Sir, You Are Being Hunted is a freedom sandbox stealth experience, where each playthrough is unique, thanks to our British Countryside Generator. Escape from these robot-infested islands with violence, trickery and stealth. This brutally funny game is available for Windows, OSX, and Linux.
Обзоры пользователей: Очень положительные (Обзоров: 1,457)
Дата выхода: 19 авг, 2013

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""AAAAUUUGGGGHHHHHHHHHHHHHHHH...So yeah I recommend this...AUUUUGGGGHHHHHHHHHHHHH""

Недавние обновления Просмотреть все (18)

6 ноября

Quick Controller Update Today, v1.3

Hello!

We've just deployed an update to fix some issues with controller support, and that means it should work fine on your Big Screen setup, and indeed on the Steam Box you are getting for Christmas. Oh man, was that a secret? We shouldn't have looked in the present cupboard!

Anyway, there will be another small patch soon to fix a couple of other issues reported recently, we'll say hi and explain when those go up.

Комментариев: 27 Подробнее

Рецензии

“Everything about Sir is either silly or scary.”
IGN

“A cold-sweat thrill.”
Polygon

“There's nothing quite like Sir, You Are Being Hunted.”
Eurogamer

Об этой игре

Sir, You Are Being Hunted is a procedurally-generated British horror in which tweed-wearing robots hunt you for sport. Roam the landscape, scavenge for food, hide breathlessly in the undergrowth, flee in terror, and even fight back with stolen weapons.

Sir is a stealth and survival game unlike any other.

Key Features


  • First-person stealth and survival.
  • Procedurally-generated British landscape.
  • Five biomes to explore: castle, industrial, rural, mountainous, and fenland.
  • Infinite replayability in a sandbox world.
  • Powerful, brutal AI that becomes tougher as you play.
  • Tea and biscuits.
  • Foliage-based stealth system.
  • Scavenge to survive.
  • Play as Sir or Madam.
  • Relentless Britishness.

Every Game Unique!

Sir, You Are Being Hunted is set on a mysterious archipelago generated procedurally by you, and therefore unique to each game you play. You can define your own islands, each one created in moments by our rather clever British Countryside Generator. These islands are then populated by a raving aristocracy of murderous robots, their robot hounds, and worse. You job is simply to survive, and get home.

You're not entirely alone, though: The disembodied voice of Walters, your butler, will help you and offer advice.

Ultimate AI Threat


Sir's AI is one of the toughest in stealth, and as an open-world game, it's unique in its field. The robots are some of the most aggressive and intelligent game enemies you will ever experience, and will pursue you even after losing sight of you. Expect to be hunted!

The Most British Of Games


Sir, You Are Being Hunted is set in a parallel Britain, complete with bleak villages, rocky highlands, bramble-filled woodland, decrepit farms, and crumbling post-industrial landscapes. Made with the remarkable power of our British Landscape Generator, these landscapes are enormously evocative and teeming with detail. Take time to explore, and find that vital hidden flask of tea!

