
Into the Radius 2 is an immersive VR survival shooter, set in a realm of surreal landscapes and deadly entities known as Pechorsk Anomaly. Arm yourself with realistic weapons and venture deeper into the mysteries within. Featuring co‑op for up to four players.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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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): 4.14/day in the week to Aug 17 → 5.86/day in the week after.
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Reviews
Themes across 981 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a difficult game to recommend, because this hinges on so many things that you have to tolerate. In no particular order - Clients bugging out in spectacular ways. Holsters becoming non-functional, dissassembling guns into pieces when you grab them, and even your entire base access being revoked - Physics for bigger items being sub-optimal. Our mosin would frequently take a trip to the backrooms if mishandled - Multiple areas in the map where trying to be a little funny with your pathing could get you stuck - Ladder physics being as akward as they usually are in VR games - The map overall having less unique map variety than Into The Radius 1, which makes sense once you realize that... - ...this games performance leaves a fair bit to be desired. The third map has denser areas, and boy does your framerate feel it Yet all that, if you can deal with the astounding amount of jank (a typical STALKER esque experience really), this is worth playing. Why? - You leave the base confident. You come back battered, bruised, out of ammo, meds, and all, yet full of loot. The tried and true core experience of these kind of games - AI is nice and surprising. They've got many behaviors, from proper flanking, to ambushing you in buildings, down to sniping you from distances - Difficulty is also much better. In the first game, it was a long while until you started taking bullets. Here, the first enemy we met already shot us. Much better pace - Gunplay is stellar. Everything you wield has the proper punch, handling, feel, everything - Gun customization is equally stellar. Primary weapons have multiple parts you can swap, and all weapons can be endlessly customized with however many attachments you want - Body customization is superb. Near free form control over how you set your rig, with as many anchor points as you can feasibly fit - The multiplayer, for all the jank, is amazing. You two can interact with each others rig freely, meaning full co-operation (or thieving their map into your backpack) If you have a friend, and both of you have strong VR legs, with a willingness to beat the jank, this is certainly something to play. If you're solo, or the performance issues of this game turn you off, I would wait off until future patches come in to address that
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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.
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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 982 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Уфф, поиграл я в этот ваш Into the Radius 2. С одной стороны, с момента выхода в ранний доступ и до релиза игра претерпела серьезные изменения, появились новые механики, кастомизация, добавлены новые локации, изменен ганплей и много чего еще. Но по итогу получился очень спорный проект, у которого есть как положительные стороны, так и отрицательные. Начну, пожалуй с того, что мне понравилось. Плюсы: - Ганплей. Шикарен без прикрас, оружие отлично выглядит, прекрасно звучит, и восхитительно ощущается. Кастомизация позволяет создать оружие под себя как по параметрам, так и по визуалу. А наличие виртуального приклада, возможности держать два магазина или отдельных патрона в одной руке ощущается как огромный шаг вперед для всех VR шутеров (по крайней мере в других шутерах я не видел ничего подобного). В общем, стрелять очень приятно и тут нареканий вообще нет. - Графика. Несмотря на мой шлем PICO 4 и не самые топовые ПК комплектующие графика и визульный стиль выглядят неплохо. За изменение стиля противников с антрацитово-черного, который в темноте не разглядишь на более светлый и реалистичный отдельное спасибо, очень сильно мешала эта деталь в первой части серии. - Снаряжение и управление. Управление достаточно удобное, чтобы не испытывать дискомфорт при передвижении, а снаряжение гибко кастомизируется, что позволяет подстроить свой сетап под любого человека и стиль игры. Вообще, кастомизация как будто бы во главу угла. По сравнению с первой частью это огромный шаг вперед. До тех пор пока не начнешь смотреть на отрицательные стороны игры, а там... Минусы: - Оптимизация. Да, графика неплохая. однако увидеть ее большинство пользователей не смогут из-за кривой и убогой оптимизации. Постоянные микрофризы, пролаги, дерганность происходящего. Только ленивый не ткнул разработчиков в эту проблему. Зачем было переходить на Урину 5 (Unreal Engine 5) и ломать всю