
A third-person Action/Shooter that thrusts players into a sci-fi flavored nightmare scenario set in the post Cold War era.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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Reviews
Themes across 132 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
From the little I played I'd say this is probably a quite decent third person shooter. However this game needs a remaster. The resolution is extremly low when starting the game and every time I tried to change it, the game bugged out. And I could't stand this visual quality for longer than 10 minutes.
If you're even seen Warframe before, you'll immediately notice a surprising amount of similarities between these games, but it was really funny to find out that this is just what remained after they basically completely overhauled this game from being straight up Warframe. It's also important to keep this in mind, because some of its shortcomings suddenly make a whole lot of sense. I was trying to find a more definitive answer on why they did it, because there's a lot of vague "changed after publisher involvement" type wording around, and there's a way more direct answer in a Kikizo interview with Josh Austin. "Originally when they started this title, there was no Unreal Engine 3, and it was heavily sci-fi. When they were pitching it around [to potential publishers for the game], nobody was buying it, because at the time this sci-fi theme in the game was just not working very well for them." He said that a stronger emphasis was put on the ever-popular superhero theme, and it seemed to pick up momentum again. "Then D3 Publisher picked it up two years ago, and really got it going." Even though the shift seemingly wasn't too sudden, I can't imagine it's too easy to go from having a more fleshed out concept for a sci-fi game (that they were clearly very passionate about), and then turn it into a Cold War game where you play as a CIA dude infiltrating a Soviet secret military island to locate and destroy technozombie virus. --- It's all assumptions, but I feel like environments have been hit the hardest. After a surprisingly pretty opening, you spend most of this game inside concrete buildings, non-descript corridors, tunnels, underground facilities, factories, warehouses, and other unremarkable places. It's like the pantheon of ♥♥♥♥ that's relatively easy to build, since it's all boxes that are then filled up with crates, desks, computers, posters, machinery, shelves, metal catwalks, and other generic assets. Even though I'm not the biggest fan of Warframe environments either, there is an obvious mismatch in creativity between the initial concept, the final Dark Sector, and what they would go on to make for Warframe. The story largely follows suit, though I think it shows a certain level of ambition despite the generic premise. The big picture is still about an Evil Scientist doing Bad Stuff at their Secret and/or Remote Base, it is up to you, the Special Agent, to use your awesome skills to put this to an end. Most of the charm here is in the little character moments and small details. One that I liked the most is that despite the usual "hero turns into monster" narrative, they don't do the tired song and dance of protagonist struggling with and rejecting the changes. Hayden gets a suppressant and then just doesn't use it for majority of the game because he seemingly understands the usefulness of having a glaive that can cut people in half and enables him to fight the dangerous mutants that the virus creates. Things are a bit muddy, but I like that they overtly say the virus changed Hayden into a better person, that it "saved his soul." I'm not sure if that's the implication, but I read that as the virus sort of flooding out whatever brainwashing or drugs CIA was using on him to turn the guy into a killing machine. Maybe I don't stumble into these narratives often enough, but it's rare to see a story where a character shifting into something inhuman is seen as a positive change. I really like the way this intertwines with the suit/virus design as well. It's essentially just a warframe, and to my eye, what sets them apart from a lot of other sci-fi suits is that their design feels like a fusion of physical and spiritual in a way that makes body conform to the identity. Might be off the mark entirely, but at least it felt like the game is sincere and has enough going for it to try and find something more within the narrative. --- I'm curious how much of the original gameplay made the transition to Dark Sector as well. Regardless what the answer is, I feel like this is where you see the real connection between two games, because the strengths and flaws so similar. I tried to get into Warframe multiple times, but each attempt was stopped after getting incredibly bored. It's a game where everything feels great, looks cool, sounds fantastic. Everything you do is so immensely satisfying, but that's just not enough for a gigantic game where you mostly do the same generic objectives on procedurally generated maps filled with enemies that can't do anything to you. Dark Sector is a bit more challenging and still asks you to engage with enemies to some extent, but it still has the same thing going. The glaive is awesome and it feels great to use. The sound effects are satisfying, chopping off limbs, splitting enemies in two, and popping off their heads feels great. They also trickle in power-ups to make sure you always have new fun ways to use the glaive. First there's a power throw that has to be