Системные требования

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7, Windows 8
    • Processor: Intel Core 2 Duo, AMD Athlon X2, or equal at 1.6GHz or better
    • Memory: 2 GB RAM
    • Graphics: DirectX 9.0c-compatible, SM 3.0-compatible
    • DirectX: Version 9.0c
    • Hard Drive: 500 MB available space
    • Sound Card: DirectX 9.0c-compatible, 16-bit
    Recommended:
    • OS: Windows 7, Windows 8
    • Processor: QuadCore 2.0 GHz +
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 8800 GTS or better, 512MB+ VRAM
    • DirectX: Version 9.0c
    • Hard Drive: 500 MB available space
    • Sound Card: DirectX 9.0c-compatible, 16-bit
    Minimum:
    • OS: 10.7.5 (Lion)
    • Processor: 2.2 GHz Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: Integrated
    • Hard Drive: 500 MB available space
    Recommended:
    • OS: 10.8.2 (Mountain Lion)
    • Processor: 2.4 GHz Intel Quad Core
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GT 120 / ATI Radeon HD
    • Hard Drive: 500 MB available space
    Minimum:
    • OS: Ubuntu 12.04
    • Processor: 2.2 GHz Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: DirectX 9.0c-compatible, SM 3.0-compatible
    • Hard Drive: 500 MB available space
    Recommended:
    • OS: Ubuntu 12.04
    • Processor: QuadCore 2.0 GHz +
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GT 120 / ATI Radeon HD
    • Hard Drive: 500 MB available space
Полезные обзоры покупателей
37 из 41 пользователей (90%) посчитали этот обзор полезным
8.3 ч. в игре
Опубликовано: 5 октября
Прошел "Sir, You Are Being Hunted". Ну как, прошёл. С трудом первый раз притащил все запчасти в Стоунхендж, не сдохнув от кровотечения, голода, стальных зубов робо-гончих и ружей робо-джентельменов, устроивших на меня ближе к концу массовую облаву. И это было весело. И страшно. Теперь на вопрос "где провёл отпуск" могу уверенно отвечать: "В Англии! Был на охоте со своими новыми знакомыми. У меня и фото есть!" Собственно фото: http://cs14110.vk.me/c619916/v619916490/4ed7/uAwjTiGbo7Q.jpg
Был ли этот обзор полезен? Да Нет
38 из 48 пользователей (79%) посчитали этот обзор полезным
11.7 ч. в игре
Опубликовано: 2 ноября
Короче, вы играете за одного из ученого, у которого не удался эксперимент и вы попали сюда. Изначально игра задумывалась как развлечение для богатых, платишь деньги, тебя отправили. Чтобы вернуться домой надо собрать 25 артефактов, но не все так просто, на вас охотятся злые роботы, они, же охраняет артефакты, причем роботов есть разные виды на пример собаки или браконьеры. В этой игре вам надо выжить, вы чувтствуете голод, в игре есть кровотечение и т.д. Для того чтобы не голодать в игре надо искать еду, либо охотиться, когда поймали зверя надо его как ведьму пожарить на костре, один кусок мяса восстанавливает весь голод до сотни, после 50% голода здоровье регенится. (самое "жирное" животное - заяц), для костра нужны спички, и когда вы разожжете костер, надо делать все по фасту, ибо на костер сбежиться весь остров (таким образом можно артефакты п*здить). Также в игре присудствуют различные биомы, один биом на один остров. Остовов тут 5: центральный, северный, южный и т.д. Биомы есть "Индустриальный" там заводы всякие, как правило он на севере, так же "Болотный", "Каменный" и т.д. На каждой стороне центрального острова есть лодка, на ней можно сохраниться и переплыть на другой остров (биом). В игре есть как и нейтральные ("жирный" он с револьвером, если привести к нему роботов, то будет батл, дашь что нибудь ему, даст патороны к револьверу), так и враждебные NPS (пугало кричит когда к нему подходишь, дережабли, когда они вас палят включается серена (враги бегут на шум)). Мир игры очень атмосферный, красивый и продуманный. Если вы не привыкли к хардкору, то игра не для вас, ибо читов на нее нет (но если че врагов и NPS можно отключить).
ОЦЕНКА ИГРЕ 8/10
P.S. Если обзор не понравился, пишите в комменты, чем он не понравился.
Был ли этот обзор полезен? Да Нет
23 из 27 пользователей (85%) посчитали этот обзор полезным
6.3 ч. в игре
Опубликовано: 22 июля
Sir, You Are Being Hunted – отличная идея, и уж очень посредственная реализация этой идеи.
В игре нужно собирать осколки какой-то машины, в мире роботов- джентльменов, которые объявили на вас охоту. За примерно 6 часов, я прошел ее дважды. Как «хардкорным» персонажем, который начинает игру ни с чем, так и «читерным», который изначально имеет револьвер, винтовку, капканы и прочее полезности. И знаете, разницу я не особо почувствовал. Даже начиная игру ни с чем, пройдя хотя бы один остров (а всего их в игре пять) я уже имел в арсенале шотган с парой патронов и топор, который убивает обычных врагов с пары ударов. С едой или лечилками опять же проблем нет, их в игре полным-полно. В инвентарь в жизни не влезет все, что можно подобрать хотя бы на одном острове. При том, находил я чаще всего алкоголь или чай, которые моментально восстанавливают полоску энергии, как минимум процентов на 40. То есть надобности пользоваться костром, (который к тому же привлекает внимание врагов) для приготовления пищи, у меня не было. Как-то не особо это похоже на выживание, не правда ли? Да и вообще жертвой себя не считаешь, игрок охотится на роботов, а не наоборот
