
Fight through post-apocalyptic South Korea in this retro survival horror. Uncover the truth behind the devastating meteor impact that left the country in ruins and turned every living organism into a terrifying monstrosity. Fight. Solve puzzles. Upgrade gear. Make every bullet count.
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.
Reviews, worldwide (the counter carries no country): 2.56/day in the week to Aug 4 → 1.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Ground Zero is a retro survival horror set in post-apocalyptic South Korea.
A devastating meteor impact has wiped out South Korea. 2 months later as the dust and lightning storms settle and the air becomes breathable, an elite Korean operative and her Canadian partner are sent to investigate. What waits for them in the foggy remains is more terrifying than they ever could have imagined…
Fight terrifying monsters that lurk in the dark corners of Busan, mutated by the fallout of the impact.
Uncover the truth of what really hit Busan that day. What are these strange growths unravelling from the meteor impact, and why has it corrupted what little life remains in the aftermath?
Explore a beautiful city in ruins, from shoreline towns and temples to the urban center.
Defend yourself with an array of abilities; shoot, stab, kick and counter as an expert soldier trained in firearm and martial combat.
Perfect your fighting skills and get rewarded. Cleaner kills means more Genome Points, which can be traded for powerful gear upgrades.
Take on huge, terrifying bosses. Seo-Yeon has no idea just how bad the mutations can get in the heart of the city. Be prepared for anything.
Relive the spirit of classic Survival Horror. Ground Zero captures the nostalgia of retro horror titles with fixed cameras and pre-rendered backgrounds, puzzles, custom difficulty and optional tank controls.
Have fun with unlockables and extra content: alternate outfits, additional game modes and hidden endings await players curious enough to find them.
Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 769reviews | 90% | — | $315.2K |
| $13.39−33% | 525ratings | 93% | — | not modelled | |
Engagement
Reviews
Themes across 164 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Solid Korean Resident Evil[/h1] Another gem I discovered during Steam Nextfest last year. This time the retro-style, Resident-Evil-inspired survival horror takes place in Korea. I was impressed by the demo, and I am glad to say that the end product is good as well. The visual is both authentic and atmospheric. The combat is tight, and the exploration is often rewarding. Even though the game suffers some hefty issues in the later half, I still consider Ground Zero to be a solid addition to this sub-genre. [h2]Things I Like About Ground Zero:[/h2] [list] [*][b]Great Retro Art Style:[/b] Something about the pre-rendering backgrounds and low-poly textures really sell the idea of nostalgia, but there's more than that. The developers cleverly use atmospheric lighting and high-contrast color to make the levels feel gloomy and misty. This design not only intensifies the dread in certain claustrophobic areas but also subtly guides players toward their next location. Interestingly, Ground Zero's environment design reminds me a lot of Cry Of Fear, especially the part where you walk along the street in rain. I know the backgrounds are all just static images, but something about them with the rain effect makes me want to stop and admire. It's a weirdly comforting moment despite all the horror you've witnessed. [*][b]New Survival Horror Additions:[/b] As for the gameplay, Ground Zero is a good mix between classic design and modernized approach. Besides tight inventory management, off-screen zombie blasting, and environmental clues for puzzles, the game introduces some interesting ideas as well, such as mixing three different serums together enhances their effectiveness, but mixing three of the same serum permanently boosts your respective stats, or doing a small math test to open the storage for some nice change of pace. Parrying and dodging also make their way into combat so you can have more