timed just right in exchange for huge damage. You also get to assume direct control and steer it, which allows for more precise shots, attacking from safety, and hitting people behind cover. Then you get to power it up with electricity, fire, or ice, which outside of basic puzzles serve a similar purpose of just killing enemies even harder, and doing so with cool visual effects. Perhaps the coolest upgrade also turns any powered up glaive into a flying bomb that you can detonate whenever you want. Even though there's rare much use for it, it always feels really good to hit a clump of enemies with an ice explosion. Everything outside the glaive? Yuck. Typical 3rd person console shooter in a post-Gears of War world. Though on many levels even worse than average. The movement in particular is rather clunky in this one, and the addition of sprint never gets rid of the feeling like you're a walking boy in a runner's world. All 10 chapters are mostly super linear affairs through dull environments that are mostly filled with either dudes with AKs or zombies with pipes. Over time they introduce new enemy types, but not enough to really switch things up. Like on rare occasion there's a dude with a shield, but the way they interact with the glaive is a bit awkward. You only get limited time/distance to control the glaive, so it's easier to just slam a power throw into their shield and shoot them. Later in you get special infected that can shoot and go invisible, but for all for all intents and purposes, it's just those dudes with AKs switching into a different outfit behind the stage. The only really meaningful switch-up here is that later infected enemies don't die to one power throw like everyone else, which is nice in a sense that it encourages you to seek out environmental power-ups to take them out faster. You technically have guns too, and there's a whole bizarre system where enemy guns have DNA locks that prevent infected from using them (which means you), and this is used to justify a little RE style system where you come across shop locations. In those shops you can buy guns, slot in upgrades you found, or sell anything in your inventory (including those upgrades). It all feels incredibly superfluous because most of the upgrades are small and unimpactful, you don't get enough cash to swap out guns too often, and there aren't that many of them to begin with. Though using them is so unnecessary most of the time that I probably would've barely used my revolver if it didn't look cool as hell. The only thing that really stood out outside of the Glaive is that the boss fight are surprisingly decent for a shooter. They all lean into your glaive's power up ability, so they're sort of "gimmick" fights, but that's still better than the standard industry approach of making bosses in these games into something that just doesn't mesh with any other part of the game.
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 8: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 132 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]Verdict[/h2] ❌ Not Recommended A disappointing older action game with serious resolution problems and gameplay that did not convince me to continue. [h2]My history with the game[/h2] I played Dark Sector for 12 minutes. I knew this was an older game, so I did not expect modern visuals or modern comfort. However, the technical issues appeared immediately and made a bad first impression. After trying it, I simply do not want to continue. [h2]Quick signals[/h2] 💸 Value: ❌ Not worth it for me 🖥️ Requirements: ⚠️ Bad resolution support 🎨 Graphics: ⚠️ Old and limited ⏱️ Length: ➖ I stopped after 12 minutes 📖 Story: ❌ Did not hook me 🎮 Difficulty: ➖ Basic action gameplay 🐛 Bugs: ❌ Major display/resolution issue [h2]Technical problems[/h2] The biggest problem for me was resolution support. At 2560x1440, the game did not launch properly at all. The screen only kept flickering. Even in-game, I could not use 1920x1080 resolution, so I had to play at an even lower resolution. I know this is an older game, but that does not excuse this kind of basic technical problem. [h2]What I liked[/h2] * The glaive weapon idea is at least somewhat recognizable. * Fans of older mid-2000s action games may still find some historical curiosity here. [h2]What didn’t work for me[/h2] * The game had serious problems with modern resolution support. * 2560x1440 did not work for me at all. * 1920x1080 was not available in-game. * The gameplay felt like borrowed mechanics from other popular games. * The setting did not convince me to keep playing. * Nothing in the beginning made me feel like I should continue. * Overall, it was a big disappointment. [h2]Is it an endless game? How long to beat?[/h2] No, this is not an endless game. I personally stopped after 12 minutes, so I cannot fairly judge the full length. This review is based only on my short experience and the technical issues I had. [h2]Who will love it[/h2] Maybe players with nostalgia for older action games or people who are curious about Digital Extremes before Warframe may still want to try it. For modern players, especially on newer monitors, I cannot recommend it. [h2]Replay value[/h2] For me, replay value is none. I tried it once, had technical problems, and the gameplay did not hook me. [h2]Final note[/h2] Dark Sector may have some fans, but my experience was very disappointing. The resolution problems were already bad enough, and once I actually played it, the game itself did not feel interesting or original enough to continue. Not recommended.
