
Enter a high-stakes PvE-first open-world tactical shooter set on a quarantined Southeast Asian island torn apart by faction warfare. Deploy as an elite operator, fight solo or with your squad to carry out missions, earn reputation, and explore the truth behind the Event igniting the conflict.
Most likely between $65.3M and $184.9M. How we estimate →
Checked against 8 developer-reported games
Cheapest copy: ≈ $22.21 on Steam · Ukraine (−44%). Compare 14 prices in 14 markets →
Reviews
Themes across 2250 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
It's not main stream slop and is the only FPS that has good gun play imo. This is the closest I felt to being a kid again and find the one weapon I loved in "CoD" or "Halo" for me at least. It's a slower pace and also has a PvE only mode with no time limit. Let's you play at your pace and feels like it respects you for what it's worth.
very good lots of issues fixed and dev team hard working
Precisa aprimorar muito. Há muita a ser otimizado. O mundo está meio vazio. Mas, há um potencial enorme neste jogo.
This is my first time playing Grayzone and I only have 13 hours, which I know means nothing, but here's what I got from the game so far: Persistent world: The world is similar to Guild Wars 2. This is the first comparison that came to mind. People take choppers from and to the base all the time to do quests, engage in pvp, loot, you name it. You encounter allied players in the world that you can join in doing various objectives. Similar to Guild Wars 2, see? The only problem is that you can't share quests. For instance, if you need to kill 10 enemies and an allied player kills them in your vicinity, you don't get the kills. The fact that the world is persistent and not raid-based means that you can spend as much as you want before returning to base. Play at your own pace. PVP vs. PVE: You can play either, as you have dedicated modes for both. This is a nice touch that makes the game appeal to a wider range of players. Play PVP zone: You can easily play the PVP mode without encountering any enemy player. PVP is generally concentrated around specific locations, when the enemy players attack certain outposts, which then become highlighted on the map. So, you can just avoid those places and only do PVE. It's unlikely that enemy players will come into your PVE areas to farm. Because of this, I recommend playing PVP for the thrill of having enemy players on the map. The world is massive: I've spent my 13 hours of gameplay essentially in 2 sectors of the map. I maybe covered 10% of the map, let's say. The world is vast and diverse and I like it. Tons of quests: I like having something to do constantly. You level up traders pretty fast if you focus on quests and you have tons of them. Death isn't as punishing: Unlike games like Tarkov or Arena Breakout, deaths aren't as punishing. Dying in PVE means nothing, because you simply respawn in the nearest Safe Zone and run back to your body and loot your stuff back. Dying in PVP is more punishing, but the concept is the same. Respawn in the nearest safe zone, gear up fast, run back into combat. Also, you can put trackers into your equipment, at which point you'll be able to track the guy who looted it off of your body. He won't know if the gear is tracked or not. Very nice. Regarding other things that may be of interest, the gunplay is awesome. Idk how others feel about it, but I find it perfect. Very little recoil, guns are very easy to handle, overall I like it. The healing system is similar to Tarkov, splints, bandages, surgical kits. You also have blood bags to replace lost blood. Unlike Tarkov, doe, you can revive your fallen teammates and heal them after dragging their bodies in cover. Again, very nice. The day-night cycle and the changing weather are also very very cool. Adds with immersion. As a general ideal, if you've played Incursion Red River, this is Incursion Red River with more quests, PVP, and a larger and more lively ecosystem. I definitely recommend if you enjoy FPS games.
This is the most fun I've had playing a game in a long time.
Das Spiel selbst ist gut. Große Map, viele POIs, KI ist nicht zu stark aber auch nicht so dämlich wie in vielen anderen Spielen und stellenweise schon herausfordernd, vor allem wenn mehrere Gegner da sind. Auch echt gut gemacht sind die vielen Quests auf der Map um sich die Händler oder Ausrüstung frei zu spielen. Waffenauswahl scheint auch auf meinem aktuellen Level 20 ganz gut, zumindest für verschiedene Szenarien etwas dabei. Wenn man sich nicht ganz doof anstellt kommt man im Spielfortschritt und auch seinem Geld ganz gut vorwärts. ABER Auch wenn es ein EA ist, so manche Fehler im Spiel nerven schon etwas. Zum einen habe ich manche Missionen jetzt schon zwei oder drei mal machen müssen, scheinbar speichert das Spiel manchen Fortschritt einfach nicht. Was mich aber extrem nervt sind die immer wieder auftretenden PFS-Lags, teils auf unter 10. In dem Moment ist das Spiel unspielbar, besonders toll wenn einem das im Kampf passiert und man wegen so einem Mist dann stirbt. Ich hoffe das verbessert sich mit der Zeit noch.