Случайная генерация мира… От нее тоже никакого толку. Если разные биомы друг от друга заметно отличаются, то между двумя островами, на одном биоме, я разницы практически не вижу.
Поиск осколков опять же реализован странно, найти их легко т.к. к ним следуют светлячки или что-то вроде того, плюс из осколков идет дым. Забрать их не сложно т.к. возле осколков обычно не более двух врагов, их очень легко отвлечь или убить. А можно вообще тихонько подойти, быстро схватить осколок и побежать, куда глаза глядят. Большинство врагов не особо то и опасны, да и бегать долго за игроком они не станут. Больно ленивые.
И поиск еды, патронов и т.д. опять же реализован как-то никак. Подойдя к двери дома, можно обыскать его, точней, увидеть предметы, которые можно стащить, а зайти в дом и спрятаться нем, нельзя.
Стелс просто скучный, прятаться по кустам от врагов, которые иногда тебя и в паре метров не видят, а иногда резко замечают на огромном расстоянии, занятие не из веселых. Добрую половину игры, я просто пробегал от осколка до осколка.
Игру просто не вытянули. Придумать придумали, а реализовать на должном уровне не смогли. Хоть и есть в игры хорошие вещи, но их маловато. Взять на >75% скидке пройти один раз вполне можно, но не более того. Атмосфера и стилистика в Sir, You Are Being Hunted конечно отличные, но вот играть в нее не очень интересно, плюс реиграбельность никакая. В игре не хватает разнообразия и сложности. Хочется видеть здесь куда больше видов предметов, оружия и т.д. Больше способов расправляться с врагами или прятаться от них. Хочется каких-нибудь интересных ситуаций, чтоб процесс подбирания осколков не был таким однообразным. Чтоб игру хотелось переигрывать, и чтоб здесь нужно было именно спасаться от роботов, выживать, а не охотится на них. Хочется сложную и интересную игру, но, увы, Sir, You Are Being Hunted это просто атмосферный аттракцион на пару часов.
Был ли этот обзор полезен? Да Нет
9 из 10 пользователей (90%) посчитали этот обзор полезным
5.6 ч. в игре
Опубликовано: 5 октября
Стильная игра про попытку выжить в мире роботов. К сожалению, в последнее время поддержка игры прекратилась - уже очень давно не было никаких новых патчей или дополнений. Надолго игра не затянет, но попробовать стоит.
Был ли этот обзор полезен? Да Нет
9 из 11 пользователей (82%) посчитали этот обзор полезным
4.7 ч. в игре
Опубликовано: 2 ноября
Примерно такие мысли были у меня, играя в этот шедевр : "Загнанный зверь, пропитайся ненависть к жестяным ублюдкам, раздобудь топор... И кроши их, почувствуй их страх, когда они не успевают перезарядиться, а ты уже мчишься на них.. Бей.. бей без жалости" ))) Очень атмосферно, тонны адреналина и прекрасный звуковой ряд.
Очень надеюсь, что игра развивается и будет развиваться.
Был ли этот обзор полезен? Да Нет
8 из 11 пользователей (73%) посчитали этот обзор полезным
6.9 ч. в игре
Опубликовано: 12 июля
Бесподобно!
Всё, что нужно для атмосферного сурвайва. Ничего лишнего. Лаконичный интерфейс. Удобное управление, настраиваемое, разумеется. Но вся прелесть этой игры совершенно не в этом. Сам стиль отрисовки, сюжетная ммезансцена, тыскыть, настраивают вас на полное и тщательное прохождение. Наблюдать за поведением AI просто удовольствие. Отдельно нужно похвалить озвучку. Также ничего лишнего. По атмосферности можно сравнить разве что с The Forest, никакие ширпотребные DayZ и рядом не стояли. Долго искал симпатичный сурвайв, и наконец нашёл. Ждём скорого появления мультиплеера, добавления новых предметов и разумеется расширения мира!
Был ли этот обзор полезен? Да Нет
5 из 6 пользователей (83%) посчитали этот обзор полезным
1.0 ч. в игре
Опубликовано: 16 ноября
Покупал ещё при бете. Игра очень интересная и атмосферная. Мне понравилось. Советую!
Был ли этот обзор полезен? Да Нет
10 из 18 пользователей (56%) посчитали этот обзор полезным
3.2 ч. в игре
Опубликовано: 1 ноября
Атмосферно и забавно, но однообразно. Пишу по первым впечатлениям, очень вероятно я не дошёл до интересных моментов в игре, то чем она могла бы зацепить, либо красоты геймплея открываются с «прокачкой» персонажа. Но до этих красот надо ещё добраться, и это игра, а не реальный мир, так что хочется что-нибудь менее унылого на старте, пока персонаж не собрал кучу вещей для существования в этом мире. На старте же для шутера выглядит слишком казуально, для тактической игры в жанре «выживание» — бестолково и неочевидно. Так что поумилявшись юмору в английском стиле (этот элемент в игре явно удался), я вышел из неё до лучших времён. Что полагаю могло бы улучшить играбельность и впечатление от игры, так это 3D-интерьер построек. Возможность входить в дома, исследовать их в поисках вещей и делать там засады для роботов — это бы добавило плюсов тактическому элементу игры. Попробую как-нибудь ещё, может быть понравится больше, но пока впечатления больше отрицательные.
Был ли этот обзор полезен? Да Нет
3 из 5 пользователей (60%) посчитали этот обзор полезным
1.9 ч. в игре
Опубликовано: 13 июля
Игра понравилась. Да, недоработаная. Да, есть некоторые баги, но она довольно хороша! Можно проходить стелсово, можно экшново(что я люблю) Игра 9 из 10.
Был ли этот обзор полезен? Да Нет
5 из 10 пользователей (50%) посчитали этот обзор полезным
3.9 ч. в игре
Опубликовано: 15 июля
Sir, You Are Being Hunted-