оптимизацию, непонятно. Я конечно не имею никакой причастности к разработке игр и смотрю на все это с позиции потребителя, но это прям плохо. - Аномалии и лут. Аномалий слишком много, большинство из них неинтересные как внешне, так и по принципу действия. Разве что порадовала "Лампочка Ильича" ("одуванчик" по внутриигровому справочнику), а так аномалии не интересны. Про артефакты вообще молчу. По сравнению с первой частью они сильно деградировали. Да, в первом Into the Radius полезных артефактов с интересными свойствами было немного, но они были! А здесь это просто лут на продажу. Так же как и измененные предметы которых слишком много. Играя в кооперативе, я так ими загрузился, что при открытии рюкзака мой ФПС падал примерно до 20-30. Почему бы не уменьшить количество старых и измененных предметов на локациях, но поднять стоимость каждого измененного предмета. Возможно, это бы положительно повлияло и на оптимизацию. - Локации и бестиарий. Не стану их рассматривать по отдельности, так как вывод у них общий: их не хватает. 4 локации на игру не хватает, чтобы ими насытиться, да и запоминаются они слабо. Если в первой части серии локации были с какой-то изюминкой и ориентироваться через несколько заходов без использования карты было нормой. Следы боя на Первомайском шоссе, Недостройка в деревне Болотки, Карьер на Заводе Победа, огромные заросли борщевика в Колхозе - все эти локации надолго запомнились мне при первом же посещении и заставляли застывать с открытым ртом, упиваясь их внешним видом. Вторая же часть предлагает исследовать одинаковые деревни в Кооперативе Ромашка, панельки на Окраинах да и все на этом. С бестиарием те же проблемы. Ждал, когда появятся Искатели (главные спонсоры моих сердечных приступов в первой части) и слайдеры, но так и не дождался, хотя противники очень интересные и атмосферные, а слайдер уже стал культовым среди фанов первой части. Я понимаю, что VR сегмент не такой прибыльный и сложный в разработке, что на локации нужно много времени и сил. Поэтому как альтернативу могу предложить выпустить ДЛС с расширенными локациями из первой части. Лично я обязательно его куплю если такое ДЛС выйдет в свет. - Атмосфера. Увы и она в этой части очень сильно просела. И в отличии от мнения большинства игроков, что это произошло из-за изменения визуальной составляющей, я с этим не согласен. Атмосфера локаций в первой части состояла не только из визуала, но и наличии различного рода записок, писем из прошлого, монологов человеческих фигур, указателей к тайникам и аудиозаписей. Игра очень много потеряла из-за их отсутствия. Итог: Я вижу очень много сравнений с первой частью и недовольства, что, мол, игра вышла не такой как первая часть, что она хуже первой части. Возможно для кого-то это и так. У меня же насчет игры вышли смешанные ощущения. Есть как и неоспоримые плюсы, так и фрустрирующие минусы. Отсутствие локализации тоже не делает игру лучше. И пока не будут хоть как-то решены проблемы, описанные выше, игра получит отрицательную оценку. Кто знает, может однажды я вернусь к этому обзору, чтобы переписать его на хвалебную оду этой игре. P.s Товарищи разработчики. Данный обзор не был написан ради того, чтобы полить помоями вашу игру и не ради оскорбления вашей работы. Это исключительно мое субъективное мнение и я очень надеюсь, что вы не забросите свою игру. Мне очень нравится ваша работа в первой части и я желаю вам всего самого наилучшего.
This game is amazing and a lot better than the first game, at least in terms of presentation and intuitiveness. I could never get into the first game very much and was confused by a few things. This game was much smoother to start and everything is very intuitive. I've been wanting a good VR shooter that has a strong focus on personal loadouts and this game doesn't just give you amazing weapon loadout management, it also lets you customize your chest rig and backpack to a ridiculous extent. It's very satisfying being able to tweak everything to your exact preferences. The combat and gameplay loop are also very satisfying. You will gear up, head into the radius, fight enemies, avoid dangerous obstacles, complete missions and loot everything in sight. You return to base with your haul, collect a pocketful of cash, spend it on new gear, go to sleep, and start all over again the next day. The enemies you kill will stay dead, which allows you to make more and more progress each trip, until the "tide" comes in. The tide wipes everything away and refreshes all the enemies and loot which gives you a lot to think about in terms of planning runs. Very satisfying. There are a couple small issues, especially with co-op, but they're barely worth mentioning. As the connecting player, my game sometimes crashes for seemingly no reason but it doesn't happen that often and I can instantly reconnect to pick up exactly where I left off. The host doesn't seem to crash, so that's a relief. Overall, I've been having a blast with this and will continue to for quite some time. If you love loadout management and co-op shooters, this is a must buy!