that ending is a blue baller but i can see alot of the good designs that they carried over to warframe
Хорошая игра, старой школы. Никакого собирательства, простой сюжет и Глефа. Прошел дважды. Подряд. Первый раз на обычном уровне сложности, второй на повышенном (открылся после первого завершения игры). Рекомендую. Только не забудьте ее починить для современных систем. Благо в стиме есть руководства о том, как это сделать.
A rough game to play, it simply hasn't held up as the years have gone by. There is a whole lot of jank that you are gonna have to put up with, namely design decisions that were poor in hindsight. There is a dedicated button to get in cover, but it is connected with the dodge button, leading you to sometimes just roll past cover sometimes. In order pick up ammo you need to press and hold a button. So say you are ducking behind cover with ammo directly above you, he will then stand up out of cover and grab the ammo, which is a terrible decision because then you are getting lit up by enemy fire to do so. This is important because you have enemies that can only be defeated by rockets alone, so you need to get out of cover and grab ammo. Not fun when fighting a giant robot with endless machine gun fire. Melee can best be described as existing at best, because it is terrible. Its unreliable at the best of times, and broken at the worst of times. You can swing through and past enemies physically in front of you, and there are plenty of times both you and the enemy are flailing at each other and hitting air. Enemies have some sort of AI range tether to them, because there are times you can simply run past them, only to turn around and see they are standing still and not moving or attacking. Like they hit an invisible wall and cannot remember how to work anymore. They also have this weird hitbox around them at times, because you can just hit an invisible wall trying to walk past them. There is also a very hardline spawn system in place here, where you can try to run past a certain area in fights, only for the game to spawn enemies right next to you, or even behind you. The game has a very dark color scheme, very black/grey/brown that was the style in the mid to late 2000s. This works against it because its just hard to see at times. Sometimes its just walking through darkness, and the flashlight barely helps. Objectives and things you can interact with also have a tendency to just blend in with the rest of the environment, despite a very light shine to them to show they are interactive. There were plenty of times I ran into a chain or lock I needed to break, and just couldn't tell it apart from the rest of the area. As for the standard gunplay, this really wants you use the glaive all the time, but even that isn't really reliable. Darn near every gun has terrible accuracy, and you are really forced into the pistol and glaive combo early into the game. Once out of the prologue, and with the glaive in hand, every enemy weapon you have is on a timer that automatically causes it to self destruct after a short while. So you are really just lacking firepower for most of the game, and you need to take advantage of the glaive to get by. However, even that isn't great, because it has a real questionable range that I never really got the hang of. You can eventually control it in flight, which is great, until you realize you cannot pick off far off targets, which isn't great. Nothing like throwing the glaive, getting really close to an enemy in cover, and then having it return to you because the enemy is just out of range. Not fun when you are fighting off a whole horde of enemies barreling down on you. Even when you do get a proper machine gun that you can use permanently from the shop, you are then reminded of the terrible range and accuracy that all weapons have. Enemies have great and fantastic aim, can really pin you down when they are working together, but you get a gun and hitting anything beyond 10 feet is asking a bit much at times. Lastly, some of the worst turrets I have seen in a game. Just in awe of their poor accuracy, poor damage, and enemies just walking through a hail of gunfire easily to run up and punch me.