Это действительно очень интересная игра которая вызывает очень много эмоций
Словами это трудно передать проще вам самому купить и окунуться в эту атмосферу

Сюжет:По сюжету нам рассказывают что проводился некий эксперимент.Ну и конечно как вы могли догодаться вдруг что-то пошло не так.И после взрыва наш персонаж каким-то волшебным образом попадает на остров заселенный роботами.
Цель:Собрать кусочки того устройства.Островов 5 и в каждом острове можно найти эти кусочки.Все эти кусочки надо будет принести на центральный остров.

В начале игры у нас ничего нету.Ну и вам нужно найти еду и оружие.Хотя если вы даже найдете оружие(с патронами) то вам всеравно придется избегать роботов(Ибо убить их трудно и в основном они ходят группами).Так же в игре есть ловушки которые можно расставить(но они их не убивают скорее остонавливают) и всякие будильники и паравозики(Этим можно отвлечь роботов)

Вообщем выживать вам будет трудно.

Есть некоторые вещи которые хотелось что б добавили в игру:

1)Было бы неплохо если бы в игру добавили мультиплеер ну или некий кооператив.
2)Многие жалуются что в дома нельзя входить.Да конечно было б круто,но обычно здания охраняються роботами и их придется как нибудь убить.На звуки выстрелов или же другого шума будут сбегаться прочие роботы и у вас просто не останеться времени что б собрать вещи.Так что тут трудно что либо говорить.
3)Побольше оружия и новых NPS

Что касается графики то она как бы идеальна для этой игры.
Был ли этот обзор полезен? Да Нет
285 из 324 пользователей (88%) посчитали этот обзор полезным
8.2 ч. в игре
Опубликовано: 19 октября
Sir is a game I really want to like, and have enjoyed parts of it, as it has a number of great ideas going for it: the wacky and creepy setting, the committed focus on stealth survival, the great variety of items, environmental biomes, & enemies, and of course, the ambitious randomly generated world. There's a lot to like on paper with Sir, and even once you are in the game some of that potential shines through gloriously.

However, of this never quite comes together in a cohesive whole. The game feels incomplete, and seems to lack some more substance and depth, in terms of gameplay, goals, and story. The AI of the robots ruthlessly hunting you down is actually quite good, but the process of evasion, distriction, fleeing, and/or fighting them quickly becomes tedious and uninteresting; and this interaction is supposed to be the focus of the gameplay! Often times the best strategy is to just sprint around grabbing your objectives and ignoring the thoughful stealthy approach, which should not really be possible, and essentially breaks the way the game is clearly designed to be played. Also, after the initial cutscene, there is next to no story or world development, which is a somewhat bizarre decision, as the setting is one of the most compelling aspects of the game. Where the hell am I, and what is the backstory of these tweed clad robo-gentlemen? Who is my character, and who is this myserious Butler who speaks at the game's beginning? Why are all these houses abandoned? None of your questions will ever even be acknowledged by the game, let aloned answered, which is a major cop-out for an incrediblely unique and interesting set-up. Additionally, the random world generation, while ambitious and great in theory, doesn't always work out well, and leads to really weird and hard to navigate terrain and towns at times, which also helps to undermine alternative playstyles and the believability of these strange islands actually being a real place.