[h1] Satisfying VR shooting experience but lacking much beyond that [/h1] The shooting feels good, the action is intense, the gun customization feels great. The gear progression vs the difficulty progression of the enemies feels fair and enjoyable. I highly recommend this game to people who want a VR shooter. However, I do have some personal gripes with the game. I'm gonna ramble below, as far as the Steam review character limit lets me. You don't need to read further if you are just looking for a VR shooter, this game is likely for you. I haven't touched the Co-Op, some of my complaints maybe are more or less relevant when viewing it through a Co-Op lens. [h2] Gripes. [/h2] [h3] The Story [/h3] The theme of the story is about [spoiler] personal autonomy. Bereft of your own previous life you're thrust into a situation where you're lacking rights and ability to live as a normal person. [/spoiler] Other stories have done this theme to great success, [spoiler] maybe not a great success, but an example could be the RoboCop movie starring Joel Kinnaman, [/spoiler] but I don't feel like the experience of going through ITR2's story delivers a satisfying progression or conclusion of that theme. While playing, you may not even consider that [spoiler] you lack autonomy, that you're under an organizations thumb, because it really doesn't feel like it. If you stop and think about it, you're in a messed up situation, but it doesn't naturally emerge that way as you play. I think the main reason for this is that the main narrative device is Louis, who says a lot of stuff about how the UNPSC are exploiting you and sending you off to die for them over and over, but it's mostly "tell" instead of "showing". I think a great addition to try and drive this home a little bit was added to the end of the tutorial where they send you to activate a Terminal Evacuation Device, which is just a claymore on a tripod facing you that goes off and sends you back to the facility. But while this does show the UNPSC's callousness towards us, it ends there. It doesn't feel like there's any exploitation beyond this in how missions are conducted, it's merely told to us through Louis without anything to really back it up. He is right, you are being exploited and not treated fairly as a human. You're in a messed up situation, unable to survive outside of the hostile Radius. The UNPSC uses this fact to further their goals and use you as an unwilling (or maybe willing, I ain't your dad) mercenary to do their dirty work. But while playing I never thought or felt this. I felt more annoyed at Louis that he kept harping on about how they're the bad guys. Yes, I could live myself a little into being angry at them for the TED incident, but ultimately it felt like something was missing from the narrative to make it strike home and make me actually distrust the UNPSC. It felt like the narrative of the main missions, the lackluster living accommodations the UNPSC provide, and Louis hatred of them felt disconnected. Like they are separate pieces that try to fit together, but didn't quite make it. Personally, I think this has to do with Louis as a character. He's presented to us as an old friend, that we knew before the Radius appeared. Maybe others enjoyed this, but I think I would've been able to get more attached to a narrative with a character that we don't have history with instead of this one with a character we can't remember because of the player character having amnesia to facilitate the meta problem of the players themselves not having lived the player character's life. If there was more building trust and relationship with Louis as part of the narrative instead of trying to rekindle something with Louis, I think it'd have a bigger impact and we'd be able to sympathise better with the situation we're in with him. Currently it just lacks punch and it made my final decision in the final mission not feel like it really mattered or had any weight. [/spoiler] I apologise for any inconsistencies in my reasoning on this, I am merely human and I tried to cram 100 hours of playing this game from beta 0.13 to the end of the main story in 1.1.1, so give me some grace. Beyond this, the story is serviceable. It's fine. It feels like merely a vehicle for the gameplay, and that is perfectly satisfactory for me in a game where the gameplay is the main reason I am playing. It would've been nice if it was better realised, but as it is it does what it needs to. [h3] Survival [/h3] The game has a small survival mechanic in that you need to keep track of your food intake to keep up your stamina. I don't think you can die of starvation, I haven't tried, haven't seen any indication of it, so I don't think it does more than manage Stamina. To me, it just feels a little half-baked. It's not like it isn't a strong incentive, don't get me wrong, not having a full stamina bar is a pain, so I make sure to eat my power bars regularly. But ultimately it just feels like a very small, almost insignificant money sink. It doesn't feel like I'm taking care of an actual need, it just feels like every hour or so I have to take off my backpack, pretend to crack open a can of beef, and fake eat then I'm good for the next hour. I suppose I wish there was something more involved going into food choice and the consumption other than a timer telling me to consume something. Maybe some greater benefit for taking care of your calorie intake and greater penalty for failing. Basically, the current incentive to keep up with the system is enough to actually make sure I engage with the system, actually engaging with it just isn't satisfying or meaningful. [h3] The Maps [/h3] The three maps, three "in-between" areas, [spoiler] plus a final mission area [/spoiler] are just not quite enough. Only around half the time I've spent (so 50 hours at the time of writing) is in the actual released version of the game with all the areas available, the other half was with only two maps available. 50 hours might sound like a lot, but with that time I've been through every nook and cranny of the locations over and over again, and I take things very slow. Now the world feels empty and tiny. Classic human behaviour to always want more of something good, maybe it's my own failing, but I feel like three maps just wasn't enough, especially with the first one basically serving as merely a tutorial area that you don't even receive missions to go to for the remainder of the game as early as one third through. [h3] The Anomalies [/h3] One of the highlights but also biggest annoyances with the game. They feel like mostly random obstacles rather than something challenging to deal with. These things are just in the way most of the time, there's not interesting ways to deal with them, just different versions of "don't go near them". Maybe they're not significant enough in the sense you can just walk into them, realise your mistake and move on. I personally don't know how to remedy this. All I know is that they're great for setting an aesthetic mood and show that things are kinda out of whack in the Radius, but after that they just feel in the way. Where I do enjoy them are in the labyrinthine areas where they are the main puzzle, where there's a path through that you have to find, where there's a dedicated reason for them to be there. When they're just a random repulsor field that I hear too late and run into and then have to walk around, it's just not that satisfying. [h2] End [/h2] Despite all of that text above, I love the game. I have had to cut quite a bit of my reasonings and context due to character limit, too, initially this was 3000 characters longer. Thanks for reading if you got this far, get the game and have fun.