ways to get out of sticky situations. [*][b]Critical Shot:[/b] However, the best combat addition is none other than Critical Shot. Basically when aiming, you can hold a button (aim with LT and hold A for Xbox controller) to enter heightened mode. Release the button when the line hits the designated red area to perform a critical shot that one-shot all mobs and severely damage bosses with any guns. This technique works exceptionally well with pistols and SMGs, compensating for their typical low-damage output and saving you tons of ammo in the long run. Yet, Critical Shot takes time to set up and can be quite punishing if you miss. Practicing spacing is key to master this technique. [*][b]Alternative Paths & Great Replayability:[/b] Another highlight of the game is its incredible replay value. Six difficulty options, time-attack mode Apocalypse Crisis very similar to Mercenary Mode in Resident Evil, and various unlockables earned through specific challenges in the main campaign, etc. My favorite one is without a doubt the alternative paths you can choose in certain chapters. Although at the core it's just a different route that ultimately leads to the exact same place, the equipment, the resources, the puzzles, and even enemy variety are vastly different than each other. For example, the very first chapter wants you to choose between walking along The Beach or crossing The Amusement Park. The Beach is more compact with tight corridors and narrow paths. It's the fastest way to reach the town square but really tests your maneuvering skills and resource management. The Amusement Park, on the contrary, takes you on a small journey with some resources to spare and a lot of opportunities to practice spacing and Critical Shot. It's absolutely worth playing the game twice just to experience all the possible routes. [/list] [h2]Things I Dislike About Ground Zero:[/h2] [list] [*][b]Sudden Camera Angle Shifts:[/b] This is one of the two biggest problems Ground Zero has. The fixed camera angle shifts too frequently and way too "sharply" for players to adjust their inputs. It often leads to the protagonist suddenly twirling around mid-stride and further leaves the players disoriented. This situation is especially problematic during combat, in which one little step can mess up your prospective with how fast the angle transits. There are so many moment that I manage to escape the grasps of two zombies only to run back to them simply because I can't reorient the directional inputs fast enough. [*][b]Bloated Later Half:[/b] Backtracking, for better or worse, has always been one of the key features in retro survival horror. Some games try to mask it with layers of content, while others do a poor job at handling it. Funnily enough, Ground Zero is in a mixed situation. The first six chapters carefully balance out the tedium of backtracking with dense level layout, stacking rooms on top of each other to give you an illusion that you are not walking back and forth aimlessly. Sadly, the later six chapters don't have the same treatment. The levels are often spacious and empty, with long corridors loosely connecting each other in a straight line. Enemy placements seem haphazard. The tedium seeps in faster, and the overall quality drops as the game goes on. Whether it's because of time and budget running out or it's because of the developers' intended design, the playtime is unnecessarily bloated. And don't get me started at the boat and train section. These two are easily the worst parts of the campaign and really make me think they are here just to waste my time. [*][b]Other Complaints:[/b] [olist] [*]The UI is rather crude and hard to navigate with a controller. [*]You can only see the map layout of the floor you are currently on, which is quite annoying for some puzzles that require traveling multiple floors. [*]There are a lot of weird plot holes in the cutscenes, like driving through the infested city without encountering any traffic jams or eating food found in an infested kitchen, inside an infested train. [/olist] [/list] [b]中文小簡評[/b] 去年十月新品節挖到的寶之一。《Ground Zero》是款以韓國為舞台的復古風類《惡靈古堡》的生存恐怖遊戲。