As an FPS player, I have heard
about the game from many of my friends and got to know it.
In the comments below the ZERO HOUR steam, the word that appears most often is Rainbow Six: Siege. For many FPS gamers, the best CQB tactical game is currently Rainbow Six: Siege, and ZERO HOUR can be used by players to compare with Rainbow Six: Siege, so there must be something to it.
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game that will be available in
Zero Hour is a tactical FPSAugust 2020 as a "sneak preview" for single player or team play, and has been described by some players as a "hardcore version of Color Six Siege".
The game has tens of thousands of reviews on Steam, with an 83% positive rating, and was recently discounted to a special price of $24. A beta version of the FPS shooter called ZERO HOUR was recently released on steam, and many players have already tried it and experienced it!
icer, it takes a long time for
newcomers to get used to the game. However, since the skills of each R6 cadre are not quite the same and many of them are solo, players should still have the possibility to rely on their own shooting skills to win, even in the event of a one-on-many handicap.
been an amenable game, mainl
y because it's very unfriendly to newcomers, with complex terrain causing newcomers to be shot down before they even see the enemy, or to be "stolen to death" before they can even enter the door. Basically, it is difficult for newcomers to R6 to have a good experience before level 30, and with the different skills and tactics of each R6 off
We all know that R6 has never
been an amenable game, mainly because it's very unfriendly to newcomers, with complex terrain causing newcomers to be shot down before they even see the enemy, or to be "stolen to death" before they can even enter the door. Basically, it is difficult for newcomers to R6 to have a good experience before level 30, and with the different skill
dlessness" is the main gameplay of Swat, while ZERO HOUR replaces this part with com
bat. Even so, ZERO HOUR's combat experience is not comparable to R6's, and not just because of bugs, modelling, feel and other details. Because for ZERO HOUR, after all, out of the prison testing phase, R6 was also gradually getting rid of bugs after the health action.
tical time. And while tacti
cs are the charm of the game for FPS games
ZERO HOUR feels to me like a new installment in the Swat series, knowing that Swat is the originator of the tactical FPS, combining FPS, tactics and realism back in the 90s. The realism of Swat, however, is reflected in the fact that there are many non-lethal weapons and "bloo
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the maps in Armed Assault 3 are larg
e but relatively flat, so the player is mostly engaged in marching missions.
With "three-dimensional maps" like ZERO HOUR and R6, the tactical complexity is much higher.
Especially when ZERO HOUR adds more detail to the game, the time spent in the game is inevitably lengthened considerably and taken up by a lot of tac
The long tactical plannin
g time greatly reduces the entertainment of Armed Assault 3, and the tactical planning and execution requires the player to act in unison
This limits the player's autonomy, again cutting into the experience and making Armed Assault 3 a niche game. It is important to note that
experience of the player
. So long tactical times inevitably lead to shorter combat times, as in Armed Assault 3 where it is often half an hour of tactical planning and execution and ten minutes of shooting and fighting.
CQB games simulate realist
ic indoor close quarters combat, so the game maps are relatively not particularly large and are more three-dimensional rather than flat. For example, the maps in the R6 games are dominated by buildings, and the complexity of the terrain highlights the importance of tactics, so both ZERO HOUR and R6 are tactics-based FPS games. In FPS games, tactical time and combat time make up the entire gameplay
If it's an FPS with large ma
ps and large battlefields with many players
Battlefield, Call of Duty: Warzone etc., the game length does not affect the gameplay too much, but for CQB games the game time is also an important factor in the gameplay.
High intensity tactics
t to understand the terminology.
The damage system in Escape from Tarkov, for example, has different effects on different parts of the body, and hand injuries on the left and right arms have different effects.
But for FPS games, realism
is directly proportional to the hardcore level of the game
In the case of Armed Assault 3, there are a number of modules that are made to enhance the realism of the game in order to achieve a higher level of realism. Once you install these modules, you'll find that using a sniper rifle requires adjusting the closeness based on distance, and is required to calculate wind and humidity based on a ballistic solver. I'm not sure how many players will use these game designs correctly, but I'm afraid it's hard enough jus
These details make Z
ERO HOUR more realistic than R6, but perhaps less so in terms of gameplay. In the current gaming world, the realism of the game seems to be the most important element for gamers.
Apart from the lights,
the props in ZERO HOUR are shared by the whole team
The camera cannot mark the location of enemies, and opening doors requires two steps, the first being half-open and the second being fully open.
ents, such as night vision
cameras for the defending side and tactical torches for the attacking side, and perhaps the inclusion of equipment such as night vision devices in the future.
ls compared to R6,
such as electric switches on every map
This detail means that lighting is a very important factor in ZERO HOUR's gameplay. Because the light can be altered, this leads to a range of gameplay elem
ZERO HOUR has more detai
The most common of all player reviews of ZERO HOUR is to rate it as the most realistic tactical counter-terrorism game, with the main comparison being R6.