探索遊戲《8號出口》(原名:8番出口)正式搬上大螢幕

2025-05-11

改編自暢銷步行模擬解謎探索遊戲《8號出口》(日文原名:8番出口)的真人電影版本,已正式宣布將於2025年8月29日在日本全國上映。本片由日本知名演員二宮和也擔綱主演,飾演一位在重複的地下通道中迷失自我、逐漸陷入心理困境的「迷路的人」,這也是他近年來罕見挑戰心理驚悚類型的作品。該片不僅是對原作遊戲精神的延伸,更被視為日本電影圈對當代都市恐懼主題的一次深刻探索。

電影版《8號出口》的劇情設定雖然承襲遊戲的極簡架構,但在劇本上進行大量延伸與深化。原作遊戲中的主角不具名、無背景,只是單純在看似無限循環的地下通道中尋找正確出口,藉由辨認「異常現象」逃出生天。而電影則將這種心理迷宮進一步具象化,主角變成一位普通上班族,在某日下班途中誤入某個地鐵出口,卻發現自己被困在無法離開的通道中。隨著一遍又一遍的重複經歷,他開始察覺世界產生微妙變化,並漸漸懷疑自己是否已經脫離現實、進入一種心理或空間上的異界。

二宮和也在本片中的演出備受期待。他過去曾以『我的長崎母親』(原名『母と暮せば』等作品展現細膩演技,而這次更挑戰以極少對話與肢體表現為主的孤獨角色,需在幾乎無配角、無劇情對白的場景中,獨自呈現焦慮、恐懼、麻木、崩潰等情緒層次,是對其演技的一次重大考驗。由川村元氣執導,結合其擅長的低調恐懼氣氛營造與社會心理寓意,讓這部作品在恐怖類型之上,又有哲學與現實隱喻的深度。

視覺風格則延續遊戲的極簡主義美學。場景設計以高度還原真實地下通道為基礎,搭配大量鏡像構圖、單點光源與環境音效,強化觀眾對空間重複與變化的感知。攝影手法採用長鏡頭與緩慢移動的運鏡節奏,模仿遊戲中玩家的步行視角,讓觀影者彷彿身歷其境,也進一步強化那種身陷迷宮、無法逃脫的壓迫感。

劇本在後半段更逐步揭露主角的內心陰影與創傷記憶,暗示這場無限循環的體驗可能是潛意識對現實壓力的逃避,也可能是某種心理創傷的投射,讓整部電影在懸疑與恐怖之餘,更富有心理學層次與存在主義思考。

市場方面,電影尚未正式上映,但因遊戲原作在Steam平台爆紅、並成為網紅與VTuber頻繁實況的熱門作品,改編電影的消息一出便引起高度關注。特別是二宮和也的加盟與川村元氣的執導,使得這部原本可能只是小成本的恐怖片,迅速升格為主流注目的文藝驚悚大片。多數影評媒體與影迷社群對本片持高度期待,並認為它有潛力成為繼《咒怨》、《午夜凶鈴》以來,下一個具有國際影響力的日本心理驚悚作品。

總結來說,《8號出口》真人電影版並未單純模仿遊戲形式,而是以電影語言重新詮釋遊戲中「辨識異常、逃離封閉空間」的核心主題。將數位時代的視覺迷宮轉化為心理現實的反映,透過獨角戲般的敘事節奏,揭示都市生活下潛藏的焦慮與孤立感,是既實驗又充滿人文氣質的心理驚悚之作。對於遊戲粉絲、恐怖電影愛好者,乃至對當代社會心理現象感興趣的觀眾而言,這部作品都將是值得期待的深層體驗。

The live-action film adaptation of the bestselling walking simulator and puzzle exploration game Exit 8 (Japanese title: 『8番出口』) has been officially announced and is scheduled for nationwide release in Japan on August 29, 2025. The film stars renowned Japanese actor Kazunari Ninomiya, who portrays a “lost man” trapped in a surreal and endlessly looping underground passageway, gradually descending into psychological turmoil. This marks a rare foray into the psychological thriller genre for Ninomiya in recent years. More than just a continuation of the game's spirit, the film is being regarded as a bold cinematic exploration of modern urban anxiety within Japanese society.

 

While the movie retains the minimalist premise of the original game, the script expands and deepens the narrative considerably. In the game, the unnamed protagonist wanders a seemingly infinite underground corridor, relying on the detection of subtle “anomalies” to find the correct exit. The film builds upon this by personifying the protagonist as an ordinary office worker who, on his way home, accidentally takes the wrong subway exit—only to find himself trapped in an inexplicable corridor that he cannot escape. As he repeatedly walks through the passage, he begins to notice slight distortions in his surroundings and starts questioning whether he is still in reality or has crossed into a psychological or metaphysical dimension.

Kazunari Ninomiya’s performance is highly anticipated. Known for his sensitive portrayals in works like Living with My Mother (original title: 『母と暮せば』), this time he takes on the challenge of a solitary role that relies heavily on physical expression rather than dialogue. With minimal supporting characters and sparse script lines, Ninomiya must convey a wide emotional range—anxiety, fear, numbness, and eventual breakdown—making this role a major test of his acting prowess. Directed by Genki Kawamura, known for his subtle handling of atmospheric dread and psychological themes, the film aims to elevate the horror genre with philosophical and societal metaphors.

Visually, the film embraces the game’s minimalist aesthetic. The setting is based on a highly realistic recreation of a Japanese underground passage, enhanced with mirrored compositions, focused lighting, and immersive environmental sounds to emphasize the viewer’s perception of space repetition and distortion. Cinematography favors long takes and slow tracking shots, mimicking the first-person walking perspective of the game, drawing viewers deeply into the protagonist’s disorienting experience and reinforcing the claustrophobic, inescapable nature of the environment.

As the story progresses, the script delves into the protagonist’s psychological wounds and repressed memories, suggesting that the endless loop may be a metaphor for escapism in the face of real-world pressures—or a symbolic manifestation of past trauma. This lends the film an additional layer of depth, blending suspense and horror with psychological introspection and existential reflection.

Although the movie has yet to be released, anticipation is high due to the original game’s breakout success on Steam and its popularity among streamers and VTubers. The announcement of the film adaptation instantly garnered widespread attention, especially with Ninomiya’s involvement and Kawamura’s direction, elevating what might have been a niche horror film into a potential mainstream arthouse thriller. Critics and fan communities alike are expressing great expectations, with many believing it could become the next internationally influential Japanese psychological thriller—following in the footsteps of classics like The Grudge and Ring.

In summary, the live-action adaptation of Exit 8 is not a mere replication of the game, but a cinematic reinterpretation of its core themes: identifying the unnatural and escaping confined spaces. By transforming the digital maze into a psychological mirror, and telling its story through a near-monologue performance, the film explores the hidden anxieties and isolation of urban life. It stands as a thought-provoking, artfully executed psychological thriller. For fans of the original game, horror cinema enthusiasts, and anyone intrigued by modern social psychology, this film promises to deliver a deeply immersive and resonant experience.

照片:遊戲官網