Much of this seems to stem from the sudden jump in development from late Alpha to full release earlier this year; as someone who was supporting the game from almost day one, it seemed somewhat inconsistent with the planned development of the game, and the final product is proof of that. I feel that development dragged on internally, and once a workable build without significant bugs was finished, with enough development bullet points technically checked off, and a decent existing player base, the developers pushed the game out, without actually confirming if the game actually worked like they had intended it to. I hesitate to say it, but I would argue it does not.

If there are any more large updates for Sir to bring some fullness to the package (such as the often promised, but as of yet undelivered exciting competitive/cooperative multiplayer mode), this may still become realized as a great game. And I hope it does because many of the pieces are here, and I would be lying if I said I didn't have good fun with it at times. However I cannot recommend the game in its current and sadly, final state (if the developers are to be believed), and have taken Sir as a lesson in the dangers of supporting overly ambitious early access games, even if the developers are genuine in their intentions.
Был ли этот обзор полезен? Да Нет
97 из 122 пользователей (80%) посчитали этот обзор полезным
10.4 ч. в игре
Опубликовано: 28 сентября
THIS GAME IS:
10% luck
20% SKILL
15% CONCENTRATED POWER OF WILL
5% PLEASURE
50% PAIN

AND 100% REASON TO PURCHASE THE GAME.
Был ли этот обзор полезен? Да Нет
72 из 92 пользователей (78%) посчитали этот обзор полезным
32.5 ч. в игре
Опубликовано: 30 октября
I have no idea why this has such a bad metacritic score. Maybe im fanboying here, but this game is awesome if you play it the right way.
I've started without watching any trailer, without knowing anything about the game. Just after a few minutes I got into the system and immediately felt the survival aspect. After gathering some orbs, a new robot comes into play, which is a cool feature itself, but the discovery of it is the main thing. Wandering through the woods and seeing just a glimpse of a robot you have never seen before, wanting to get a closer look but without risking your life.
I have to mention, I don't use the save-function. I play 'hardcore' which adds some more of the survival instinct and makes me overthink my actions. As the maps are all random generated, it makes sense to start over from a whole new map.
As there are 5 different Islands and each one has its own theme, it is again all about the discovery, still in mind that some robot could spot you while you are admiring an interesting building or strucuture. The balance between "I really want to see what that is" and "I hope it doesn't kill me though" is perfect.
Like I said, it might be the fanboy effect I'm suffering from, but I got this from various chases through the woods, resulting in a firefight in a small village, while trying to get some robots into a trap I originally set up just to gather another one of these crystals.
This game is brilliant. You really, really should try it if you like the thrill of survival and discovering the mysterious unknown.
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35 из 44 пользователей (80%) посчитали этот обзор полезным
12.1 ч. в игре
Опубликовано: 26 октября
I give this game thumbs up because I appreciate the idea of it, and want to support developers trying to do something different. Yet, it was a mixed experience overall. My biggest issues were;

1)The trailer is quite misleading. The game has pretty gloomy and dark atmosphere, not comical as the trailer was. So my initial feeling was disappointment, because game was nothing that the trailer made it look to be. But eventually, the atmosphere of the game stands on its own. Just be prepared that the game is not as funny as the trailer.

2)I didnt feel that the procedural system adds anything to the game. The environments are made randomly for each playthrough, but there is not enough variery in the landscape patterns to make any worthwhile differences via procedural system. Its the same barren lands, and having the same trees in little different places doesnt really enchant the gameplay. The game is not a roguelike either. When you die (and you die very easily), you dont start the game from a 0, but just load a checkpoint. This imho kills the point of randomly generated world, since you dont need to really adapt into new world every time you play it, like you would do in Binding of Isaac, Rogue Legacy, Spelunky, etc. In this game, I kept thinking that it would be much better, if the open world was well planned solid world full of unique situations, instead of a procedural world.

3)Sneaking is too hard, and too punishing. The distances in the game are very very long, and most of the gametime you will be running from point A to B, without really sneaking. But when you reach a point where you "must" sneak, often its better just to shoot the enemy who is in your way, and run away as fast as you can. Doing proper sneaking can take a lot, lot of time, and getting spotted by enemy when too near to them is almost 100% death to you, which will mean a lot and lot of time wasted due to rare checkpoints. If you run and gun instead, you will lose only a 1-2 minutes of your time (most spent on running), instead of 10-20 minutes you would spend trying to sneak properly.

