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This New Realistic Shooter Is On Another Level
HappyPlayz
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9 hours ago
#games
#newgames
#newgamesdemo
#newgamestrailers
#gameplay
#funnygamemoments
#randomgamemoments
#gamefails
#games #newgames #newgamesdemo #newgamestrailers #gameplay #funnygamemoments #randomgamemoments
#gamefails
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🎮️
Gaming
Transcript
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00:00
I've spent the last few days playing an early build of Better Than Dead, and the best way
00:17
I can describe it is this. A single player body cam style shooter that isn't trying
00:22
to copy the usual tactical realism formula. It's aiming for something rougher, dirtier,
00:27
more grounded, and a lot more personal. It's set in China, you're stuck in a collapsing
00:32
criminal underworld, and the whole thing plays out, through this handheld jittery, almost
00:37
documentary-like camera perspective that gives the game a sense of unease from the first
00:41
minute. Because I was given exclusive access, I was able to dive into a version of the game
00:46
that isn't public yet. Early, but far enough along to show exactly what the studio is trying
00:52
to build. The first thing that hits you is the physicality. Every movement feels heavy,
00:56
comfortable, and grounded. Leaning around corners isn't a smooth animation. It's something
01:02
your body commits to. Sprinting feels messy and frantic. The camera shakes like you're
01:06
really trying to maneuver through a cramped hallway, and reloading is slow and deliberate.
01:11
Because the game wants you to feel vulnerable, instead of superhuman.
01:15
What really sells the atmosphere though is this setting. Most body cam games right now take
01:20
place in generic warehouses, back alleys, abandoned clinics, places you've seen a thousand times.
01:25
Better Than Dead takes the opposite direction. The levels are cramped, Chinese apartments,
01:30
broken down construction sites, half lit stairs inside grey apartment blocks, empty stores
01:35
where everything is scattered across the floor, and tight streets with neon signs flickering
01:40
in the background. The developers are clearly leaning hard into the location, instead of trying
01:45
to hide it behind the usual sand-based shooter lighting. It feels lived in, stressed, chaotic,
01:51
and that gives the game a sense of authenticity. And combat isn't the clean one-shot headshot
01:55
everything you'd expect from a body cam shooter. You can't just walk into a room and expect
02:00
to win. Enemies move unpredictably, some rush you in panic, some hide behind the half-broken
02:05
desks or refrigerators, some shout warnings in Mandarin before opening fire. There's this
02:10
constant feeling that the next corner could turn ugly instantly. The sound design helps a
02:15
lot. Every gunshot echoes through hallways, bullets crack off metal door frames, and the smaller,
02:20
quieter moments are just as tense as the firefights. One thing that caught me off guard was how
02:26
brutal the game can be without resorting to cheap shock value. When an enemy gets hit,
02:31
the reactions feel like real impacts, not canned animations. Bodies fall awkwardly, not
02:36
cinematically. The blood effects are messy, but not exaggerated. It's violent, yes, but it's
02:41
grounded in a way where the violence feels like a natural part of this chaotic crumbling
02:46
criminal world instead of a spectacle. There's also a surprising amount of environmental interaction.
02:51
Doors don't just open, sometimes you have to push them hard or kick them in. Debris shifts
02:56
when you move through rooms. A poorly placed shot can break a light, and suddenly you're
03:00
fighting in the dark with only the echo of your own breathing and footsteps. These little
03:04
touches add more tension than any scripted jumpscare could. What impressed me most though
03:08
is how much the game commits to the single-player-only identity. It isn't trying to be another extraction
03:14
shooter, or a co-op survival experience. It's a solo, story-driven FPS that wants you to
03:20
feel the weight of every corner you clear. There's no multiplayer meta to worry about,
03:25
no grinding, no pointless progression systems shoved into the middle of the action. The developers
03:30
seem to understand that the strength of this game is the atmosphere, tight spaces, real fear
03:35
of being caught off guard, and the constant, desperate push to survive. Even in this early
03:40
state, it already feels more cohesive than a lot of bigger, louder shooters. The pacing
03:45
is slower and heavier. The difficulty is unforgiving. You're meant to feel like a normal person,
03:51
navigating a violent situation that spirals out of control. And that approach makes the
03:56
game more absorbing than I expected. The visuals help a lot. The lighting feels natural instead
04:01
of stylized. Rooms aren't drenched in exaggerated bloom or neon Instagram filters. It looks like
04:06
a real apartment at midnight. Flickering lights, dirty floors, shadows that swallow entire corners
04:12
of a room. When the flashlight swings across a hallway, you can feel the weight of the moment
04:17
because you know someone might be waiting there with a knife or a cheap handgun. From my early
04:22
experience, there's also a clear focus on realism in weapon handling. The recoil is harsh. The muzzle
04:28
flash blinds you in dark rooms, reloads force you to commit time, and sometimes you have to retreat
04:33
instead of pushing forward. Because your character is simply not fast enough to tank a firefight.
04:39
Everything pushes you to play methodically. And that's probably why people should pay attention to
04:43
this game. It's not trying to be the next viral bodycam shooter, or the next photorealistic tech
04:49
demo. It feels like a small team with a clear vision. It built a believable criminal underworld,
04:54
wrap it in a gritty single player experience, and let players live through messy, brutal firefights
05:00
that feel like they could go wrong at any moment. It doesn't rely on big AAA spectacle. It relies on
05:06
tone, pacing, and tension. And honestly, that's a refreshing direction for the genre. Indie FPS
05:12
developers have been carrying this entire space lately. And Better Than Dead is another great example
05:17
of why smaller studios can take risks. They're not afraid to make something slower, uglier, more human,
05:23
or more uncomfortable. They can build games that focus on atmosphere instead of mass appeal. And
05:29
players who miss old school grounded shooters will absolutely appreciate that. Seeing what I've
05:33
played so far, Better Than Dead has a lot of potential. Intimate environments, realistic movement,
05:39
unpredictable encounters, and heavy, grounded firefights. It could easily find its place among
05:47
the best single player bodycam shooters on Steam. And if the devs maintain the direction they're taking
05:52
here, I think players who are tired of recycled multiplayer formulas will genuinely enjoy what's coming.
06:22
to be the best!
06:23
to be the best that I've played.
06:28
to be the best in the game.
06:29
to be the best in the game.
06:31
All these normal situations have just been tired of them.
06:32
Sometimes we need to think about a couple of days.
06:37
After talking, the mood will be increased.
06:40
We don't always have to go to the class.
06:43
I remember that in the middle of the year,
06:45
he liked to use the yellow color.
06:47
And then he would use the card.
06:49
And then he would always use the card.
06:51
He would always use the card.
06:53
Hurry up!
06:55
We're always going to sit with each other.
06:57
He's sitting on the left side.
06:59
I'm going to go to the left side.
07:01
No.
07:03
I'm going to get her off!
07:04
Get her off!
07:05
Get her off!
07:06
You're the only one!
07:07
What are you doing?
07:09
What are you doing?
07:11
He's still learning.
07:12
I have to go back to the left side.
07:15
I lost his life,
07:17
I lost his life,
07:19
I lost his life.
07:21
I lost his life here.
07:23
I lost my life here.
07:25
I got to go back to the left side.
07:27
I lost his life,
07:30
Oh
08:00
Oh
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