Vicious Red
The game takes place in an alternate universe of the recent past on a Soviet space station shrouded in a terrible virus. The main character is an ordinary worker... Read more
The game takes place in an alternate universe of the recent past on a Soviet space station shrouded in a terrible virus. The main character is an ordinary worker who finds himself in this difficult situation and is now forced to look for a way out. In battle, the hero uses both homemade weapons and classic guns, most of which are divided into two categories. The main feature is enemies whose death will not be final. After a while, killed opponents may reappear and attack the character.
System requirements and PC test
- Window 10 64-bit +
- CPU: AMD Ryzen 5 2600X; Intel Core i5-8600
- RAM: 16 GB
- Free Space: 50 GB
- Video Card: Radeon RX 5700; GeForce GTX 1060
- DirectX: 12
- Keyboard, Mouse
- Window 10 64-bit +
- CPU: AMD Ryzen 5 5600X; Intel Core i5-11600K
- RAM: 16 GB
- Free Space: 50 GB
- Video Card: Radeon RX 6700 XT; GeForce RTX 2060
- DirectX: 12
- Keyboard, Mouse
Reviews and ratings
At this stage, Vicious Red feels like a rough draft in Unreal Engine, not a game that's been in development for years. The developer, known for his merciless criticism of AAA projects, has now encountered the harsh reality of game development and seems to be trying to justify the obvious weaknesses of his creation.
The character moves unnaturally and stiffly, as if he's shit his pants and is afraid to rub his legs. There's no sense of weight or inertia. The main complaint is the complete lack of impact. Weapons fire without recoil, and enemies barely react to hits, making firefights dull and unsatisfying. It feels like cringe, not like the intense combat of a horror game. The very concept of enemies that can't be permanently killed can make exploration pointless and tedious. Read full
Vicious Red на данном этапе выглядит как сырой набросок в Unreal Engine, а не как игра, находящаяся в разработке несколько лет. Разработчик, известный своей беспощадной критикой ААА проектов, теперь сам столкнулся с суровой реальностью геймдева и, кажется, пытается оправдать откровенно слабые стороны своего детища.
Персонаж двигается неестественно и деревянно, будто наложил в штаны и боится растереть по ногам. Нет ощущения веса и инерции. Главная претензия — полное отсутствие импакта. Оружие стреляет без отдачи, враги практически не реагируют на попадания, что делает перестрелки унылыми и не приносящими удовлетворения. Это выглядит как кринж, а не как напряженный бой в хорроре. Сама концепция врагов, которых нельзя убить окончательно что может сделать исследование локаций бессмысленным и ут… Read full