英文是跟官方对线,看评价的老哥看底下中文部分就行: update: To developers: So, as I was saying — you clearly don't give a damn about how your broken preset difficulty and messy map design force players to save and reload constantly, completely destroying any sense of flow. Your brilliant solution? Just throw in a custom difficulty slider. That's it. No effort to fix the randomly spamming anomaly points (unlike the first game's mostly static anomaly zones or its reasonably placed scattered anomalies that weren't right on top of combat zones or extraction routes). No effort to fix AI enemies that spot you from across the map and see through everything. No — you just lazily blame all of that on "difficulty" and pretend it's not a map editing or design problem. So here we are: constant save-scumming, and exploration that forces you to tiptoe every single second. Most of your game becomes nothing but a tedious test of "did the player mess up?" and a punishment for every tiny mistake. If that's truly your vision for this game, then let me put it in your own language: "I deeply regret it." This could have been a superior game to its predecessor — but you chose not to make it. Of course, you're free to dismiss everything I say, just as I'm free to call your design philosophy what it is. You're the ones making the final calls. I'm just another negative review voicing my frustration — and I'll get the same cold, dismissive reply: "This is exactly the experience we wanted." After all, why would you care? You're not the one stuck with a product you regret buying. Also, let me be clear: the criticism I posted in my original comment is aggressive — but it's not all aimed at you personally. It's aimed at GSC, at Nikita, and at everyone else who had great design concepts but ruined their games with terrible execution. And guess what? They and their games are doing just fine. They don't have to care about negative reviews — their games sold, and it's not like you can refund them. Powerless players like us can only watch as our favorite games get worse with every update. Old problems never get fixed, new ones keep piling up, and all we ever hear is that cold, dismissive line: "This is the game we wanted to make." So you also don't need to waste a single thought on why the game got slammed with so many negative reviews after its 1.0 release. Bugs and stability issues aside — are you seriously telling me no one else complained about the story, the main quest flow, the broken risk/reward balance, the overtuned AI difficulty and gear imbalance, the obnoxious random anomaly point spam, and the overall frustrating experience? I can even see people suspecting this game is simply unfinished. I can read complaints in multiple languages right there in the review section — not just negative reviews, but even positive ones admit these problems. So are all these players just being "harsh and shrill"? Is every piece of feedback they give somehow opposing your "vision" for the game? Well, that's hilarious. You can't come up with any real fix for the problems players have been pointing out — so instead, you blame the players for not adjusting the difficulty to their "skill level." "Look, we gave you a custom difficulty slider!" Right. And you expect us to save-scum every 3–5 minutes just to protect ourselves from your brilliant map design — like getting kicked into the Red Sea by a repulsor ball and drowning on the way back home. What, do we players have a fetish for suffering in your self‑designed cyber‑prison? Is that it? So if you feel offended — well, in your own words, "you and we, are real people." On that point, yes, I'm sorry. But please understand: this is literally the only thing I can do as a powerless consumer and a long‑time fan of the series. I'm an old player who was out there promoting your previous work and making guide videos on my country's forums back when it didn't even have a Chinese translation. This is all I have left. Because after all, "this is the game you wanted to make" — not the game I and that 1000+ Negative review players wanted to play. ------------------------------------------------------ 上面高票不推荐老哥其实已经把现版本的主要痛点基本数落一遍了,难过的是我看到官方回复里面官方竟然在鼓励玩家SL,完全不考虑在同一场景频繁SL会严重影响游玩流畅性的最基础问题,我只能说飘了,建议评论区老哥多给红拇指上上强度。 顺便补充一下我个人游玩体验下来的痛点: 1.连你妈乌克兰傻狗GSC都知道在COP里面优化掉地图主要路径上和美利坚流浪汉与俄联邦醉鬼一样多的随机变异点(虽然他们2代开历史倒车又改回去了),现版本地图大而杂乱,完全没有1代地图时打架\探索\赶路的泾渭分明,况且这代地图的主路本来就比上一代的覆盖区域少,然后你妈主路上各种刷新随机变异点,搜完一波原路返回的时候走着走着哎我怎么飞起来了?