Review of Xianjian Inn 2: Semi finished products with water injection

21 years ago, the first generation of "Sword and Fairy" was released in a unique form, featuring a creative and interesting gameplay, as well as a successful if route, making it a classic business simulation that a generation of players will never forget.

Zhuyu is in front, and players naturally have expectations for the sequel. They want to return to their dream city of Yuhang and find the beautiful memories from 21 years ago.

Under such expectations, the production team that dares to take over the development of the second generation must have great courage. With this thought, I immediately answered a question I had while playing "Sword Inn 2": How could they dare to deliberately prolong the game time even with so little and so boring game content?

It can be said that the quality of the current version of "Xianjian Inn 2" cannot meet the expectations of players before its release. Rather than saying that "Xianjian Inn 2" is a sequel after many years, it is more accurate to say that the first generation of that year was a sequel to "Xianjian Inn 2". Setting aside the (minor) progress on the screen, "Sword Inn 2" is simply a reverse standing long jump.

currently has mixed reviews for the game

First of all, let's talk about it. After all, Sword Inn 2 is a game released after 21 years, and the main installment of the Sword and Fairy series has already been released until the seventh. Although it may not be considered a full team gathering in this work, there are at least many more characters appearing than the first generation, such as the seventh generation's Moon Qingshu and Xiuwu, who also usher in their own new stories in this work.

The promotional slogan "Regret Flipped Over" used before the game's release is true, and the series's sadness of "Farewell, No Seeking" is swept away in this game. This inn is always filled with laughter and joy, conveying warmth through bickering and playfulness.

The romantic scenes of the first generation four person group, the master disciple relationship between Anu and Xiaoman, and the "flirting" between Xiaoman and Longyou Sometimes there are mysterious character combinations for interaction, such as Anu and Chonglou being used as the mascots of the inn together.

If you want to try out "Fairy Sword Inn 2" with this in mind, then this game is still acceptable. The sugar you can eat is placed here, and the content is still qualified.

But the premise is that you can tolerate monotonous and repetitive aspects of inn management. Moreover, the frequency of plot events in the game is not as high, and there is always a gap between the two events. When in this range, only the option of inn management is available.

In "Xianjian Inn 2", the daily operation can be divided into three stages: preparation before opening, official opening, and the time after closing. I want to roast about every link.

Before opening the store, players need to go to the market to purchase, manage the farm, adjust the daily menu and staff configuration, and send people to explore.

In the process of purchasing ingredients, there are only a few people coming and going back and forth in Yuhang Town, without any additional branches or price fluctuations. There is also a limit to the amount of goods purchased each time, and we have to go to work every day/every few days to have conversations with these people one by one.

Managing a farm literally means harvesting and planting vegetables. When there are no character skills, one can only work day after day.

The gameplay of the exploration phase has greatly declined compared to the first generation, and has been simplified to a "one click expedition mode". Choose a good location, choose a good character, and then let it go. You should know that in "The Immortal Sword Inn", players can choose to go out but can go to places such as Shili Slope and General's Tomb to search for treasures. It's so interesting. The tragic "ah ah~" sound when they fell off a cliff must still be remembered by many veteran players.

Exploration of the second generation of
First Generation Outgoing

The buddy configuration naturally allows suitable people to do what they are good at. When playing, the character is basically fixed in one position without changing, unless a new powerful character joins the team and is laid off. I completely cannot understand why the game needs to lock the skills of characters other than Xiaoman in the first round and forcibly drag them to the second round to unlock.

The homogenization of characters without skills is quite severe, and it is already very tiring to complete a game for a week. How dare players demand to play for another two weeks in this barren gameplay? Some characters, as strong as Demon Lord Chonglou, actually lack skills.

Okay, it's time for the official opening phase. The specific operation is to arrange for guests to dine and stay in the hotel. During this period, there may be occasional emergencies such as cleaning up garbage and removing mice, so let the lobby handle them.

When operating manually, the system automatically arranges seats by default. Watching the elderly woman walking steadily towards the farthest table is a rush. I recommend that you turn off the option of "automatic positioning" in the settings.

If a shopkeeper is set up and the automatic business mode is activated (believe me, it will definitely be activated), the only thing that can be done in the entire business process is to move the mouse to collect tips, highlighting the idle one. Moreover, automatic and manual operations can only be selected in advance before opening the store, and cannot be switched midway, which is not user-friendly enough.

In addition, although I have set the specialty dishes for each chef, the system will not allocate the chef's work based on the specialty dishes. Making the same dish continuously does not have the same speed bonus as the first generation.

After enduring a day of work, after closing, I can finally start arranging dates, exercising, and playing small games such as cooking battles and running errands.

I was looking forward to the dating segment before its release and wanted to see how different characters can spark together. Unfortunately, apart from the specific events designed each month (about seven or eight in 30 days), the rest of the time is when two people say repetitive dialogues in the courtyard, and when the screen rotates, the system prompts "favorability+5".

I can clearly see that the favorability is divided into four stars, but in reality, there is no special dialogue after reaching the upper limit of a certain star. There are only empty numerical values without concrete content.

As for the cooking and running games, the playability is mediocre, making me even more interesting by clicking the mouse 20 times. The rewards are only sporadic raw materials. The second generation of hotel guests will only initiate these boring challenges. Where have the first generation of guests who can talk, chat, sing, dance, and share gossip gone?

In the daily operation, the inn will gradually grow, with more tables and chairs, and the farm will also have more space for cultivation. Okay, these are the only two cultivation elements besides character development. I clearly feel that the game forcibly slows down the development speed through card values. But when I finally upgrade after several days of repetitive and monotonous management, the improvement it brings is usually not obvious, which is even more frustrating.


In summary, "Sword Inn 2" can be said to lack strategic and enjoyable simulation management. The things done on the tenth and hundredth day of opening have hardly changed, and what's even more frightening is that these unchanged things are boring to play, making the gaming process particularly torturous.

The IF route plot, which could have been a bonus, was scattered in different months and the experience was fragmented. When playing, it can be seen that many places are designed for two or more weeks, and there is a high probability that one week may not achieve a satisfactory outcome. However, the thought of two weeks continuing to suffer makes people want to give up on it.

At the end of March, there will be the first opportunity to open the second week of the project;

Xianjian Inn 2 is known as a "flipped regret," but the game itself is a regret.

Can it still be saved? In fact, you can see that the production team is making modifications bit by bit, such as adding a double speed update a few days ago, putting the "shopkeeper function" that was originally only available in two weeks into one week - anyway, the management process is very torturous, so why not start with full automation.

I think the modification idea is feasible: don't drag on the game duration, add user-friendly features, and quickly unlock skills within a week, reducing repetitive and boring time as much as possible, which means buying groceries and farming.

In the future, let's see if such a daring production team has the courage to carry a "mixed" evaluation for stable updates, enrich dating content, exploration events, guest events, and optimize the logic of serving and cooking. Change a batch of small games, adjust the rewards of exploration and cultivation It's really not possible, go play with the first generation again and find inspiration from it.

No introduction yet....

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