
Discover unrivalled sniping freedom in the largest and most advanced World War 2 shooter ever built. Experience tactical third-person combat, gameplay choice and epic longshots across gigantic levels as you liberate wartime Italy from the grip of Fascism.
Modeled estimate, not a reported figure. How we estimate →
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Genres
Stats
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*, Polish, Portuguese - Brazil*, Russian*, Simplified Chinese, Traditional Chinese*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 638 reviews with recorded playtime.
Reviews
Themes across 636 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
An sich ist das Game nichts Besonderes und hat auch ein paar nervige Dinge, wie z. B., dass man sehr oft einfach taub ist und nichts hört. Mir macht das Spiel trotzdem sehr viel Spaß und es hat momentan einen gewissen Suchtfaktor für mich.
le jeux est sympa oue mais mon dieu merci instant gaming car acheter un jeux 60 balle pour finir la campagne principale en moins de 10h et en prenant mon temps bon....
solid
funi
Excelente, no lo recordaba tan bueno.
Fun and chill sniping game with harder bits occasionally. Can always hop back and play missions again with different playstyles and weapons.
Giving all my money to Jason Kingsley... Play for the bullet drop, not the dialogue. The scripting is pretty bad. But that's ok--the fighting is pretty good, especially if you have the patience to stalk a little (this is a sniper game, after all). I've always hated the fact that FPSs take point of aim, point of impact for granted, effectively making its sniper rifle the easiest weapon to kill with. The Sniper Elite series says "no." You have to account for bullet drop and windage, which is a refreshing challenge that makes farther shots much more deliberate, satisfying, and punishing. Mechanics like sound masking really give you material to set up for the kills (or misses!), and the game punishes you for being sloppy. There are a few gripes, though: 1) As long as there is something between you and your target, you have cover and concealment (although shooting through soft material is a thing--also an excellent touch), and there's no reason--in this game or in real life--to hug against the wall, basically with your side to the target. The game does this automatically to your PC, with wall hugging, if you get too close to cover, and then when you try to aim, HE STEPS COMPLETELY OUT OF COVER INTO THE OPEN. What an incredibly idiotic thing to do! And this in a game that otherwise has fairly realistic tactics and punishes you for such stupidity. I mean, if you're playing like you mean it, this will kill you every time. Devs, get rid of the wall hugging, please. (This game has been out for like a decade, now, so they're not changing anything, but I hope future editions will do away with this moronic mechanic.) 2) There are several historic, era-appropriate service rifles to pick from and, in order to give you some gameplay variety, they have slightly different stats. These weapons have stats in real life, though, and as a bit of a nerd over this generation of weapon, I wish they'd have stuck to those stats. For example, in real life, the Mosin Nagant outranges all the other rifles and has a smaller MOA, but in the game the same weapon doesn't have the best ranged stats. Just little things like that. That could have been tightened up without compromising fun gameplay. 3) The difference in challenge between hard and very hard is a little much. They go from having an indicator on the scope to show you where the strike of the round will be (completely defeating the purpose of having a game with bullet drop and windage that you have to figure for, and which they have a range to train for), having all enemies visible on a minimap (even if they haven't been tagged by surveilling them yet), having a noise/music indicator warning you that you've been seen or are about to be, variable zoom, and several other perks, to having none of those things at all. I'd like to have the raw experience of aiming with my rifle scope, hold off and all, but I'd still like a minimap. Luckily, they do have a difficulty customizer, although it disqualifies you for some of the rewards. Stalking in the real world is incredibly tedious, slow work, and would make for a terrible video game; but I think this game has a pretty nice balance of making you stalk a little, but keeping it moving along. The premise is unrealistic--imaginably because they had to make it fun to play--but it's easy to suspend disbelief. Missions can take a few hours if you're really trying to glass all the enemies, take them down without getting detected, and not get shot, let alone trying to find all the Easter eggs (which are mostly stupid little notes that aren't worth the pursuit). Enemy AI is not bad--they do try to stay alive, will route you and not just run in through the nearest avenue of approach, and will save their friends when you wound them (another very cool mechanic). In spite of the infuriating wall hugging mechanic, it still prevails as a modified sniper simulator with bullet drop and windage set in the golden age of sniper warfare. Definitely give this game a go and help pay for Jason Kingsley's horse hobby if you think scoped rifle shooting should be hard in video games like it is in real life.
希特勒的一百种死法
虽说是个打人机的射击游戏,但是人机一点都不弱,这游戏要是硬莽,哪怕是普通难度,1打3都费劲,甚至被人机近身后会光速躺地,人机伤害高得一批,所以基本只能当一个老阴逼,躲在掩体后面放冷枪。还有就是战役模式要是能多加一点剧情就好了,目前来说还是有点单调,跟战地系列的战役模式还是有差距。
爆蛋精英4,可圈可点; 这狙击手灵活性不够,不说让飞檐走壁,动若脱兔,但是这b主角怎么像个残疾人,稍微高一点的地方跳下来就摔死,不高不低也不能直接跳,还得按c辅助,不能平地跳,走路速度也很慢,观感有点差;除了特殊击杀动画之外,没有什么让我眼前一亮的地方,但考虑到是9年的游戏,并且史低价购入很划算,给个8分人上人吧!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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