还有喜欢我图1主线任务区域密集堆放灯花+刺球+斥力球+随机刷新移动刺球\静电场\移动电球组合拳,然后能走的路只有脚趾头缝那么大个小破桥还是断的吗?1代就时常会因为随机神器任务刷在静电区域内导致任务没法完成的情况,这代好家伙变本加厉了,本来B测版本的时候还想喷一嘴这代堆怪的问题,现在正式版上了之后好像略微好转了点,但是满地开始堆变异点属实是比上不足比下有余的恶心了,而且看制作组在其他评论区下的回复一股尼味,“这就是我们想要达到的效果”,嗯,真棒,希望你们出门下楼便利店买酒的时候也被路边随机刷新出来的扎波罗热人创到RADIUS里去。 2.接我上面一条中间说的,这代地图元素排布比1代混乱了不是一星半点,游玩1代大多数时候的节奏是你先专心干好一件事,然后再干好其他的,比如打工厂区就认认真真先架枪推进清点,等附近完全没有敌人的B动静了之后才开始考虑搜刮和补给的问题,搜神器也是,如果附近有敌人就先清理敌人,然后把枪放下,戴好面罩左手探测器右手螺丝开始排雷,而且摸神器大部分都是和COP一样是刷新在固定的范围内的。然后这代好家伙,敌人妈的会在房间里埋伏你了,外场死乞白赖打半天终于听不见动静了,转进屋里寻思补给一下弹匣顺便开搜,结果进第一个屋转角一个涡轮苏卡直接给你送走,最牛逼的是这玩意在发现你之前一点B动静都不给了,邦邦两枪十五分钟白打,出来一看官方回复“这就是我们要达到的游戏效果”,能绷得住的我认识一家不错的精神病院。神器也开始随缘乱刷,各种莫名其妙路边突然探测器响了,对准了半天经典发现这玩意又刷在一个傻逼静电区域里面,寻思拿不起我还跑不起吗,刚想走转头一个傻逼移动电球乐呵呵看着你,十五分钟又白打, 不重复提上面赶路的时候脚趾甲盖的泥一不小心碰到斥力球范围内导致人直接飞出去的情况了,累了。相比起这代的地图设计,1代的地图虽然小但是并不杂糅,主路就是赶路用的,大片变异区域就是搜神器用的,附近你是看不到几个敌人的,复杂房区多半就是要先打架再搜刮的,你到一个区域很快就能知道应该干什么,失败大多数时候只是单纯的技术或者运气原因,而到了这代,就连最基本的屋内搜刮甚至是原路撤离都必须变得小心翼翼,否则就要以牺牲游戏连贯性为代价频繁SL,说实话很影响游玩体验,1代我做攻略的时候最长可以连打五六个小时不觉得累和枯燥,但2代我小心谨慎在图1清一遍随机任务回家就想摘头盔休息了,玩的累,而且这种累不是难度问题,是整个游戏的节奏有很大的问题,它不来情况的时候非常空洞,但是一旦出现情况就会由于设计上胡乱堆砌(甚至是刻意堆砌)的一大堆接踵而来的问题导致手忙脚乱引发蝴蝶效应,然后数罪并罚地惩罚玩家的失误,回头一看哎刚才遭遇战开的着急忘了存档了,这下半小时白打,连同之前摸神器时候的档都没存,用外国人常说的一种说法叫“这很令人沮丧”,但是在中文的语境里面我通常会怒摔手柄并且直接骂地编傻逼,就是一代销量太好给惯的。另外官方别没事就拿难度可自定出来说事,市面上没有难度自定义只玩官方难度也不会玩的玩家骂娘的游戏多了去了,你自己难度与地图设计有问题,自己搞不定大众口味开自定义难度是天经地义,不代表玩家就要为你的失能和任性买单。你既然愿意设计成这样,那我也愿意冒系列粉丝之大不韪来给你个骂,你自找的。 3.实名支持改枪系统,实名反对改枪系统看似乱七八糟一堆配件实则多半只是给同样配件换个皮而没什么实质性的属性差异,还有请把飞刀还回来。
整一半成品上来当正式版我都懒得骂你,光速出dlc属于是全家活了没钱下葬。 场景暗部全是死黑一片,带着夜视仪进房都是全黑,黑的比你妈被窝里一个连的纯血黑叔叔加起来都黑,夜视仪视野还击败是歪的。 路上异常比你妈福里的黑屌还多,反射立场遍地都是还连范围都看不见,加上一堆隐形树隐形石头,还有做成一坨的碰撞体积,野战稍微有点距离子弹一发都打不过去,不想让用枪可以直接把枪删了,不用花这么多心思。 地图不会做可以不做,不用到处摆满你那个比居民楼,大平原程序化生成一点破玩意上去都比这个强。 框架确实不错,内容纯一坨,不输你妈的臭鱼烂虾流血黑笔。 顺便,文本很少但是没有本地化。
Честно говоря, ощущения смешанные. С выходом 1.0.0 были привнесены как положительные, спорные, так и откровенно отрицательные изменения. Положительные: -- Сборка всего оружия (кроме пистолетов). Теперь можно собрать свою имбопушку из трофейного мусора. -- Гранаты. Еще с первой части любил этих малых. Сначала в здание входит граната, потом ты. -- ПНВ. Вообще геймченджер. Если раньше я избегал ночи, то с получением ПНВ стал стараться двигаться в темного время суток. Потому что ты этих чертей в ночи видишь, а они тебя - нет. С приобретением глушителя и ИК лазера игрок вообще становится каким-то терминатором и может безнаказанно вырезать всю аномальную вражину. -- Научное оборудование. Задания в большинстве своем до сих пор однообразные и строятся по правилу "иди туда, сделай что-то, вернись", но обилие сканеров и разные сценарии взаимодействия с ними вносят разнообразие. Эту палку просто воткни, эту еще и активируй, а с этой побегай по точкам и верни обратно, а эту кидай в аномалию и прыгай за ней. Сомнительные: -- Новые аномалии. Лампочки-одуванчики прикольные - спору нет. Но электростатическая аномалия просто отвратительна. Во-первых в игре и так существовала похожая аномалия, которая кубик. Во-вторых теперь в игре существует еще и искристая аномалия, которая буквально тоже самое, что и электростатическая, но имеет видимые частицы. До конца игры я думал, что это одно и тоже, но из-за бага частицы не отображаются. А понял, что это разные вещи только на миссии с мышкой. Итого мы имеем 3 электрические аномалии. Уж лучше б черную траву из первой части добавили. Она бы очень хорошо сочеталась с ПНВ. Купил ПНВ и думал фонарик больше не нужен? А вот фигушки. -- Сюжет. На мой взгляд он лишний. Концепция "хотел поднять бабла - стал бегунком UNPSC" легла бы лучше. -- Исследование новых секторов. Теперь чтобы найти путь в соседний сектор, нужно пройти мини-миссию по зажиганию фонарей. Мне как-то повезло или что, но каждый раз я попадал в них ночью. Помимо того, что там темно, так еще и туман. Шел буквально на ощупь. А еще там не работают ни часы, ни планшет. Это фича или баг? Если планшет я могу простить, то часы - нет. Мне же нужно как-то за здоровьем следить. -- Лаури. Видимо, в каждой игре должен быть раздражающий непись. Помимо того, что его нужно обязательно слушать (иначе скрипты могут не отработать и тот же переход в Печорск просто не будет активирован), так еще эта гадина может очень подставить. На последнем фонаре при переходе в Школу этот негодяй сказал что-то по типу "Давай, тут немного осталось, иди вперед". И я пошел. И упал в пустоту. Оказалось, что нужно постоять немного у фонаря и тогда Лаури соизволит снизойти до тебя, а сам переход происходит через рукопожатие. Отрицательные: -- Лаури. А точнее рукопожатия с ним для перехода на другую локацию. Я бегу роняя каловые массы, над головой пули летят, жопа ловит дробь от деда в ватнике, а этот радостный мне машет. -- Управление. Я