當時試玩版展示了十足的底蘊,讓我印象深刻,如今成品的表現也相當出色,無論是畫風還是戰鬥方面都能看出復古與現代概念雜揉再一起,其他生存恐怖的要素也掌握得當。雖然遊戲(尤其是後半)存在一些較致命的缺點,我仍然認為《Ground Zero》是款很棒的作品。 [b]喜歡的點[/b] [list] [*]製作團隊成功以預先渲染的靜態背景和低多邊形紋理營造出濃厚的懷舊感,再運用出色的光影特效和高對比色彩讓室外場景呈現出些微陰鬱的荒涼,既強化密閉空間所帶來的恐怖窒息感,也能巧妙地引導玩家走向下一個地點。有趣的是,《Ground Zero》的場景設計意外地讓我想起《恐懼之泣》裡在雨中漫步走過河畔街道的橋段。 [*]玩法方面,《Ground Zero》融合經典生存恐怖和其他現代化要素。除了固定欄位考驗玩家道具取捨、開槍打螢幕外不斷襲來的殭屍、觀察環境與閱讀文件解謎等經典要素之外,製作團隊還加入了一些有趣的設定,例如混合三種不同的血清可以增強彼此的功效,而混合三種相同的血清則會永久提升你相對應數值,算是對道具管理的新層面;或者通過簡單的數學運算來打開儲存箱,能在緊湊的戰鬥間獲得一些喘息;戰鬥也加入了格擋和閃避,讓你有更多方法節省子彈迴避攻擊。 [*]戰鬥中最棒的設計莫過於「爆擊」。簡單來說瞄準時可以額外按住互動鍵觸發迷你QTE,準心進入紅色區域時放開按鍵即可發動爆擊,能秒殺所有小怪並重創Boss,適用於所有槍械,尤其是手槍和衝鋒槍效果最佳,不僅彌補了兩者傷害較低的缺點,更是節省彈藥的一大助力,但是爆擊有一小段預備時間,沒有抓好時機很容易被殭屍趁虛而入,因此需要好好練習走位與拉距離。 [*]遊戲的另一個亮點就是重複遊玩性極高,不僅提供六種難度可選,還有類似「傭兵模式」限時挑戰模式「末日危機」,甚至是完成特定挑戰能解鎖更多有趣的槍械與服飾等。 [*]不過我最喜歡的還是遊戲在部分章節中提供分支路線可選,雖然是殊途同歸,但這些地點在裝備、資源多寡、謎題類型、甚至敵人配置都與彼此截然不同,絕對值得你玩兩遍體驗所有關卡,好比在第一章就給你兩條路,看是要直接走海邊進小鎮,還是要從遊樂園繞道而行。這裡就可以看出製作團隊的用心,選擇海邊的確會比走遊樂園快,但路途上會走過許多狹窄小路,遇到兩隻以上的殭屍就只能硬碰硬;而走遊樂園的話流程會比較長,殭屍出場及密集度也較分散,可以搜集多物資與DNA點數。 [/list] [b]不喜歡的點[/b] [list] [*]固定鏡頭切換過於平凡且突然,容易導致你來不及調整移動按鍵而迷失方向,讓角色走一走突然原地打轉,即使只是一小步踏離這個場景也能讓你原地折返好幾次。這種情況在戰鬥時特別惱人,好不容易擺脫了殭屍的追擊,卻因為鏡頭切換之快來不及重新適應方向而投回它們懷抱。 [*]不管怎麼說,來回折返已是復古生存恐怖遊戲的標配之一,因此如何讓你不要那麼快產生倦怠是關鍵。《Ground Zero》只做到一半,前六章巧妙地利用較多可探索的房間中和掉折返的枯燥感,關卡層層堆疊,讓你感覺自己並非漫無目的地走。可惜後六章就沒那麼細心了,關卡設計過於空曠,房間往往都是一直線連接需要你長途跋涉,敵人配置也較隨性,遊戲節奏冗長,感覺很像拖時間騙錢。 [*]更別提開船與火車的橋段,這兩個根本是來搞人的... [*]使用者介面較粗糙,搖桿操作起來滿反人類。 [*]地圖只能看到你所在的樓層,對於需要多樓層來回走的解謎非常不親民。 [/list] [quote=author]If you like what I write, please consider a follow to [url=https://store.steampowered.com/curator/45738167/]my curator[/url] page, thanks! 如果你喜歡我寫的東西,可以追蹤[url=https://store.steampowered.com/curator/45738167/]我的鑑賞家[/url]喔![/quote]
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $19.99 |
| 141ratings |
| 86% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 164 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really wanted to like Ground Zero more than I did, and weirdly, I think that’s because there’s so much here to appreciate. For an indie survival horror game, the amount of content is honestly impressive. It’s LONG. There are upgradeables, unlockables, branching paths that give you the decision to decide which one to take - which adds replay value and plenty of the mechanics you’d expect from a game inspired by classic Resident Evil and more! The combat can be a little wonky and some enemy placements felt stupidly unfair but I was completely willing to forgive that. They clearly put a ton of work into this game. My problem is that somewhere along the way I realized I just wasn’t invested in its world. There IS a plot. Things happen, there’s a mystery to uncover, and the game gives you a reason for why you’re there and why these creatures exist. But I never felt particularly curious about any of it. By the end, I barely felt like I knew the main characters. There are little moments suggesting some history, frustration, or genuine affection but it’s rarely explored. The same goes for their handlers, HQ, and the larger world surrounding the incident. That lack of worldbuilding really hurt the game for me. Ground Zero has a lot of the gameplay, but I didn't have that curiosity to want to learn and see more. Sometimes it almost feels like someone wanted to make a classic Resident Evil style game first, needed an explanation for the monsters/city in shambles and built the story around that afterward. Obviously I don’t know how the game was actually developed, but that’s how the finished product felt. The branching paths probably demonstrate this better than anything. I LOVE the idea of choosing different routes, and it adds legitimate replay value. But it felt more like “choose your obstacle.” I might get a different location, enemies, puzzles, or encounters but what did my decision actually mean? What did I learn? How did it affect these characters? Did anything I experience change how they responded afterward? A choice doesn’t have to completely rewrite the story to be meaningful. Give me a character revelation, a different perspective on an event, some unique lore, a consequence, or even dialogue acknowledging what we just went through. Give me something that makes me wonder what I would have learned if I had taken the other path. And ironically, I think this is why the impressive length eventually started working against the game for me. At some point I stopped thinking “I wonder what happens next,” and started thinking “gahh damn, how much longer is this game?” 