
It is the height of the Cold War, a time of global uncertainty and civil unrest. You are Agent Alekhine, a highly skilled Russian assassin, driven by a moral compass that leads you headfirst into a covert operation unsanctioned by the country you previously served.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Portugal, Russian*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Здесь стелс ненужный и не интересный. Просто берёшь пушку и валишь всех. Только первая часть этой серии игры крутая, я в неё 100 часов наиграл. Вторая и эта часть - шляпа.
yer bird plays ♥♥♥♥♥♥ hitman bootlegs
It's so bad i won't even make a joke. Just avoid it.
Alekhine’s Gun, developed by Haggard Games and published by Fulqrum Publishing, is a Cold War-era stealth action game that attempts to revive the spirit of classic stealth titles such as Hitman and Death to Spies. Set during the tense decades following World War II, the game places players in the role of Semyon Strogov, a Soviet agent who becomes embroiled in international espionage, assassination plots, and ideological intrigue. The story unfolds across a range of missions spread throughout Europe, the United States, and Cuba, as Strogov finds himself operating both alongside and against various intelligence agencies. It’s a setup ripe with potential—a morally gray world of secret operations and double-dealing—but while the game succeeds in atmosphere and concept, its execution falters under technical flaws, inconsistent mechanics, and dated design. The premise carries immediate intrigue. As a Soviet operative working during a politically volatile era, the player must navigate a landscape defined by mistrust and conflicting loyalties. Missions unfold in a semi-linear fashion, with each offering multiple paths and opportunities for stealth, disguise, or direct action. The design encourages a methodical approach, where observation and patience are often more rewarding than brute force. The stealth mechanics borrow heavily from classic stealth formulas: you can don disguises, sneak through restricted areas, hide bodies, and execute silent takedowns. Each mission allows for different methods to complete objectives—whether by sabotaging equipment, orchestrating “accidents,” or quietly eliminating high-value targets. When these systems work together, the game manages to deliver moments of genuine tension and satisfaction reminiscent of early 2000s stealth design. Unfortunately, Alekhine’s Gun struggles to maintain consistency in its execution. The artificial intelligence is one of its weakest links, often behaving erratically and undermining immersion. Guards may ignore obvious suspicious behavior in one moment, only to instantly detect you for minor infractions in the next. The disguise system, which should be the backbone of any stealth experience, is unreliable—sometimes fooling enemies indefinitely, other times triggering alarms for no clear reason. These unpredictable mechanics make stealth feel more like trial and error than strategic mastery. Players are often forced to reload multiple times simply to learn how the game wants them to behave. In a genre that rewards precision and careful planning, such inconsistency quickly becomes frustrating. Technical shortcomings further weigh down the experience. Visually, Alekhine’s Gun feels stuck in an earlier era of gaming. The environments, though conceptually diverse—from a European hotel to an American military base—lack the detail and liveliness that would bring them to life. Character animations are stiff, facial models are lifeless, and lighting is flat, robbing scenes of the cinematic atmosphere that the story attempts to convey. Even worse, the game suffers from bugs and performance issues, ranging from clipping errors and physics glitches to occasional crashes. These technical blemishes add to the sense that Alekhine’s Gun, while ambitious, was never given the level of polish necessary to meet its potential. Narratively, the game is equally uneven. The story’s core—Cold War espionage filled with betrayal, ideological conflict, and covert assassinations—should be gripping, yet the writing and presentation dilute much of its intrigue. Dialogue is often wooden, with flat delivery and awkward pacing. Cutscenes rely heavily on static images and voiceovers rather than fully animated sequences, giving the story an underdeveloped and detached feel. While the plot contains some interesting twists, including moral ambiguity in Strogov’s shifting allegiances, the storytelling lacks the finesse needed to make players emotionally invested in his journey. What remains is a promising narrative premise that never quite finds its rhythm or depth. Level design shows flashes of creativity, particularly in how it tries to accommodate multiple playstyles. Many missions feature open-ended structures that allow players to approach objectives through stealth, sabotage, or direct confrontation. Hidden pathways, alternate entrances, and environmental hazards encourage experimentation. The best missions evoke the classic sandbox feel of early stealth games, where every decision carries risk and reward. However, the game’s lack of mechanical refinement limits the payoff of these designs. The controls feel clunky, movement can be unresponsive, and certain environmental interactions—like climbing or positioning bodies—don’t always work as intended. While the intention is to empower the player with freedom, the roughness of execution often makes even simple actions cumbersome. The atmosphere, at least, is commendable. The Cold War setting is well-chosen and distinct from the typical modern or futuristic backdrops found in many stealth games. The combination of noir-inspired music, muted color palettes, and grounded historical detail helps establish