Overall I was somewhat disappointed with the game, but liked the idea and style of it enough, that I wish the developers move into a new interesting and unique projects soon. Apparently this game is getting a multiplayer someday, but IMHO its waste of time of the devs, and they should just make a new game instead. For time being, I can still recommend this game to the people who are fascinated by the idea, even though it has its share of problems.
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37 из 49 пользователей (76%) посчитали этот обзор полезным
8.7 ч. в игре
Опубликовано: 11 июля
Tweedpunk for people who want S.T.A.L.K.E.R.y scary sneaky stealth survival scavenging s...gameplay. It's funny when you find alarm clocks and trombones more useful than firearms. It plays kind of like a hybrid of Don't Starve and FPS sneakers. The procedural landscape generator is neat for exploration fans and the lonely hostile atmosphere is excellent. The difficulty of the world ramps up as you progress and more twisted robot surprises join the hunt.

It's not an AAA-budget title, so some people might be disappointed by compromises like you can't enter buildings, only loot them from outside. At full price it might not appeal to everyone but discounted it's a very nice grab. Apparently it's going to get multiplayer modes in the future.
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36 из 54 пользователей (67%) посчитали этот обзор полезным
5.0 ч. в игре
Опубликовано: 7 ноября
This game doesn't hold back.
You will run into robots and die.
You will have dogs hunt you down, and die.
You will think the water is safe, until you die.
You will starve and eat anything, and you will die.

10/10 I would die again.
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26 из 39 пользователей (67%) посчитали этот обзор полезным
1.9 ч. в игре
Опубликовано: 5 октября
Having recently finished a ritual slog through the rebooted ‘Thief’ (How I forced myself to play through the entirety of that dross I can only attribute to some kind of rabid frothing loyalty to the genius of the original) anyone could be forgiven that thinking that stealth – and I mean real stealth (Forgetteth not Original Thief, Hitman: Blood Money, System Shock etc.) was surely dead. Perhaps the harsh unforgiving landscape of the original hard-core PC genre is simply too much for the AAA studios of today to stomach - given how most of their output has become about as creatively impotent as Michael Bay directing the latest Transformers snore-fest. Well it turns out not all is lost as once again an indie darling swoops in to save the genre with the excellent (if not perfect) Sir, you are being hunted.


But steady on now dear boy! What’s it all about?

Starting with a wonky hand drawn cutscene (Though narrated by an excellently plummy butler voice-over) the simple premise is presented: Being stranded on a series of very British Isles you are tasked with recovering a series of scattered mystical stone artefacts to activate a kind of magical Stonehenge endgame – a simple but effective plot device not only permitting but encouraging the open ended ramble you embark on. Oh - and all the while avoiding the murderous but delightfully polite gentlemen robots who, if you didn't quite catch it already, are out to hunt you.


Go on then, spill the beans! Is it any good?

Endeavouring to avoid the very British habit of meandering around the point I should start by stating the most important thing you need to know: The stealth works. And golly is it a thrilling chase! Sir, makes use of its gloriously procedural open(ish) world and enemy placement to generate a genuinely compelling rhythm of long eerie walks, interrupted by tense moments of avoidance as you slip by patrolling hunters and the occasional run in with live fire in response to which you mostly run for the hills (But often rather the safe bosom of stealth-friendly shrubs and long grass).


Details man, I need the details!

While a shocking amount of AAA games still continue to pile on such migraine inducing modern videogame tropes as overzealous tutorials, quick time events and general (Console era) hand holding, Sir, plays like a greatest hits of all the classic stealth and RPG mechanics of 90s with a dash of the modern survival genre throw in there for good measure. You will manage a classic grid style inventory system. Your enemies will not patronise you with obnoxious alert level visual indicators. You will bleed out in seconds unless you brought bandages with you (And can apply them fast enough). You will not be guided by point defeating objective markers. You will shoot, cook and eat pheasant if you want any chance of surviving your time in the country. In short – jolly good times ahead!