😂 That’s probably the strangest compliment and criticism I can give Ground Zero at the same time: there is a LOT of game here. I just wish there was more substance behind it. It gave me plenty to do but not enough to care about. I recommend it for players who really enjoy the genre but if you're looking for a deeply compelling story/plot. This ain't it.. though there IS potential!
[h3] Вымученное ретро [/h3] Были огромные надежды на игру, столько положительных отзывов, более-менее интересное начало, плюс словил вайбы игры детства Parasite Eve, но нет, это ужасно затянутая, вымученная хуерга, а уровню духоты позавидует газовая камера в Освенциме. Плюс здесь только один - та самая ретро стилистика игр времён первых Резидентов. Всё. На титрах уже не осталось никаких положительных эмоций, просто глубокий выдох, что ты наконец-то смог добить игру, потому что бросить на полпути не в моём характере. - 90% Игрового процесса это грёбанный БЕКТРЕКИНГ, поехавший геймдизайнер не ищет лёгких путей, почти все уровни состоят из огромной, длинной кишки с небольшими разветвлениями, и ты бегаешь туда-сюда, выискивая очередной проклятый предмет/ключ от комнаты, бывает просто абсурд, что нужный ключ может быть почти в соседней комнате, а там ключ для другой уже соседней комнаты. Игра делает всё лишь бы задержать тебя и гоняет повторно от начала до конца по всей локации раза 5 минимум. Для меня Апогеем пиzдеца стал поезд, AKA симулятор открывания дверей и побегушек между вагонами в поисках ключей, кнопок, рычагов, ведь просто пройти по прямой линии здесь непозволительная роскошь. Такой х*йни даже Сайлент Хилл себе не позволял. - Камера и управление одни из самых отвратительных виденных мной, я искренне извиняюсь почти перед всеми играми, которые хаял за неё, вот здесь эталон всратости. Сменяемость кадров зашкаливает, особенно когда ты бежишь от врага, каждые 5 секунд камера такая ХУRКС СМОТРИ КАК МОГУ и меняет ракурсы, сверху, снизу, сбоку, перспектива меняется, управление тоже, тебя мотает из одного ракурса в другое ведь управление тоже меняется. За момент управления лодкой искренне хотелось нассать на лицо разрабам и оторвать им руки, тебе даётся 10 секунд чтобы переплыть сегмент, каждые 2 секунды ракурсы меняются, ты собираешь все стены лицом и помираешь, смотря МЕДЛЕННУЮ анимацию смерти героини, а загрузиться ты не можешь, потому что какая-то скотина решила не делать кнопку загрузки когда жмешь ESC, грузится только из главного меню. - Боевая система перегружена и работает через очко Сатаны, автоаим хуже чем в том же старом резиденте, я просто не понимаю как персонаж промахивается в плотную, а иногда пули просто проходят через врагов, да и импакта как такого нет, заряженный выстрел это вообще бред. В игре дохрена видов оружия, но по факту они все мало отличаются друг от друга, только типом патронов. И да оружия реально много, но инвентарь ограничен, базовый пистолет и дробовик вот что будет до самых титров. Последний гвоздь в крышку гроба боёвки это ближний бой, потому что нож и парирования выносит всех, просто жми на 2 кнопочки и всё, повторять до посинения, стоит только разобраться как это делается, потому что игра класть хотела что-то тебе объяснять. - За сюжетом сюда тоже не стоит идти, самый типичный Резидент, только тут рескин, вирус не из лаборатории, а появился из космоса. А вот загадки, ммм, хyeta, не знаю какой гондопляс решил, что строить почти все загадки на математике и цифрах это очень увлекательно и весело, особенно решать уравнения чтобы ОТКРЫТЬ СОБСТВЕННЫЙ ЯЩИК С ЛУТОМ в сейфруме, а я как идиот поставил уровень загадок на хард, а жадность не даёт мне взорвать ящик и потерять лут. Помянем. За генератор в госпитале разрабам отдельный котёл в аду. - Кстати, всю игру вы сканируете врагов, и как думаете, где бестиарий про них? Может в записках и документах? А вот хеp тебе в рыло, игрок. В настройках, мать