a sense of paranoia and secrecy. When the game slows down and allows players to soak in the setting, it succeeds in capturing the tone of a dangerous era defined by deception. However, these moments are fleeting, as the immersion is too frequently broken by technical issues or AI oddities. Alekhine’s Gun stands as an example of ambitious design hindered by limited resources and uneven execution. It has the structure of a compelling stealth experience, with mission variety, multiple completion paths, and an engaging historical premise, but it lacks the refinement needed to bring these ideas together cohesively. Compared to its spiritual predecessors—titles like Hitman: Blood Money or even Haggard Games’ own Death to Spies series—it feels rough around the edges, unfinished, and occasionally frustrating. Yet beneath those flaws lies a genuine passion for the genre, and it’s clear that the developers had a deep appreciation for the tension and creativity that make stealth games compelling. Ultimately, Alekhine’s Gun is a game that aims high but stumbles under the weight of its ambitions. It offers a nostalgic taste of classic stealth gameplay wrapped in a Cold War cloak of intrigue, but its technical shortcomings, erratic AI, and lack of polish prevent it from fulfilling its potential. For players willing to overlook its flaws, it can offer fleeting moments of clever satisfaction, particularly in its more open missions. However, for most, it serves as a reminder of how fine the balance must be between ambition and execution in stealth game design. It is not without merit, but it remains a shadow of what it could have been—a relic of a bygone era in need of the precision and patience that its own protagonist would demand. Rating: 6/10
Игра неплохая, но постоянные вылеты отбивают всё желание проходить игру
Tem Títulos Mais Antigos e Muito Melhores "polidos" que este. O Game Crasha Muito, os Graficos não são dos Melhores e tem uma Jogabilidade travada (pra não dizer ruim).
Это просто ужасно. Игра как будто на X2 Управление кривое Почему предыдущие части, хотя намного старей были более приятны в управлении?\
I don't know why there are so many negative reviews, I really love this game! I love games from the Cold War & Vietnam War era. I feel like there are not enough games out there that realistically portray those times, this game is fun but challenging
EDIT: Oh boy, can now say without a doubt this is the worst pile of ♥♥♥♥♥♥♥ in the spy/hitman genre i've played so far. It's slightly amusing playing on easy, where you can actually go around with the freedom to kill who you need and not be penalised for it. You can also happily play russian dress up barbie to your hearts content and make your life easier while infiltrating by getting to places without raising too much suspicion, or any at all if you play it right. Then comes Saboteur difficulty for the harder achievements. For someone like me that has an obsessive compulsion to play through just about any game to platinum (as long as its not a million ♥♥♥♥♥♥♥♥ filler ones that aren't really achievements, rely on ♥♥♥♥♥♥♥♥ luck, or multiplayer dependant), or even if its ♥♥♥♥ like this "game"; this "game" is a nightmare. I had no real issues gaining just about all the other achievements so far, except for the ones where you have to fight through the pure and utter ♥♥♥♥♥♥♥♥ player detection to be a "ghost". Combine this with not being able to kill who you need, even if you hide the bodies properly, and not able to play dress up to get around, and throw in your useless "instinct" that is tied to your silent take downs and has a super slow cooldown (unless you kill people like you're supposed to to refill the bar) you get a very frustrating, and incredibly dull waste of time experience. All this just to be a "ghost". Case in point, spent hours watching a helpful guide on the last level, got to the end, only to find out some arsehole spotted three bodies I had nowhere to hide but in a very stupid spot behind some equipment, and the ♥♥♥♥♥♥♥♥♥ had the nerve to not stay still and moved into view of patrolling morons. It's too late for me, but for those that have read this far please take my plight to heart. Avoid this ♥♥♥♥ like fleas during the bubonic plague. One redeeming factor I will give it though is this was released just before "The Message" started tainting games so there's that. ORIGINAL: Where to begin. Having gotten used to the jankiness of it's predecessors, alot of this game doesnt make sense. I preferred the constant overlay of the old 2D map, this new instinct schtick sucks. It works in Hitman which this game is based on, but its not user friendly and you can only use it for short bursts with massive regeneration before using it sufficiently again. Before you whinge and say "InStInCt IsN't ReAlIsTiC" and that it makes it less OP or whatever, the whole instinct thing at all is unrealistic, and lets be frank if you had such instincts so finely tuned they would be active in any situation anyway (like in Hitman, at least the WoA titles anyway). Biggest issue though? Random CTD's in useless as ♥♥♥♥ Win 11. No searching for fixes to said issues yields a decent result. Combine this with even more save scumming than the Sea Dogs/Potc, Crusader kings, and even the last games combined, it makes for a ♥♥♥♥♥♥♥ inconsistent timebomb that explodes when you least expect it. I cant see how the first game runs so much better on new hardware, and it just got increasingly worse with each iteration, sucking completely with this one. The idea is great, the execution of all the gameplay not so much.
не хуже хитмана
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Momentum
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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