
*This is a single player only title*Venezuela is left in a state of civil war after the government was brutally overthrown by a military coup. With factions fighting to reinstate democracy, the U.S. government has offered their assistance, though the new government regime has threatened to deploy nuclear weapons if the U.S.
Modeled estimate, not a reported figure. How we estimate →
Discounts
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.
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.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, French, Italian
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I thought it wouldn’t be that bad, but the reviews were right. I regret buying this garbage. It’s not worth a cent.
Cool game. It has a lot of features that even newer games today tend to leave out. Many of the things you can shoot have physics, and it seems like they tried to make the game very futuristic, even for its time. Lol, sometimes it can be a bit motion-sickening, like when you’re spamming the tab button, peeking around corners, or driving a tank up hills. The controls are a little weird at first, but once you get used to them, it’s pretty neat. It’s a tactical shooter where you can press different keys to give your teammates commands. I got it on sale for 97 cents, which was a great sale. I love older, classic games but this one doesnt feel too old with the stuff implomented, and this one really delivers. There’s even a demo you can try to see if you like it. I would recommend it if you’re into older titles!
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Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wish the coop still worked
Conflict: Denied Ops è uno sparatutto in prima persona del 2008 (Pivotal Games, pubblicato allora da Eidos e oggi su Steam sotto Square Enix) e, di fatto, l’ultimo capitolo della serie Conflict. Nel 2025 ha senso prenderlo solo con l’idea giusta: un FPS vecchia scuola, “rumoroso” e diretto, che punta tutto su ritmo, esplosioni e ambienti distruttibili, non su finezza o modernità. La sua carta migliore resta la distruzione scenica: coperture che cedono, muri che si aprono, esplosioni che vi fanno avanzare a forza. Ancora oggi può divertire, se vi lasciate trascinare dal suo impatto immediato. Se questa recensione esiste, è soprattutto per un atto d’amore e nostalgia verso un franchise che mi ha dato tanto. Desert Storm (1 e 2) e Global Terror sapevano far sentire dentro una squadra, con più ruoli, più varietà e quella “tattica leggera” che rendeva le missioni più personali. Proprio per questo Denied Ops è stato anche una delusione: ridurre tutto a due soli soldati e due ruoli toglie identità al gruppo e spegne quel senso di team che era parte del fascino della serie. A questo si aggiungono limiti inevitabili: struttura spesso ripetitiva, feeling da titolo d’epoca e qualche spigolo tecnico. E nel 2025 la co-op online non è una promessa tranquilla: può funzionare, ma non è il motivo giusto per sceglierlo oggi. Denied Ops vale come “capsula del tempo” per chi cerca un FPS semplice, distruttibile e anni 2000, accettando compromessi. Per chi vuole una co-op moderna e stabile, o uno sparatutto più profondo e vario, conviene guardare altrove. Resta la speranza che qualche azienda videoludica riprenda Conflict: basterebbe tenere quell’anima action, riportare una squadra da quattro, e costruirci sopra gunplay moderno e cooperativa fatta bene.
For 90¢ I found it a challenging and enjoyable shooter, and I'm picky. Played fine on the Deck although the cut scenes won't always play, missions are just fine. I did have to bind keys to the deck to get it just how I wanted it, took about 15 minutes.
This might be the worst shooter I have ever played. CoD. Level tactics on display but they give you a pointless few commands over your teammate that just get in the way. The enemies are super bullet spongy. The controls SUCK really bad for a shooter. The frame rate drops even on the best modern hardware. The voice acting sucks. Franchise killer for sure. What a painful 80 minutes i had to slog through before giving up due to a crash losing me progress against a horrid defence section.
game was probably good for 2008 but not so much in 2026. i think they are some good ideas here. The two players control. one with a machine gun and one with a sniper. You can give order to the other one. But unfortunately, this is where the good stops. The AI companion is stupid. You are really playing alone and have to drag a stone with you. The gun play is a bit off also. If you shot an ennemy in the head. He doesn't always dies with one bullet. The guy is in T-shirt and sandals... You cannot remap the keys. This game was released on console and it's a cheap port most probably. This could have been good to play with a friend but this used to work with spy ID which is dead. Real shame.
I Like this Game, It's a very Awesome Army Game.