его игры, жмёте параметры, там графика, управление, музыка (которую я вообще не помню) и рядом окно ОТЧЁТ О НЕКРОПСИИ и это описание врагов, гЕниАльНо. Как работают комбинации местных 3х цветных травок-ампул, очередная загадка на миллион, в их комбинации нет смысла, единственный рабочий вариант сделать одноцветный шприц. Я никому не советую эту игру и правда не понимаю откуда аж 94% положительных отзывов, от такого кайфанут или мазохисты или отбитые фены классических резидентов, то есть максимально узкий круг людей. Уже вышло достаточно хороших игр, что косят под старину, при этом исправляют недостатки прошлого. Здесь нафталин и перегиб во всём, чем дальше идёт игра тем хуже она играется, она ни ценит время игрока, ни развлекает, ни даёт что-то нового, а только утомляет и душит.
this is a great survival horror game! really fun game play, a lot of fun weapons and cool areas to explore. My fav thing abt this game is the characters!!!!! I LOVE THEM SO MUCH
This is truly one of the best indie survival horror game with a retro graphic-ish and style of old school gameplay among many. It's like an original blending of Cold Fear, Brave Fencer Musashi, OG Silent Hill part 1, Parasite Eve, Gun Survivor 4: Biohazard Heroes Never Die aka RE: Dead Aim with sprinkles of Dino Crisis plus a dash of Obscure. Yeah, now I fully support games from South East Asia and East Asia game developers. Big companies and even indies. As well as European devs, as long as their games are truly excellent for the masses of actual gamers! Not just for a few pretenders or a handful of self-righteous proclaimers. IYKWIM! I am now a non-buynary for any games involving outsource liabilities. More selective to buy excellent games with my hard-earned cash. Ever since some newer games are becoming more weirder, forcing propagandas, controlling our preferences and shove down unpleasant ideologies plus blatantly insulting our intelligence. Enough is enough! Those are truly not my kind of games. At all! So be wiser as the masters of our wallets. Spend it wisely. And that's why I bought this game, because it is from the true gamers for the actual gamers. Plus worth it. Ground Zero is a delightfully retro survival horror that plays like a love letter to 90s gaming, wrapped in pixelated chaos. Dropping you into a post-meteorite Busan, it revives those glorious fixed camera angles that make you question your own spatial awareness. You’re an elite operative battling fleshy, mutated locals while practicing resource management so strict it feels like budgeting on a student income. Blending nostalgic tank controls with genome-point capitalism to upgrade your gear, it’s a brilliant cocktail of old-school panic and modern fun. It proves that saving humanity is best served with a side of vintage tension! Meet Seo-Yeon! No, she is not from one of the K-Pop girl groups, but TAa-DAaa!! Yup, she is an elite badass South Korean operative! Whose resumé boasts peak physical conditioning and a catastrophic lack of luck. Deployed to investigate a foggy, post-meteorite Busan, her official bio lists her primary skills as expert marksmanship, tactical problem-solving, and babysitting a Canadian partner. Unofficially, her true talent lies in maintaining absolute composure while her world is rendered in jagged, low-poly graphics. She is highly proficient at fighting fleshy mutants, puzzle-solving, and carrying a comical mountain of gear in a tiny, highly illogical inventory system. Ridiculous enough? Ridiculously fun that is! I applaud the devs for making yet another nostalgic survival horror indie game among many, that stays true to the core of authenticity. And if this game is truly your actual thing, then go buy it and be the actual gamers we all longing for! Now it is clear that we must protect the tomboys IRL like Seo-Yeon wholeheartedly! Why? Because they are the mothers of future super soldiers!! *cough* OG Sarah Connor from T2: The Ultimate Cut *cough*... And more importantly? Just like the way this game was made, no need for any outsourcing liabilities. Be creative with our own methods and preferences as true game developers with pure actual goals of making it. Artistic Freedom is never optional. Keep it fresh, raw and original. Over and out... 'Nuff said. :3
