
Join Vinnie in a battle against powerful criminal organizations in Chicago. With his sidekicks Shorty and Kiro, navigate a dangerous world of violence and greed. Use special tactics, powerful weapons, and specialized skills to survive. Uncover secrets and be merciless.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
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
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
有随时存档就好了
Sift Heads: Cartels 4 – Review (WIP) Played all the original Sift Heads games as well as the newer Steam releases. Honestly don’t know how this one slipped past me for so long, but here we are. Overall, I think the game is fun—but it definitely has its own issues. Compared to the earlier entries, it kind of feels like a black sheep. It tries some new things, but at the same time it’s missing stuff that the older games just did better. Gameplay Movement / Exploration Movement is done with WASD, and you’re free to actually move through levels instead of being locked into static screens. That part is fine and does make the world feel bigger. Problem is, there’s not a lot of clarity on where you’re supposed to go. You can explore, sure—but the game doesn’t really guide you well. You end up wandering a bit more than you probably should. Maps Local Map: Very basic. It shows where you can go, but not what’s actually there. No indicators for items, doors, or anything worth checking out (like locked doors, buttons, etc). It does show ladders and save points, but that’s about it. World Map: This one’s better. You access it through the car, and it shows where you are and what locations are available. Areas are highlighted, and you can see how much you’ve explored and if items are still out there. Solid, no real complaints here. Items / Loot Boxes are always present, but what’s inside them is random—healthkits, ammo, scrap, etc. I get why they did it, but it can get annoying. You might rely on a healthkit being somewhere, die, reload, and suddenly it’s just scrap. The randomness works against you in a game where you’re loading saves instead of starting fresh runs. Combat Combat is split into two parts: Shooting and Melee. Shooting: Simple and works. Aim with your cursor, line up the dot, and fire. It’s fun, but gets frustrating when enemies are far away and can hit you while you struggle to land shots on them. Melee: Very basic—Punch and Block. Issue is, you can only block unarmed enemies. If they’ve got a weapon, you’re just going to eat that hit unless you already figured that out the hard way. Cover System You can take cover to avoid getting shot, but you can’t shoot from cover unless you unlock the skill for it. So most of the time it turns into: Hide Stand up Shoot Repeat until all enemies are dead, or one of them have wandered close enough for you to do something else, or they've managed to enter the exact spot where you're no longer protected by cover. Also, destructible crates don’t count as cover, which feels weird and inconsistent. Skills Skills are where the game starts to open up more: Carry more ammo Faster HP recovery New abilities like dodging or blindfire Extra melee moves These actually help smooth out some of the rougher parts of combat, especially things like not being able to shoot from cover early on. Frustrations / Issues - Armored Enemies These are probably my biggest issue. Instead of just having more health or damage resistance, they are completely immune to bullets. Your only options are: Blow them up using the environment Run up and punch the armor off Problem is, getting close—especially to ranged enemies—is basically asking to die on higher difficulties. So most of the time you’re forced into using explosives or just waiting for the “right moment,” which slows things down and limits how you can play. Saves You save using desktop terminals scattered around the map. Functionally fine, but visually they feel out of place half the time. Some of them are literally just floating in weird spots (like one in the sewer area above a bush). Would’ve been nicer if they matched the environment more. Something simple like: Different save objects per location (Laptops, Phonelines, Notebooks, etc) Even something like an ashtray (since Vinnie smokes) would’ve fit better in some areas Enemies Design-wise, they’re fine. Mechanically though, there are a few issues: Enemies don’t reload They don’t react to getting shot (no flinch, no stagger) Gore doesn’t feel as impactful as older games That last one especially stands out if you’ve played the originals—they just had more “weight” to them. Also: Melee enemies can delete your HP very quickly (found that out the hard way) They can chain hits before you really react Ranged enemies don’t switch to melee at close range—they just keep shooting you point blank Weapons / Reloading All guns use the same reload animation, which feels off. Pretty sure older Sift Heads games had unique reloads per weapon, so this feels like a step back. Presentation Music: Honestly great. No complaints here. Graphics: Clean, looks good. Cutscenes: Characters are more detailed, which is nice to see. This is one area where the game definitely improves over the older titles visually. Overall (So Far) The game is fun, no doubt—but it feels like it’s caught between two directions. It adds things like: Exploration Skills Larger levels …but at the same time, it loses some of what made the original games feel good: Impactful combat Clear direction Smaller details like animations and reactions So instead of feeling like a straight upgrade, it ends up feeling a bit mixed. I’ll probably update this once I finish the game and see how it holds up later on, but for now: Good game, a tad frustrating, just not a clean evolution of what Sift Heads used to be.
first of all,the price doesn't make sense at all,its not worth to purchase at all except its nostalgia. secondly,unlike other games, the challenge in this one lies in its lower tolerance for mistakes,there’s no other way to make up for it. i've played sift head series before,the story are decent but the gameplay is disappointing,plus there are no replay value at all
Simplemente Sift Heads. Compren este juego si lo jugaron durante su infancia, vale la pena para recordar viejos momentos, disfrutar a Vinnie, Shorty y Kiro nuevamente en sus pantallas, ojalá traigan nuevas entregas.
The game is good but.... Why tf do I need a internet connection to play the game??
作为一个100块的游戏,它的体量简直太不够塞牙缝了;但作为一个为这个系列收尾的游戏,纵向对比系列之前的体量已经很丰富了,符合了我对SH系列的全部期待,所以现在出现幅度比较可观的折扣我便购入。我们从SH1开始见证了Vinnie这个天才杀手的崛起,到SH5了解他与Kiro和Yakuza的恩怨情仇,在Sift Renegade中体会到Kiro悲惨的故事,在SHW中了解了Shorty不为人知的过去。看似简单一个flash系列刻画出了三个有血有肉的角色,在当时火柴人动画都是以高速爽快打斗为主的年代SH偏向剧情深度的好莱坞动作电影方向可谓是独一档。而现在这部电影结束了,它可能不是最惊艳的,但作为划上句号的终幕绝对是及格的
A Satisfying ending for the series, very fun to play. I think this game is probably make more sense to those who played the sift head cartels and world act series, but still pretty good. Has a pretty good world to explore, and quite a large amount of enemies. I do think their are some bugs that need fixing but i never encounter any major game breaking ones.
yea, we back sifting heads
The best!
It's good old Sift Heads. I just can't recommend it, because of how the game ended up being designed. I was hoping this game would be a bigger Cartels, or like SH World at least, instead we got a game that varies a lot in the formula, and honestly, I don't think it works that well. Something that I think made Sift Heads such a great game was its first person shooting and limited but straightfoward open world, this one tries too do too much at the same time and I don't think it really works.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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