With its short but well-structured runtime Sir, can also evoke some very special moments of player agency. Its clever reinterpretation of the classic scaling challenge/empowerment mechanic, invite new opportunities for emergent character development: Building resources and confidence you can eventually embolden yourself to take on the hunters - the cathartic fantasy of transformation from prey to predator or Garret the Master Thief to Gordon Freeman if you like. However with stealth and avoidance mechanics as enjoyable as they are you’d certainly not be missing out to ghost you way through the entire experience given your ruthlessly oppressive and increasingly thorough adversaries.

Oh, and did I mention it’s quite funny? Yes indeed. It seems no one is better at capitalising on the pastoral, fox and hound theme than mocker-in-chief (And game designer) Jim Rossignol – a Brit himself. I’m not sure the quintessentially British sense of humour will tickle everyone’s fancy but if the image of homicidal robots drinking tea is enough to muster a chuckle you’ll probably be ok.


So, you’re saying it’s rather good then?

Sir you are being Hunted is an inspired stealth gem not to mention a legitimate vision for the genre’s future. Despite its modest graphics chops, Sir, evokes a mythical version of the British countryside we almost forgot existed. The pervasive sense of danger, juxtaposed against that ancient, almost ethereal beauty conjures a unique sense of place that will linger long in the memory after your short adventure/ordeal ends.


Well then - Bloody good show! Carry on.

If you liked that piece check out my game review site:
http://tonnochi.blogspot.co.uk/
Thanks for reading. Cheers Guys!
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21 из 31 пользователей (68%) посчитали этот обзор полезным
0.4 ч. в игре
Опубликовано: 11 июля
I really loved my first experience with this game. It just oozes personality and the dark tone is right up my alley, across from the dumpster, and next to the comatose homeless person. The minimal voiceovers from the robots are great; they made me wish the protagonist had some dialogue as well. "Bother, I do believe they are shooting at me!" I have one negative comment, but it is not necessarily a complaint: this game is butt-ugly. Even if the game had been released a decade ago, it would still be tough to look at. The interface and the menus have some charm, but overall the environments and animations are just crude at best. Yet, the drab visuals somehow contribute to the Victorian-era setting and historical overtones. (I'd like to see the Atari 2600 version.) Just goes to show that looks aren't everything. Overall I was immediately hooked by this game and I look forward to playing some more!
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22 из 33 пользователей (67%) посчитали этот обзор полезным
21.0 ч. в игре
Опубликовано: 19 ноября
The game is now out of Alpha, which means the developers are considering it more or less finished. In the past I made it clear how disappointed I was with how the game was turning out, and now I'd like to step back and review the game, the developers, and the history of both in their entirety.

The game taken completely by itself, with no consideration of the developers or the Alpha development phase, I feel is a decent but flawed stealth shooter. There's some fun to be had in sneaking around in the tall grass, but nearly every other aspect of the game has something wrong with it.

Exploring is flawed in that there are far too many "dead zones" with nothing interactive in them.

Looting is flawed in that nearly all loot is gotten from largely non-interactive buildings, as enemies rarely have valuable things to offer when defeated. This is also a flaw of combat, since the lack of valuable items means there is very little reward for winning a gunfight.

Combat is also not exceptionally fun because it doesn't have much gravity. Bleeding can be cured with a single button, health regenerates, and most enemies are weak and easily evaded or defeated.

Music doesn't appear to play a large role in the game. I recall hearing an opening theme, which was interesting, but not memorable.

Graphically, the game has a lot of heart, which I appreciate, but at the same time it's got a very dated, rushed look. Most objects have bland, flat textures and barely react graphically to light. Even the guns looks like they're made of matte plastic, not wood and steel.

The rushed look is present in other elements of the game as well, such as the user interface, which lacks key features like a quick option to discard something (there's no discard button, there's no dragging the item off the inventory screen, there's no icon to drag over, just a context menu opened with M2) or the ability to stack similar items (bullets cannot be stacked once separated, be careful with your rifle ammo).

Animations look sped up and choppy, though this may be on purpose for the robots. There are no reload animations, instead the character lowers his guns offscreen and reload sounds are played.

And finally, the AI is not exceptionally good at tracking you. Even the searchlight, which can see you even when you're perfectly hidden, will forget where you are if you're near a building.

Overall, I'd say it's worth a play if you could pick it up on sale, but it's certainly not worth $20, not for this level of roughness around the edges.