Conflict: Denied Ops represents a bold but uneven departure from the formula that originally defined the Conflict series. Developed by Pivotal Games and published by Square Enix, it abandons the four-soldier, tactical third-person structure that longtime fans had come to expect, replacing it with a streamlined first-person co-op shooter centered on just two operatives: Lincoln Graves, the quiet and calculating sniper, and Reggie Lang, the loud and heavy-hitting machine gunner. This stripped-down pairing is at the heart of the game’s identity. Instead of managing a full squad with layered tactics, players bounce between—or directly control—these two characters as they infiltrate global hot zones and attempt to dismantle a nuclear threat orchestrated by a Venezuelan general. The result is a game that trades strategic depth for high-octane action, and while this shift brings flashes of fun spectacle, it also exposes limitations in pacing, structure, and design philosophy. The gameplay emphasizes simplicity above all else. You move through linear missions built around firefights, explosive destructible elements, and the buddy-action dynamic between Graves and Lang. Each agent has a fixed combat role: Graves snipes from afar with precision and stealth, while Lang dominates close-quarters battles with sheer firepower. Switching between them mid-combat is a defining mechanic, enabling players to position one operative strategically before jumping to the other to execute a powerful attack or suppress an enemy line. When playing cooperatively with another human, this system feels more natural, allowing each player to embody a specific role in a way reminiscent of classic action duos. In single-player, however, the experience is inconsistent. The partner AI can behave erratically, leaving you vulnerable during heated firefights or forcing you to micromanage positioning that should feel intuitive. Despite this, the raw gunplay can be enjoyable in bursts, particularly when demolishing walls and cover with heavy weapons, a feature the game heavily promoted at launch. One of the defining traits of Denied Ops is its emphasis on destructible environments. Many walls, barriers, and structures can be blown apart, creating improvised routes or exposing enemies who thought they were safe behind cover. This mechanic injects energy into encounters and provides a welcome sense of freedom compared to the more rigid battlefield design seen in earlier Conflict titles. Explosions, collapsing scenery, and debris flying across rooms contribute to the game’s aggressive, bombastic tone. In this respect, Denied Ops successfully embraces its identity as an over-the-top shooter rather than attempting to replicate the more methodical pacing of its predecessors. The missions span several global settings—from South America to Russia and Africa—yet despite the geographical variety, the mission flow often feels repetitive due to the simplistic objectives and predictable encounter layouts. Narratively, the game stays firmly in action-movie territory. The plot revolves around preventing a nuclear catastrophe, but the story never digs deep into geopolitics or stakes. Instead, it leans heavily on the dynamic between Graves and Lang, whose banter alternates between camaraderie and caricature. Their personalities are intentionally exaggerated—the stoic marksman vs. the brash heavy—but while their interactions add some flavor, they rarely elevate the campaign beyond serviceable storytelling. The supporting cast is thin, and mission briefings rarely offer more than functional context. This leaves the narrative feeling like an afterthought, present mainly to give structure to the action rather than to immerse the player in a meaningful world. From a technical standpoint, the game shows its age. The visuals, while functional, feature muted color palettes, stiff animations, and environments that can appear flat despite their destructibility. Controls feel noticeably better on PC than on console, especially for sniping, but even then, the aiming and movement can feel sluggish at times. Enemy AI is inconsistent—sometimes overly passive, sometimes unreasonably accurate—and these fluctuations make certain encounters feel artificially difficult or awkwardly easy. The audio design, dominated by machine-gun rattles and explosive effects, supports the action well enough, though voice acting and dialogue delivery tend to land in the realm of cheesy