Disappointing
Una carta de amor dedicada a los juegos de terror de los años 90. Ground Zero nos lleva a la nostalgia, pero subido en un Tesla. Visualmente es hermoso, hablando claro de que los gráficos que usan son los parecidos de los juegos de mediados de los 90, como los Resident Evil o Silent Hill, con gráficos pre renderizados, solo que aca están en HD por asi decirlo, pero puedes modificarlos si los quieres mas pixelados desde las opciones, no obstante, la ciudad como los fondos son muy hermosos. La jugabilidad es igual a los juegos clásicos, solo que te dejan elegir entre los controles tipo “tanque” o “modernos”, recomiendo usar modernos, seas o no un viejo de 40+. La cámara es fija y va cambiando de ángulo a medida que avanzamos por el mapa, solo tiene un pequeño error con los controles modernos que al cambiar la cámara como que los controles se reinician y hacen que durante un momento el personaje se mueva en dirección contraria. El resto del gameplay es matar zombies, resolver puzles, explorar, Etc. Aunque tiene un modo de apuntado automático, también te deja apuntar de forma manual y mas adelante en el juego encontraras las miras que al equiparla a las armas puedes disparar como si fuera un FPS (solo mientras apuntas). Me molesto un poco lo limitado del inventario, recién pasado el capitulo 6 encuentras expansiones de inventario (salvo que en el capitulo 4 elijas el hospital para explorar). Otra cosa que me gusto es que durante la partida en ciertos momentos de tejan elegir diferentes caminos para explorar, cada uno con una temática y exploración diferente, por ejemplo, en el capitulo 4 entre la comisaria y el hospital, elegí la comisaria, pero lei que el hospital era un poco mas aterrador, aparte que los enemigos son diferentes, haciendo que el juego tenga rejugabilidad. También me gusto como va avanzando la historia y los diferentes mapas que vas explorando porque en algunos tienen experiencias únicas, como en el zoológico entrando al estanque de peces o luego mas adelante donde tienes que manejar una lancha para moverte en una parte de la ciudad inundada. Creo que básicamente tiene todas las experiencias que pudiste tener en los RE. El juego tiene varios finales dependiendo cuales fueron tus elecciones, y uno secreto que parece que es una referencia al final UFO de los Silent Hill. En conclusión, totalmente recomendado, ya sea para nostálgicos o no, es un juego muy sólido, tiene una ambientación brutal, al igual que la música (no lo había mencionado) y su jugabilidad también es muy satisfactoria, la dificultad esta algo elevada, te puedes quedar sin balas rápidamente si no administras bien tus recursos, de hecho, el 40 o 50% de los combates lo terminaras haciendo con el cuchillo, que tiene una habilidad de bloqueo seguido de un contrataque que sinceramente creo que esta algo roto si lo usas 1 vs 1, ya si son varios enemigos no te conviene mucho. El juego vale cada centavo. Nota: 9/10, en un momento aparecen Dinosaurios Zombies y ya se convierte en un Dino Crisis, estos desolladores pensaron en todo y verdaderamente aman los clásicos de Capcom. https://steamcommunity.com/sharedfiles/filedetails/?id=3746328543
Для тех кто играл в старые survival horror с фиксированной камерой и хочет еще. Для всех остальных это плохая игра для входа в жанр, она очень душная из за чего второй раз проходить ее не стал. + Игра большая, много локаций полицейский участок, город, больница и т.д. при этом иногда дают выбор в какую локацию пойти а какую пропустить. Много видов оружия. - Маленький инвентарь, траву нельзя смешивать в инвентаре, только делать одну инъекцию из за чего она занимает кучу места, очень много ненужно бак трекинга, очень много противников и мало патронов до определенного момента, в этой игре нож это обязательное оружие. Критические выстрелы в голову через QTE... Стрельба отдельная боль, мне очень не понравилось. Иногда игра сильно загружала систему, при этом загружать тут нечему, следовательно плохая оптимитизация. Бесполезный НГ+, если не открыл ничего за очки.