Now, taking into consideration this game had an alpha stage in which quite a bit of money was raised for its complete development, and that there are multiple developers who have had years to fine-tune and polish the game, the overall image becomes considerably less positive. Instead of appearing to be due to time delays or personal problems, the lacking aspects appear to be due to developer inexperience or possibly even laziness.

It has been made clear to me that the developers are a team of ten or so people with decent but not exceptional talent in making games. It has also been made clear that funding was a large concern for them during development. However, a similarly sized team with inconsistent funding and only two experienced game designers was responsible for the creation of GoldenEye 64, which was lauded as one of the greatest first-person shooter games of all time and maintains that status even now (96 on Metacritic, compared to this game's 63). If a team with similar resources and worse technology can make something so memorable, the only thing keeping the developers of SYABH from doing the same is the developers themselves.

It's an unpleasant but well-known fact that game developers who are paid for their work ahead of time can be known to cut corners or even abandon projects at a whim. KickStarter and IndieGogo are rife with such half-finished and abandoned projects. This game, while at the very least playable and somewhat enjoyable, is certainly not finished, and definitely should not have been released from alpha in its current state.

And this doesn't even take into account the fact that many of the lacking features were requested by the community, but outright ignored by the developers during the alpha phase. One of the most requested features was interactive buildings, even something as simple as a 3d door that opened when interacted with. All of these were labeled "too difficult to implement" by the developers and ignored.

This reveals much of their mentality during development. Even during the alpha stage, they'd already decided what the scope of game would be like. Implying that the community had any say in the matter was at best misleading and at worst outright lying. Furthermore, since they already had the finshed project in mind, releasing the game from alpha stage is a sign that they consider that pre-defined scope nearly reached. The fact that they're currently working on additions that do not expand gameplay, such as bugfixes for already implemented features and controller support, seems to enforce this conclusion.

I bought this game when it was on sale during its alpha phase and followed the development for quite some time before it became apparent to me that these developers were not going to produce a finished game. It appears instead they've opted to produce the bare minimum according to their own standards and not the community's. I'll say again, this game has heart, but it just doesn't have enough life in it currently for me to recommend it

And unfortunately, it looks like it never will.
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35 из 59 пользователей (59%) посчитали этот обзор полезным
1.3 ч. в игре
Опубликовано: 2 ноября
This game becomes repetitive really quickly and doesn't have enough content in it to make it worthwhile the amount of time it'd take to finish it. You have to find pieces scattered around generated islands and bring them back to the starting position to do 'something' (What that something is I don't know, I never finished it). As you progress new enemies will appear that will ramp up the difficulty. The way I see it this game has 3 main elements, combat, stealth and exploration.

The exploration aspect of the game is extremely lacking as there is rarely anything interesting to find. Just more and more houses to scavenge for supplies and the occasional 'something' piece. You can find diaries and stuff that help you understand the setting but they are rare'ish loot and without them there is barely any kind of narrative. It's just not fun to explore because there is nothing worth finding. Just more random houses that does nothing.

The combat in the game is boring, I understand that it is not meant to be a combat oriented game and that you need to preserve your resources in order to survive long-term, but whenever combat 'does' happen it is extremely clunky. I ended up just sitting behind a wall and then waiting for a robot to pop around the corner so I could blow the head off and that's it. There are traps you can use (which are especially useful for the robot dogs) but the enemies might not walk into a trap and then you might be ♥♥♥♥ out of luck.

And finally, the stealth, in order to not attract attention you need to sneak around sometimes but when you progress far enough into the game it becomes a necessity to stealth in order to avoid being cluster♥♥♥♥ed by dogs. The problem? It's a sandbox world where you have to travel large distances. It isn't fun to move the speed of a slug when all you want to is to just get another damn 'something' piece. The stealth works well enough on its own merits but the problem is the amount of distance you need to travel 'and' the necessity to use stealth. It becomes tedious real fast.

The setting is really interesting, the enemies are well designed, the concept behind stealthing around and using resources is great. But the gameplay is boring, repetitive and tedious.

What the game needs is a stronger narrative, it needs to ditch the generated islands in favor for consistent set-pieces, it needs to polish the resources system, the healing system and the combat system. It needs to have something more worthwhile to find while exploring, like unique mini-bosses, NPC's, locations, puzzles and traps. And it needs to ditch the extremely repetitive "Fetch 24 'something' pieces" for a more clear and focused story.

If a sequel does what I just suggested then I'm definitely getting it. But 'this' game? It ain't worth it. Even on sale.
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