rather than compelling. What ultimately shapes the experience of Conflict: Denied Ops is expectation. Approached as a continuation of the tactical Conflict series, it can feel jarringly shallow. Approached as a short, chaotic co-op action shooter, it becomes easier to appreciate its strengths: the destructible environments, the buddy-system design, and the breezy, popcorn-movie pacing. The game is at its best when played cooperatively, where its limitations fade into the background and its simple, loud, and exaggerated firefights become more entertaining. In single-player, however, the flaws—AI shortcomings, repetitive mission design, and constrained weapon variety—stand out more sharply. In the end, Conflict: Denied Ops is an experiment that succeeds in ambition but stumbles in execution. It represents a franchise attempting to reinvent itself for a more action-oriented market but losing some of the depth and identity that originally made it stand out. For players who enjoy straightforward shooters with big explosions, easy-to-grasp mechanics, and co-op antics, it offers a still-serviceable dose of entertainment. But for those seeking refined tactical gameplay, cohesive storytelling, or polished design, it remains an uneven entry in the series—memorable in concept, but inconsistent in delivery. Rating: 5/10
[b]Разраб[/b]: Мы сделали игру с какой-то необычной механикой! [b]Геймдизайнер[/b]: Нам надо дать людям понять, что у нас есть эта axyeнная механика. [b]Разраб[/b]: ну xyi знает, обучение делать мне лень. [b]Геймдизайнер[/b]: А давай e6aнем все кнопки связанные с новой механикой на все основные кнопки, при том, что у нас игра шутер, а в шутере любой адекватный человек будет ждать основное управление на классические кнопки? Ну типо он захочет прицелиться на ПКМ, А ему тут напарник прибежит. Захочет присесть, а там смена оружия? И он начнет нажимать все эти кнопки и увидит про нашу новую механику управления отрядом! [b]Разраб[/b]: Гениально! Срочно в работу! 5 минут спустя: [b]Тестер[/b]: Я вот поиграл в игру, и у вас тут вроде есть и стелс, и управление отрядом, но я просто бежал и стрелял. [b]Разраб[/b]: Хмм. Сча кароче xyiну ползунки урона у врагов так, что бы ты даже на легкой отлетал за пару попаданий, вот тогда ты у меня поиграешь в шутер! Спустя еще какое-то время, обсуждение на планерке: [b]Разраб[/b]: Так, нам надо определиться, какие разрешения будут у нас в игре. [b]Тестировщик[/b]: ну я нищий у меня 900х600 экран. [b]Дизайнер[/b]: ну у меня ширик 1600х900. [b]Разраб[/b]: а я вообще этот кал в режиме отладки 400х300 запускаю и норм. Вот пусть эти три разрешения и будут. На рынке есть мониторы 1920х1080\1200, но 6ля, поиграют и так. Одну вечность позже: [b]Разраб[/b]: так, у нас игру можно проходить и соло и в коопе. И по стелсу, и вроде даже стреляя, хоть я и выкрутил яйца с ползунком сложности. Как разнообразить игру под все это? [b]Геймдизайнер[/b]: КАРОЧЕ! Есть идея! Сча eбнeм лабиринтов многоэтажных, а то, что надо делать покажем просто посреди экрана точкой, А как добраться до этой точки не покажем. Вот люди axyeют от вариативности в нашей игре, когда будут искать нужный проход! Перед релизом: [b]Тестер 1[/b]: Слушайте, тут пару багов нашел и еще игра вылетает когда сворачиваю. [b]Разраб[/b]: Ну так 6ля и не сворачивай, дурак что ли? [b]Дизайнер[/b]: А что будем делать с тем, что наша игра выглядит как паpaша из 2003? В этом году уже вышли ред алерт 3, гта 4, дед спейс мирорс едж и они очень красивые, как нам до них дотянуть? [b]Разраб[/b]: Ты чо дурак? У нас ТАКТИЧЕСКИЙ СТЕЛС КОМАНДНЫЙ ШУТЕР. Какой графен? У нас и так глубого проработанная и разнообразная игра. [b]Разраб[/b]: Слышь чел, а ты кстати нашего сценариста не видел? [b]Геймдизайнер[/b]: да не, помнишь, мы когда перед тем как начать делать игру устроили знатную пьянку в честь выделенного бюджета и он там нажрался как свинья и провалился потом в какую-то канализацию? Ну с тех пор мы его и не видели. [b]Разраб[/b]: Так у нас сюжета нет в игре вообще, че делать будем? [b]Тестировщик[/b]: Чуваки, чуваки! Я кароче тут последние годы тестирую шутеры, и почти все они про рандомного диктатора в рандомной стране восточной европы и азии. А давайте тоже скажем, что мы свергаем режим где-то на ближнем востоке и по классике, терористы поxyiсты и прочие? [b]Разраб[/b]: Ну ты голова! Все, в релиз, мы обречены на успех!
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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