не знаю, что произошло, но его сломали. Раньше было лучше. Спуститься с лестницы то еще приключение. Персонаж вечно норовит вернуться в верхнюю точку. Переступить через препятствия высотой в 20 см игрок теперь тоже не может. Особенно это заметно начиная с Печорска, где земля усыпана этими пепельными бородавками. -- Лут. Раньше у нас были странные геометрические камни как артефакты и перекрученный искаженный лут и все было круто. Но теперь перекрученные ложки это артефакты, а лут... А лут это просто обычный хлам, но с переливающийся текстурой. Зачем? Чтобы что? Ну нормально же все было... -- Микро локации. Я бы мог предположить, что это сделано для бесшовной загрузки локации, но или у меня комп говно, или я выдумал этот функционал. Я рассматривал этот проект как некую адвенчур песочницу. Я думал, что со временем количество секторов увеличится, будет добавлено новое оружие, аномалии, артефакты, новые механики. Но видимо это уже околофинальный вид. Чисто технически все это и так было исполнено, но явно не в тех объемах, которые я бы предполагал. К сожалению стим дает возможность только рекомендовать игру или нет. Среднего варианта нет, а в моем случае он бы очень подошел. Я оставлю негативный обзор. Не потому что игра плоха. Просто я разочарован
I wanted to like this game since they nearly perfected ITR1 but theres so many problems with the game that I regret having bought it in its current state. Ill start with bugs since those are probably the worst aspects. Too many times have I had an item fall through the ground after it didnt attach to my vest again (the body decided to move away from my headset as always), guns get stuck in walls in cqc instead of scraping against them like in ITR1, in co-op loading a save puts your guns back on safety and uncogs it, they managed to make ladder climbing even worse than in the first game somehow, horrible AI doesnt react to me untill I reload the save at which they start mag dumping immediately, you cant place two things in your bag at the same time as one of the two will simply fall through it, the health and food bar on my friends watch just gives random values in co-op, you cant place a bullet into a container in your bag without grabbing the container out of it, etc.... The amount of common jank and bugs shows that the devs dont care about fixing their game as much as getting the "full" release out of the door. The sound design is horrible in my opinion and one of the worst parts of the game currently. You cant hear mimics walking around because the footstep noise is almost 0, their voicelines make it sound like theyre above you when theyre below you or like theyre closeby when theyre actually 50m away from you. Spiders dont make any noise to begin with, so Ive had many times where I randomly lost health and only then realised I was being attacked. The little sound the fragments make blend in with the infinite amount of anomalies everywhere, making the sound design very confusing and bloated overall. The first ITR had a near perfect sound design; the footsteps indicated enemies before you could see them and the sounds were distinct (like when a spider would glide past you), this made it so you usually knew to be careful and only rarely actually got jumped at all (the seeker for example). The new graphics look okish, though they take away from the immersion and tense atmostphere like in the first ITR, its very hard for me to take the game seriously when it has a plastic/cartoonish look to it. These graphics also come at the cost of performance, even with my card I struggle to maintain 90fps on medium settings in the more dense areas. The baked in TAA is absolutely abysmal and makes everything look soft and blurry, no matter how much you super sample the image. At least in the first game there was the option of TAA/FSR/SMAA or simply no anti-aliasing. The first map is a tutorial map in all but name, becoming irrelevant dead weight by the time you reach the second area. I liked the first ITR for having easier and harder areas on every map, including Pervomay Route. The absolute scale of the second map is incredible to see though, ofcourse at the cost of your fps. Looting went from finding left behind gear that you could use or sell to picking up the same fusebox and cup which exists solely to give you money, nothing else. Artifacts went from mysterious alien artifacts with effects in ITR1 to a useless bent toothbrush thats worth credits I guess. Your personal HR assistent must love bent plastic toothbrushes