Its really good, but devs need to give the game time and update and upgrade always :)
mükemmel
好游戏希望朋友一起可是没有朋友玩
当我第一次打开灰区战争的时候,我甚至还是一个没有玩过任何搜打撤游戏的圈外人。而当我开始写这篇评测的时候,我不仅已经结束了灰区0.4版本的游戏流程,甚至还在逃离塔科夫PvE中达到了中后期进度。我认为自己已经基本了解了这类塔科夫式游戏的核心循环。 很多人说灰区战争像一款MMO游戏,这种说法其实并不是没有道理。灰区最独特的游戏体验,便是如同MMO游戏一般,与其他素不相识的玩家进行合作,在完成任务的同时,缓解了这类游戏经常会产生的孤独感。这是一种非常巧妙的设计思路。在游戏中,当你决定前往某个区域执行任务时,你可以提前查看这个区域是否已经有队友存在。如果队友已经活跃在该区域,那么等你抵达时,往往敌人已经被清理完毕,你可以非常安全地完成任务,快速提升商人的好感度。在0.4版本中,任务是可以重复接取的,也就是说,某些区域往往会有人反复执行同一个任务。原本看起来像是比较粗糙的设计,反而催生出了玩家之间的协作,以及某种命运交织的感觉。这也是我认为游戏最有趣的一点——查看队友分布情况,再决定自己的行动路线,本身就成为了游戏的重要玩法之一。 游戏目前仍处于早期测试阶段,核心玩法循环可以说还没有完全成型。玩家很快就会遇到内容体验完毕、无事可做的阶段,导致大量玩家只能每天前往3级高资源区域的三大区域,进而出现大量相互抢物资的情况。但是在我看来,目前抢物资的问题并不算什么致命缺陷。游戏在0.4版本已经加入了大量工业杂物,这些资源会大量刷新在一级区和二级区。但由于藏身处系统还没有上线,这些廉价工业杂物目前几乎没有任何价值。而等到0.5版本藏身处系统更新之后,这些工业杂物势必会产生大量需求,玩家需要反复前往二级区域收集资源,才能升级自己的藏身处。届时,抢物资的现象自然会被大幅稀释,游戏循环也能够逐渐进入类似塔科夫的正常状态。 灰区战争0.4版本中的敌人(包括老乡、军爷、Boss)表现其实比较奇怪:要么完全打不到你,要么就是靠运气突然给你一颗头,甚至不给玩家反应时间。相比之下,逃离塔科夫PvE里的Scav虽然也是靶子,但他们基本不会莫名其妙一枪爆头。而稍微强一点的PMC和Boss保镖,虽然也存在随机性,比如在对战中,敌人第一枪就头部眼部把你带走。但更多时候是玩家和AI之间的拉扯:有时候你和他对枪半天,自己被打得黑手黑脚,但你是能活下来的;灰区0.4的另一个问题在于,敌人受到攻击时会产生明显的受击反馈,甚至无法继续行动。也就是说,只要玩家能够成功抢到先手,战斗基本就已经结束。这直接导致半自动武器成为了游戏中的最终答案。另外,游戏里的Boss设计也比较可惜。他们不仅没有明显的强度提升,也缺少足够的辨识度。枪法没有比普通敌人强多少,血量也和普通士兵差不多,经常像普通小兵一样被玩家一枪解决,实在有些浪费了Boss这个定位。 游戏在0.4版本中的第三人称角色动画表现非常惊艳,但第一人称动画就比较拉胯了。虽然还没有达到完全不能看的程度,但明显能够感觉到动作僵硬,缺少各种细节。偏偏游戏又强行学习塔科夫,使用龟速换弹。这就导致第一人称视角下,单位时间内能够展现出来的动画关键帧非常少,整体感觉就像身体和灵魂分离了一样。狂指甚至在0.4版本更新中重做了大量武器第一人称动画,但问题是,如果负责核心动画的制作人员没有明显变化,那么反复更新动画到底能带来多少提升?至少应该请更有经验的人进行指导,而不是一直在原有水平上修修补补。 游戏目前优化表现并不理想,不过相比之下,塔科夫其实也没有好到哪里去。横向比较的话,灰区还有一个非常明显的优势,那就是玩家想玩游戏时,进入地图并不需要像塔科夫一样等待漫长加载,这一点极大提升了游戏体验。同时,灰区的服务器稳定性也明显优于塔科夫。虽然目前游戏内容不足,但即便和塔科夫相比,也确实可以称得上“未来可期”。 不过,游戏现在更新速度快是真的,但更新内容有些敷衍也是真的。狂指通常只有大版本更新才会加入真正影响游玩的内容,小版本更多只是修复Bug、调整一些规则,很少会带来实质性的玩法变化。如今0.4版本已经接近结束,马上就要进入0.5版本,但目前公布和加入的内容数量依旧有限。这也不禁让人开始怀疑——所谓的“未来可期”,到底有多大的可能性真正实现。