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ZH PvP feels like Rainbow6 Siege if it was a real Tom Clancy Title. The PvE is a, for lack of a better term, police sim. You infiltrate a compound and try to disarm and arrest suspects and use less than lethal means, yelling at the bots and some surrender and you're supposed to arrest them and not kill them, while avoiding traps and bots wanting you dead.
GB is a more open map that's more of a strictly PvE base. There's no arresting and is more KoS but the gun customization is much more complex. There is PvP in the game but from what I've played it's pretty clunky and as a PvP player it shines as PvE.
Both are really great games. I say just get both if you're a fan of tactical shooters, both scratch a certain itch and both really shine at what they try to accomplish.
ZH is more of a SWAT4 follow-up and GB moreso Rainbow 6 OG. Law Enforcement or CIA Kill Squad basically.
I am excited about both, but GB happens to be more to my taste. I do not do PvP and rarely Co-Op PvE, so am looking forward to both games implementing friendly AI.
Much respect to both teams who clearly love what they are developing and are passionate about their projects.
So far, the closest to SWAT 3 and 4 is this. That's not to say that it's just SWAT 4 but better, or anything, at least not at this point. SWAT is definitely a lot more strict on correct protocol, there's more tools to use in that game, there's non-lethal approaches you can go for, more hostages to deal with, who can often be a pain in the ass, etc. This is more focused on the angle of infiltration and neutralizing threats. Most of the enemies in this game are not going to surrender and will definitely need to be shot. There's more traps to deal with here, enemies will hide in sneaky corners or under beds, they'll use people as human shields every now and again, etc. The tone is also darker, you can turn off the power and go through your locations with NVGs, it's just a different experience.
For an early access game made by a small Bangladeshi team working with more limited resources compared to SWAT 4, I'm very impressed. Some levels are kinda unpolished and not too interesting (I'm hoping they'll develop them further in future), but others have atmosphere so thick, you can almost feel it. One level is simply a large build up to dealing with a singular guy, and that build-up was really great when I went through it with a friend. One level takes place in a hotel and has some really great touches of environmental sound design.
I'm definitely interested to see how this game continues to progress over the span of development. For anyone on the team who may be reading this, I would recommend fleshing out some of the barer levels, adding options for better forms of anti-aliasing, adding more AI behaviours, and especially fixing the de-sync issues I kept experiencing in co-op play.
Ready or Not seems to have refocused itself now that Team 17 has taken up publishing duties, and it will be nice to have some competition in this space - nonetheless, that game ♥♥♥♥♥♥ up its priorities hard for a long while there, and Zero Hour definitely stepped in to take advantage of this opportunity. I'm very pleased with where it is at this point, a year after launching in EA. I hope that the game will continue getting developed until it is properly ready for 1.0. I want to see thsi be a game that has legitimate longevity like SWAT 3 and 4 have, hopefully not just a stopgap while we wait to see how Ready or Not turns out.