in a supernatural setting; instead, he becomes deeply entangled in the unresolved grievances and mysterious forces that linger within the structure. The narrative introduces additional characters whose motives are ambiguous, blurring the lines between ally and adversary. Spirits inhabiting the tower are not simply malevolent entities; they possess histories and emotional weight that gradually reveal themselves through exploration and dialogue. This layered storytelling encourages players to pay close attention to details rather than rushing forward in search of scares. Atmosphere serves as the game’s strongest asset. Changrong Tower is presented as a living space saturated with unease. Dim lighting, narrow hallways, flickering bulbs, and echoing footsteps combine to create an environment that feels claustrophobic and unpredictable. The design of each room reinforces a sense of isolation, while subtle environmental changes—such as shifting objects or faint whispers—keep players constantly on edge. Unlike horror titles that rely heavily on sudden jump scares, Haunted House 2 emphasizes anticipation and slow-building tension. The fear comes not from what is immediately visible but from the suggestion that something unseen is always nearby. Gameplay revolves around exploration and investigation. Players navigate the tower’s labyrinthine layout, searching for keys, documents, and symbolic clues that unravel the overarching mystery. Puzzles are integrated into the environment, requiring logical deduction and observation rather than reflex-based challenges. The absence of traditional combat mechanics shifts the focus toward vulnerability; survival depends on awareness, stealth, and understanding rather than confrontation. Occasional ghostly manifestations serve as reminders that danger is present, but the game avoids turning these moments into repetitive chase sequences, instead using them sparingly to preserve tension. The branching narrative structure adds replay value and emotional depth. Decisions made throughout the game—whether during conversations or in how thoroughly certain areas are explored—impact the outcome. Multiple endings reflect the cumulative effect of player choices, encouraging deeper engagement with the story’s moral and psychological dimensions. This design allows players to interpret events from different perspectives, reinforcing the theme that truth within the tower is multifaceted and often obscured. Visually, Haunted House 2 adopts a grounded yet stylized aesthetic that prioritizes mood over spectacle. Textures and environmental details contribute to the realism of the setting, while subtle visual distortions during supernatural encounters heighten immersion. The sound design plays a critical role in sustaining fear. Ambient noise, distant creaks, and faint, distorted voices maintain tension even during quiet moments. Audio cues often foreshadow events before they unfold, reinforcing the game’s emphasis on psychological suspense. While the pacing can feel deliberate, particularly in its investigative segments, this restraint aligns with the game’s narrative ambitions. The slower tempo allows emotional arcs to develop and gives players time to absorb environmental storytelling. Although it may not satisfy those seeking fast-paced horror or action-heavy encounters, it excels in delivering a contemplative and immersive experience. Ultimately, Haunted House 2 stands as a thoughtful continuation of its predecessor’s themes, refining its approach to atmosphere and storytelling. By emphasizing psychological depth, environmental tension, and meaningful choice, it transforms the haunted house setting into more than a backdrop for scares—it becomes a space for introspection and emotional confrontation. For players drawn to narrative-driven horror that values mood and moral complexity over shock tactics, it offers a haunting and memorable journey through a tower where the past refuses to remain silent. Rating: 8/10
以下介绍含有轻微剧透(为个人体验观点仅做参考可以在评论区交流) 本作的游戏剧情承接了上一部游戏《猛鬼大厦》主角在这部又将秉持善念度化生前的执念但这次他不仅需要克服自己内心的心魔,还要和关夏蓝等人一起寻找破解辫子姑娘的线索。 其实我一开始最想骂的就是王时安这个角色在一开始的剧情来看我就觉得这货真该死啊!死渣男!叶忻这么好的女生都不珍惜!(可惜是个恋爱脑害,恋爱使人盲目啊!)当时看的我就火冒三丈但是后面的反转看得我是目瞪口呆,隐藏剧情需要大家解锁隐藏关卡才能知道这边为了保持神秘感就不给大家揭露了但是说实话憋得好难受 但话说回来游戏的女性角色画的格外好看尤其是关夏蓝、叶忻、石研、红姨、鬼婆婆咳咳 作为一款恐怖解密游戏就绕不开这款游戏对于恐怖氛围的渲染如何,提前声明,本游戏含有突脸等恐怖高能镜头,虽然我恐怖游戏玩的也不少但有些镜头真的是给我吓一大跳(说实话我截图都不太敢放) 俗话说的好:“玩恐怖游戏不开音效,恐怖感少一半”玩恐怖游戏怎么可以不开音效呢?这里强烈建议大家在晚上12:00打开游戏音效关上灯充分体验一下游戏对于恐怖音效的渲染力 配音十分有特色,游戏的配音是粤语说实话我一开始属实是听不懂(虽然后来也没听懂)但是后面听习惯了也就好多了不影响游戏体验也算是一个特色。 游戏的画风偏向厚涂写实人物的面部表现十分生动,人物的情绪在游戏中表达得十分鲜活。 令我想吐槽的就是主角在发现赖美慧的罪证之后,被赖美慧绑了起来这个时候我们需要跟着她剁肉的节奏来为自己松绑。如果不小心被发现的话,咳咳你懂的对方一个飞天大cao直接突脸这里我可是卡了好久好不容易过了堪称折磨 游戏整体的流程大概在七到八个小时,想要全成就的话需要的时间可能就比较长了。 游戏整体宣扬的是宽恕他人,当然主题是引人向善但我对此还是有些不同的意见的:“以德报怨何以报德?以直报怨尔!” 游戏确实还有些不足之处比如:ui界面有点简陋,而且游戏的解谜方向的引导很弱基本上是要靠玩家自己摸索但好在解密部分并不难静下心来基本可以通过 总结放在最后,强推!这款恐怖游戏在我看来属实是一款精品,该恐怖的地方很恐怖该体现出温馨的地方也很温馨玩完后像看了一部电影。举个不太恰当的例子对于害怕恐怖剧情的玩家就像是正宗臭豆腐又臭又好吃😋还很上头建议大家可以入手体验一下。
以一代的水准,对本作的期待本来是“平稳落地就算成功”,没能想比预期中的要好上不少。 虽然肉眼可见的经费欠缺,比如说多到眼熟的场景服用,有些CG边缘锯齿都没有抠干净之类的,但硬是用配音和剧本把这些缺点弥补回来了。 先说配音,全粤语双声道并不是噱头,戴上耳机后的代入感是很难在同类型的文字恐怖游戏里体验到的。 李道言骂“仆街”那股黏糊糊的狠劲,陈伯叹气时尾音往下掉的老态,关夏蓝念咒时舌头打结还得装高人的窘迫,细节到甚至不像是配音而是录了一整部广播剧 再说下剧本,并没有延续一代的单元剧+最后反转”老套路,而是将主线换成单线叙事,全靠插叙硬切时空。 前半段李诚东奔西跑,玩家根本不知道辫子姑娘是谁;后半段视角猛转,这会才反应过来之前所有“闲笔”全是扣子。 而且结尾处理的也比较不错,并没有假圣母或是口遁啥的让人(其实并不是人)原谅一切,也没有什么伟光正的拯救苍生为己任的使命感,仅仅是非常真实的“看不惯”罢了,难得的没有硬塞说教内容的结局。 其实感觉还是有点赶了,很多支线和坑还是没有交代明白,希望有生之年能等到3吧。
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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