On measure, for a game where the sexual aspects are displayed front and center on the store page, you wouldn't expect the gameplay to be as smooth as it is - because it typically isn't. For games like these, more often than not, the sex element takes precedence over, y'know, the gameplay - and yet here we are. I can safely say I've had more genuine fun with this game than I expected going in. The gunplay is as decent as it needs to be, for an over-shoulder TPS. The weapons run the typical gamut of pistol-revolver-shotgun-SMG-assault rifle-bow, but that's fine because they're all fun to use, so I was never itching for more weapons. Ammunition is rarely if ever an issue, so long as one manages resources appropriately, and once you get to the point in the game where there's vending machines full of the stuff for a relative pittance of money, you'll never sweat about needing more boolets, or bigger wepon, again. I haven't seen hide or hair of the weapon mods that the game keeps insisting are an element, yet, but that might just be me not having gotten far enough along to unlock the feature. Regarding money: Up until you reach the first vending machine, you'll have spent some amount of time picking up strange red or blue crystals off of zombies with no immediate explanation what they're used for. Just before you find the vending machine, you'll suddenly start picking up actual bundles of cash. The crystals are sold to the vending machines for quick bucks, and once you learn this, the number of zombies who drop crystals and stacks of bills will skyrocket exponentially. In the same area that the first vending machine appears, there's even a room right across the hall where you can infinitely spawn zombies to shoot at for free money, so you can grind all you please. There is technically a cap on how many supplies you can purchase at a time, but if you don't make a habit of getting hurt all the time, you won't blow through your healing supplies too quickly; and you get ten of whichever gun's bullets per purchase, and the stock is set at 500 for each ammo type, so you're not exactly on the struggle bus, here. To me, being able to carry as many bullets as I like is grand, but I can see how other people might feel like this mechanic cheapens the challenge of the game, since suddenly, you can just grab as much ammo as you want for your favorite gun and pretend the other weapons just don't exist, where previously, you would have had to depend on all of your weapons equally in order to manage your supplies. There are other vending machines which dispense clothing as well, if that particularly matters to you, so if you're not a fan of loading up on guns and ammo, you could just blow your cash on a new shirt or something instead. Jodi's movements feel smooth and she's decently responsive to control inputs, unlike so many other games of this type where getting the character to move feels like hauling them through waist-deep quicksand at all times. Combat is snappy, with her gun snapping into position the instant you scope in on an enemy (or, well, aim down sights - I say scope in because I'm used to it). Her stomp move is as crunchy as its clear inspiration, Dead Space, and is more than sufficient for making sure any zombies you're not sure are dead for good don't go standing back up. Melee attacks feel weighty, and the automatic grapple counter Jodi employs if she has a knife in her inventory when an enemy attempts to grab her is such a breath of fresh air. The movement controls might need a bit of rebinding for comfort's sake, because putting dodge on left control (meaning I have to rely on my pinky to avoid incoming attacks) is not what I would call one of the more intuitive choices. Jodi's walking speed is, well, a walking speed, but it doesn't feel obnoxiously slow, which is good, because as nice as her running speed is, she burns through stamina pretty quick. Knockdown recovery could be a little more brisk, I feel, especially since some enemies will just hover over Jodi and wait for her to stand back up so they can instantly smack her in the head again, and if you go down against an enemy with a gun, you may as well just reload because they'll mag dump you while you're on the floor. Parkour elements could stand to be tighter, especially given that some puzzles require some precision jumping and grappling, and I've run into incidents where sometimes Jodi will just do a pathetic little bunny hop instead of the running leap I needed her to. The enemy variety isn't huge, but varies enough to keep you on your toes, and even the bog-standard "run at you and smack you in the face" enemies from the start of the game never truly stop being a threat in a tight situation. That said, once the game introduces the vending machines and ammo suddenly becomes far less of a concern, the devs fall into the tired old trap of, "throw enough zombies at the player to make them seriously question which country got depopulated to make this big of a swarm." Particularly the little facehugger-type enemies who simply appear out of the floor, ceiling and walls, giving the devs an easy excuse to spawn them infinitely whenever you walk into an area where they exist. Additionally, there is (so far, and to the best of my knowledge) one boss fight against an enemy who, if they manage to grapple you at all, will instantly kill you, regardless of how much health you have, or if you have any knives on you. This fight can be pretty annoying, even if you know what you're doing. Certain mechanics feel like they're not explained terribly well, if at all (did you know you have to crouch in order to safely approach a proximity mine to use the mine removal tool on it? I didn't, because the game never said a word about it working like that), whereas other mechanics feel like the God of War devs seriously using DarkSydePhil as evidence that video games need to hold your hand at all times (try not to think too hard about what the codes to some lockers are. The answers will literally be right in front of you when you turn around. Not all lockers do this, but enough of them do to make it feel pointed). It gives a sense of peaks and valleys, where the devs were willing to trust the player to be smart enough to figure out some parts of the game on their own, but then they had a change of heart for other parts of the game and put the solutions on glowing neon signs, where giving the player breathing room to use their own brains would have been appreciated instead. Given that much of the game takes place in an industrial complex with walls, rooms and corridors that are all the exact same color and design, it's not surprising that you might get lost while trying to figure out where in the world you need to go. I can honestly say that I made it as far in the game as I did because I bungled my way there, rather than because I knew where I was going. I'm electing not to speak on the matter of character customization, because that's a matter of personal preference, and my preference was to make Jodi look like she was, y'know, prepared to wade through a small army of zombies, so I didn't spend much time sexing her up any and instead had her wearing practical clothes that looked like they might hold up in combat scenarios (i.e., none of the especially revealing, lacy clothing options, because one would think that not having your skin exposed to FLESH-EATING ZOMBIES would be a relatively pragmatic choice to make). So, there you have it. Even in spite of the gripes I've mentioned, the game is still fun enough that I'm okay recommending, flaws and all. I would maybe wait for it to go on sale, but other than that, if it resonates with you at all, you'll probably do just fine with it. As an added bonus, it runs decently well even on my potato of a PC, so as long as you adjust your settings appropriately, it shouldn't give you too much bother.