Edit : This game has a distinct personality, with intimidating designs that are to be loved or hated. The obivious aspects of this game, like bodycam and cultural elements, don't need much explanation. The most likely dealbreaker for you, is its control , so: [*] I will not recommend this game , if you are expecting a more conventional shooter with stable and easy-to-control aim. [*] I will highly recommend this game , if you want a unique and challenging shooting experience that is also more arcady and fast-paced than typical Hardcore shooters. In this Early Access, the content might not be satisfactory for its price. But if you are really excited about its ideas, it's well worth supporting the development. Edit 2 : The last update adjusted the ADS aiming, iron sight is now reliable. Before the update it was one major source of frustration. "Recommended"? Honestly, I think most players should not buy it especially in its current state; but I am absolutely in love with it, and you would too if something about this game just resonates with you. In the end, I settle with a positive review to balance out the low score. Main reasons why would you want this game or stay away from it: +- Risky and fast short range combat that has the pacing akin to Hotline Miami (although I haven't personally play much Hotline Miami). Every engagement is short and intense, enemies die quick and so are you. +- Hardcore gunplay that catches the feeling of shooting as an untrained gunner -- it definitely is not for everyone and even if you like this design, it still has flaws in execution. But this really is the kind of power fantasy (overcoming challenges) realism provides. + The above two traits make it feel like gunfights in action movies: chaotic, close combat that involves a lot of mag-dumping and positioning. - The fisheye view may cause motion sickness . It feels very uncomfortable in tight spaces. You can argue that it adds to the "bodycam realism" feel, but I see this mostly as negative. Would be great if there is an option to use an alternative. - It's too short , I finished the first run around 3hrs (I think you can easily finish first run under 2hrs if you catch on to the intended playstyle quick). I am not saying the game should last too long like 10+hr, as it is quite intense in style, but some additonal content in the future will be great. + Level design is mastercrafted! You get to play in diverse scenario and some of the set pieces are just so good, especially late-game. The lighting, the shift in tone and the way music kicks in...you really have to experience the moments to know how good they are. And this is a huge plus for me. + Authentic and lively presentation of old Cantonese neighborhood . I come from Canton and it's shocking how down to earth some of the cultural elements feels, especially the cramped hallway of apartment. Of course, I haven't been to any dance club or gang dens so I wouldn't know, haha, ha...The Cantonese slangs are also so fun to look at, but some expressions have what we call "翻译腔"("translation tone") in that they clearly come from English. Major Issues About the Gunplay: I love its direction, but there are definitely things that hurts its experience. Specifically, the current ADS (aim-down-sight) system is just obnoxious to deal with; the hip firing is just more reliable once you get the hand of it. I think the biggest problem is this HUGE DELAYED tilting of your pistol when you move your aim around the center of screen, which is where most folks gonna aim their shot! This feels so unnatural and inconsistent with your input. I think it's either some transition animation triggered when you aim around center, or the sensitivity jumps up...I really hope it's not an intended design to mess with my aim! Another big problem with the ADS is its accuracy. I get it, it's supposed to discourage you from cover-shooting. But its accuracy is so bad it negatively impact close quarter shooting as well! I would even say that a bit of cover shooting from mid-range really does not hurt the fun, it adds to it--the game already has so many close quarter encounters. The lack of sharpshooting option also mess the difficulty curve: guess where are the most difficult levels? Early game! Because some early levels have open spaces where you are often under crossfire from the foes shooting from cover! It's just not fun that I have to heavily rely on luck, give us some certainty to work with--like making the first shot in a volley way more accurate, or implemeting some sort of suppression mechanic (foes do seem to flinch briefly when under concentrated fire, but it's just too short to take advantage of--you know, after you just Stormtroopered your entire mag?) Edit : After spending an unhealthy amount of time playing with trick shots, I found the accuracy in ADS mode is better than I thought. Previously, I didn't pay attention to some of the mechanics coming into play. So, tips for those who struggle with aiming : [*] Line the target with your barrel, not your sight. I have a much better chance of hitting when aiming higher with the iron sight. Of course, the body of the pistol will block your vision to the targets at longer range, so you will need to be more mindful of the spatial relation between your gun and targets. Major Update: The ADS aim has been adjusted in version 0.192, you can now aim comfortably with iron sight! [*]Just like when hip firing, be aware of where your gun is actually pointing . Your gun has momentum when aiming around, and bullets will hit a bit further to the direction in which you tilt your aim; shoot slightly earlier or wait for the gun to recover to a stable position. [*] Practice hip firing instead . It doesn't have the unnatural tilting or aiming inertia. The view is not obstructed and it's easier to observe bullet impact location. [*]In case you haven't, lower the sensitivity. I personally find the default too high and set it to 0.5. You can actually pull off some really sick precision shots once you are familiar with how the gun feels in your hand. Smaller Complaints: [*]There is definitely something wrong with hitbox of environmental object, a lot of times bullets don't go through frames like car skeleton, and sometimes you just keep hitting the edge of object despite having adjusted your aim. [*]Civilian behaviors need to be tweaked. Some don't move until player move to certain position, just standing straight even when firefight breaks out; when they are running, they rush into the gun line too often; the worst of all, they can get you stuck as they bumping around. Please give us a way to alert and scare them away before encounter starts, give them ability to keep low profile when caught in the crossfire, remove or limit their collision with player. [*]The NPC in general could use some smoothing of the animations as well as detailed model, their movement sometimes breaks the realistic tone set by the graphic and gameplay. Ragdolls also need to be adjusted because most dead just end up in this 大 pose with their stiff forearm pointing upwards.