2 people found this review helpful
Not Recommended
0.0 hrs last two weeks / 6.1 hrs on record
Posted: 14 Mar @ 11:54am
Updated: 14 Mar @ 11:56am

Zero Sievert is a good concept that just doesn't work in 2.5D.

Settings
  • Played on v1.0.11
  • Black flashbang on
  • Played on Rookie
  • Equipment 1
Pros
  • Gameplay loop is actually quite fun
  • Gunplay can feel pretty good (except for shotguns)
  • Dying still has a con (technically) but it's very minor and allows for you to take risks
Cons
  • The game would be so much more intuitive and easier if it was first person. 2.5D just doesn't work well enough
    • Everything's based on your vision cone but it just feels sorta awkward. To scout ahead I usually use a sniper rifle with a medium-range scope and repeatedly zoom in so I don't get blindsided (which is awkward)
    • A lot of the atmosphere that makes games like these so tense and interesting is lost due to this disconnected worldview
    • Guns feel less natural to handle as a result, especially when they jam
    • This also results in sound cues being more simplistic and less spatial
  • Issues with enemy AI are reoccurring
    • Enemies aren't affected by radiation; when you kill them, in order to loot them you just have to tank the rads. At least let me drag the body or something
    • Enemy AI feels really simplistic; often it's just them pushing the everliving ♥♥♥♥ out of you
    • Enemies are just better at night fighting than you are
  • QoL is not great
    • Loot pools are ass; supplies that you need may just not spawn on runs. Since it's singleplayer, I don't think anyone would care if the loot pools bent in the player's favor a bit.
    • It's hard to tell what is total junk and what isn't. A rarity rating on items would help players who don't know the item pool well to determine if they should grab something
    • The game can track what items you need for crafting something, but doesn't update based on the items you have at home or in the field, which is SO awful.
    • General SFX for buttons is ANNOYING; menu music is grating. (how is this not fixed yet???)
    • Items will often overlap each other in your inventory when quicklooting
    • Skill upgrade notifications cover up valuable info during combat
    • In general using your PDA is just an awkward and unfriendly experience. It doesn't have a lot of the info I want
  • Runs of the Forest area often feel very samey since there are very few landmarks that actually matter
  • Shotguns are genuinely ♥♥♥♥♥♥♥ trash
  • Game has a bad first impression
    • No tools to tell who is friend or foe. You only learn through losing
    • Game kinda just throws you in with zero explanation; it's a wiki game. A lot is intuitive if you've played STALKER before but as someone who's played that but not EFT I had some difficulty adjusting
    • It's not clear what people you need to talk to and why. Home Base doesn't have a map showcasing who's who so you kinda have to run around checking each NPC
Conclusion
I really like what Zero Sievert is trying to do, but ultimately I don't really think this perspective works well. It doesn't help there's also a bunch of other issues that should realistically be resolved by now. The game doesn't feel quite as finished as it should be. I don't regret playing Zero Sievert, but I can say that I don't recommend it to others if you're looking for a way to scratch a STALKER-shaped itch. It's just not the same.
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