and rubics cubes that have a few missing blocks. Having to shake the guys hand to travel to areas is weird and unnecessary, also the little areas in between the zones are useless and off putting. The guns are a lot of fun to use though and the custimizable bag and vest are a lot of fun and a great move. Overall im just in awe at the fact they made the jank worse than the first ITR, literally how do you even manage that? If this was their first game I wouldnt care nearly as much but the fact they did it right (or at least less bad) the first time makes it inexcusable. I tried my best to like the game but with all the bugs and poor game design choices its nothing more than just an annoying experience. Dont bother buying it untill maybe a year or two later, it really is just a Beta disguised as a full release.
出中文很难吗?????没有中文你让我们中国人怎么玩?!
This game really does take a step back from the first Into the Radius in so many ways. With the development time and the strong backbone they already had from the first game, I really was looking forward to this game and had high hopes. I followed the early access phase closely, running through the EA builds occasionally to see how things were progressing, but ultimately decided a few months ago that I would wait for the game to finally release before trying it again since I felt there was still so much missing. In the end, the beta phase was much closer to the final product than I could have ever imagined, and that is not a good thing at all. I'm gonna try to break down my gripes with the game in categories, and I'll be comparing it to the first game a lot because, well, that's the game this was meant to succeed and improve upon. [h3]Graphics and world design[/h3] While this game's graphics are technically more impressive than the first game, I feel like the soul of the first game's aesthetic was lost completely. The anomalies and enemies in the first game had these really awesome motifs of shattered glass, shadow, and ash. It fit amazingly with the overall world they were placed in, which was a dark, anomalous, burnt wasteland with a huge black hole at the center. Into the Radius 2 instead leans into an inexplicable aesthetic of broken household clutter and... plastic? which permeates the entire game. To be blunt, the people responsible for the art direction just totally missed the mark with this in my opinion. Sure, the enemies are arguably creepier-looking with an almost doll-like look to them, but I just don't think they hold a candle to the old enemy designs. You feel like you're fighting toy soldiers rather than specters of a dead world like in ITR1. In terms of environments, ITR2 admittedly has some very cool areas in its world, but navigating those areas just feels so much more claustrophobic and tedious than ITR1, and not in a scary way but in an annoying way. Whereas ITR1 gave you feelings of loneliness mixed with fear while travelling a semi-open world with some anomaly fields and close-quarter sections sprinkled in for flavor, ITR2 forces you through a relentless maze of never-ending anomalies, dense foliage, and haphazardly placed obstacles at every conceivable turn before ultimately throwing you into visually interesting but frustratingly obtuse structures ad infinitum. [h3]Gameplay[/h3] This is something I'm a bit torn on. In some ways, the gameplay of ITR2 is strictly better than the gameplay from ITR1. There are more complex gun interactions, there's more gun customization, the shop and inventory system are WAY cooler than they were before... and yet, in spite of all these improvements, the things you actually use all this improved and customizable gear for—fighting enemies and exploring the world—feel completely and utterly neutered compared to the first game. In ITR1, there were several different and interesting enemy types. There were typical shooter enemies like snipers, infantrymen, policemen who shot you with guns. Eventually, you encountered armored variants of some of those enemies, which required you to invest in more powerful and expensive ammo and weapons to take them down. Then there were more "creature"-like enemies—typical zombie-ish enemies that walked at you slowly, shadowy spiders that crawled across the ground quickly, invisible enemies that would run at you out of nowhere, enemies with weak points that would regenerate, and best of all, SLIDERS that functioned almost like enderman and would teleport towards you before you had time to react, with devastating consequences if