once i got started its great, had trouble with the res went to 1080 and worked
precursor to warframe very recommend if u like warframe :)
Игра крутая. Типа как резидет
Нууу... Экспириенс такой себе. Как-то даже с трудом верится, что из этого вырос варфрейм. Но это факт. Игра не то что-бы плохо состарилась, а судя по всему была кривой изначально. Не сказать что в нее совсем неприятно играть, но многие моменты очень сильно бьют по ощущениям от игрового процесса. Начнем с главной фишки игры. С глефы: Она отстой. Мало того-что при броске эта херовина цепляется за все невидимые коллизии, так еще и использовать ее абсолютно неудобно, потому-что каждый раз, для броска, нужно переключаться на пистолет, ибо работает она только с ним. И боже: как же долго длится анимация расчехления этой ебанины. Серьезно каждый раз переключаясь на глефу и пистолет, ты натурально начинаешь жалеть что решил это сделать. Почему нельзя было оставить возможность, использовать эту срань вместе с винтовкой. Я не понимаю. Однако: Помимо этого, разрабам тогда показалось-что глефа слишком охуенное нововведение и нужно заставить игроков, пользоваться ей как можно чаще. И как они решили это сделать просто гениально. Во первых: На все оружие подбираемое с противников нацепили ♥♥♥♥♥♥ фейс айди, который не дает игроку пользоваться этим самым оружием больше минуты. По истечению времени, оно просто взрывается у тебя в руках (спасибо хоть что без урона). В дальнейшем конечно можно приобрести в местных магазинах оружие, которым можно будет пользоваться постоянно. И даже его модифицировать с помощью найденных по ходу игры улучшений. Но здесь всплывает еще одна особенность, добавленная разрабами что-бы мотивировать игрока чаще использовать ебучую глефу: Нам просто запретили подбирать патроны с противников. При условии что в прологе, можно было без ограничений подбирать и оружие и амуницию с поверженных врагов. Вместо этого, нас заставляют тыкаться носом во все возможные темные углы для поиска коробочек с патронами. А ближе к концу игры, начиная с битвы с немезисом и вплоть до финального босса (а это ♥♥♥♥♥ три главы из десяти) патроны пропадают из игры вовсе. Спасибо ♥♥♥♥♥ что хоть под конец напомнили что я все-таки играю в шутер, а не в симулятор олимпийского метателя диска. Битва с предпоследним немезисом это вообще какой-то дарк соулс на минималках, ибо 70 процентов всего файта ты как еблан перекатываешься про арене, уворачиваясь от атак босса потому что они тебя ♥♥♥♥♥ шотают. Противники в игре жирные шо ♥♥♥♥♥♥. И я даже не про зараженных. Обычные, мясные солдаты это ебучие непробиваемые терминаторы, которые не против всосать в себя половину твоей обоймы, прежде чем откинуться. Спасибо что хоть хедшоты работают относительно исправно. Но к сожалению, почти все оружие, кроме карабина по умолчанию имеет нехилую такую зону разброса, которая с каждым выстрелом еще и увеличивается. И даже гребанные модификации на уменьшение разброса, почти не снижают эту зону. Да, врагов можно быстро убить броском глефы. Но напомню что она кал, потому-что цепляется за все возможные коллизии. Дробовик отстой, и сильно уступает по эффективности винтовке. Даже против зараженных, которые почти всегда прут на тебя в упор. Сегменты с турелью, это вообще ♥♥♥♥♥♥: потому-что у стационарного пулемета разброс настолько конский, что ты натурально полминуты можешь строчить из него в абсолютно неподвижного противника, но пули будут филигранно облетать его тушку, словно он главный герой из боевика 90х. Экономика в игре тоже всратая: Ебучие накладные за которые здесь покупается оружие, могут не попадаться несколько глав подряд. За всю игру я смог приобрести только две пушки из 10. И то вторую под конец игры. И вот все эти мелочи настакиваются друг на друг и изначально хорошее впечатление от игры, в дальнейшем сильно портится. С художественной точки зрения: Ну... визуал на момент выхода игры, наверное был неплох. Хотя атмосфера и окружение какие-то совсем невнятные. Только внешний вид боевых костюмов( которыми в дальнейшем и был вдохновлен варфрейм) выглядит прикольно, и немного отдают вайбами гайвера. В общем и целом игра... мэ... На сегодняшний день, она ощущается какой-то невзрачной и местами играется не то что-бы приятно. Что конечно же жаль, Ибо шутерами от третьего лица с укрытиями, игровая индустрия последнее время совсем не балует.
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Where this game's players are, estimated from review languages.
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