Ground Zero genuinely gave me the same feeling I got playing the old Resident Evil games for the first time. It has that classic survival horror atmosphere where every new area feels tense, resources matter, and you're never completely comfortable. It doesn't try to be an action game, and I think it's much better for it. The fixed-camera style and slower pace really brought back that old-school horror feeling without coming across as a cheap copy. It clearly takes inspiration from the PS1 era of survival horror but still manages to have its own identity. Exploring, solving puzzles, and slowly uncovering what's going on was easily my favourite part. It's not a perfect game, and there are a few rough edges, but the atmosphere more than makes up for them. If you're someone who's been wanting a game that captures the spirit of the original Resident Evil titles instead of just throwing jump scares at you, this is well worth checking out.
Buckle up Buckaroos! We got a review to do! So i'm giving this the most marginal, like, sliver of a margin thumbs up today. As someone who beat RE3 so bad I use to no save speedrun it for fun I saw this game and pretty much knew it was a buy, so how'd it end up? The good It dawned on me in the middle of my second run that this game was pretty much designed with it's set pieces first, like wham, it's camera pointed at the player and there are soo many screens, it's just, gobs of angles and scenes, like easily 4x as many as re3, a long game to be sure, which is fine, as long as your game-play/experience scales with the length. Which it doesn't really. You do the same thing over and over, pop into a new room, get some critical shots via the little mini game, pop out which resets enemy positions, before they get close enough for a grab. There is a block/parry system which relies on timing clunky ps1 box pixels to pull off, idk, I got like, 1 and never tried it again, otherwise blocking is useless for grabs, the dodge button on the other hand gives you I-frames so you can literally short hop out of a gang of creatures, try it, it's fun and effective. So that's the game-play, what else? Oh, game flow. RE3 technically our last real re game makes liberal use of it's maps with multiple story puzzles going on at a time and a dynamic city that shifts now and then. Ground Zero does none of those things, it goes, hit up some dead ends, a store, alleyway ect, get the things, use them, proceed to the next area. You literally go to the arcade, get a crowbar, go to a store, get a token, go back to the arcade, then you get a key to... get to the next area. Also this is the most open part of the map ie chapter 2 and 3. After those two it's a railroad map to the end of the game. Also protip, go left when you get to the museum, you need 1 item inside one small no enemy area, and it's a long ways away from the right side of the map which will let you get all the way to the end of the whole section, but stuck because you forgot to get a screwdriver. Or that that door was there when you arrived. So exploration is dry, popping enemies is fun, bunny hopping out of danger is great, and also you can upgrade your health/def, max this out and I face tanked the final boss without dropping out of green, on normal. Which leaves offense, I didn't talk about weapons because they all function the same, critical hits kill everything in one shot, and a few enemies need more, but like why use the high powered rifle when the Beretta does the same thing and you can buy 50 rounds for it when you feel like it? Game play without using the critical game is just bad and leads to all those “out of ammo” complaints you see, enemies close too fast and it's clear you'll be keeping the shotgun on hand the whole game for the “get out of danger” card, or just tank it and dodge to safety, I dunno, those are the game-play choices. IMO the dev should rework criticals and toss the mini game, and balance their guns as tools to make having more than 1 maybe 2 on you at a time viable. Also, just give them their owns slots, a side arm and a big weapon slot, tired of not taking guns for the dozen or so health/story items i'm going to run into. So overall it was a bit addicting, but all very amateurish across the board, they made the most common rookie mistake of “maps too big” and “underused areas”, if they just added more puzzles with dynamic spawning, or something to actually make the formula from the 90s fresh that would've been a big hit.
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