they caught you. I mention all of these enemies to set up the comparison between that game and ITR2, which has essentially half the variety of enemies that ITR1 had. There are no armored enemies, meaning you never need to purchase AP ammo (it doesn't exist) and you can essentially get through the entire game with the gun you use at security level 3 if you wanted. There's no real replacement for the snipers from the first game either, which were DEVASTATING if they caught you in the open and made some open areas in ITR1 extremely memorable. They brought back most of the creature enemies, but with worse designs (the Spawns look like bundles of tape and scissors, for whatever reason). The thing that bothers me most though, and which I cannot for the life of me understand... they didn't bring back SLIDERS?? The most iconic enemy from the first game? So the combat is a bit neutered. How about the exploration? Well, what if I told you that none of the artifacts you find in anomaly fields had any special abilities at all. What if I told you that the only reason to hunt for artifacts was to make a bit of pocket change on the side while you do other missions. The devs claim they're adding this later, but I mean COME ON. This game has been in development for YEARS and it already existed in the first game. I truly just don't understand this omission in the full release, like I'm honestly baffled. [h3]Performance[/h3] ITR1 was not the most performant game when it came out 6 years ago, but it accomplished so much and offered such a rich experience that most people were able to give it a pass. With the evolution of PC hardware, that game now runs pretty damn well. I really wish I could say the same about ITR2. Take a look at my PC specs. I have what is essentially the best gaming PC money can buy at the moment. Currently, ITR2 brings even my system to its knees when navigating many parts of the map. Hell, even running through the center of the home base causes my system to hitch, and it did that even at the beginning of the game before I had filled it with any loot. I experienced some of this in the beta, but I assumed it would be ironed out by the time the full release came, especially because the devs are planning to bring the game to Quest as well. Yet, somehow, it runs [b]WORSE[/b] than when I tried it in beta. It is inexplicable how bad this game runs, and I truly cannot adequately express how bad it is other than to say that despite having the highest end system I could reasonably hope to buy, it has me feeling like I'll need to upgrade my system before I can fully enjoy playing this game smoothly. [h3]Story[/h3] I'll put it bluntly: the story in ITR1 wasn't really anything to write home about. But, it was serviceable to motivate you to explore more of the world and see things through to the end. Even compared to such a barebones narrative as ITR1's, ITR2 somehow manages to be worse in my opinion. It's clear that the devs tried to improve the story a bit by adding new characters. Unfortunately, these new characters are terribly bland and actively detract from the world it feels like ITR2 is trying to build. ITR1's side character was essentially a fragmented consciousness that was discovering her past and present alongside the player. She wasn't exactly a super complex character, but she was interesting enough and ADDED to the world she was placed into. ITR2 I think tried to do something similar, but your main companion ends up feeling like Casper the friendly ghost, completely watering down the atmosphere and feeling of desolation almost every time it starts to build. The second character is essentially an HR lady who zoom calls you every time you finish a mission. Why is she there? Your guess is as good as mine. Instead of the UNPSC being a faceless organization that you can't even be sure actually exists anymore like in the first game (is there someone managing the shop, or is this an old automation left behind by some long-gone military group?), HR zoom lady turns the organization into a cheap clone of Aperture science or something similar. It just completely destroys the mystery and the coolness of it. [h2]TL;DR[/h2] It's worse than the first game in almost every way I can think of. For that reason, I can't recommend it as it is now.
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| $8.7M | 11.5K | 86% | $19.99 | |
| $8.7M | 10.4K | 88% | $24.99 | |
| $8.7M | 26.1K | 94% | $9.99 | |
| $8.7M | 13.7K | 78% | $19.99 | |
| $8.8M | 8.1K | 79% | $39.99 |