有 7 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
1
推荐
过去 2 周 0.0 小时 / 总时数 23.6 小时 (评测时 4.2 小时)
发布于:2025 年 12 月 6 日 上午 12:25
更新于:2025 年 12 月 6 日 上午 12:28

As someone who put a lot of hours into the original LET IT DIE, I’m honestly surprised by the complaints about “extraction” and “too much PvP.”
Extraction mechanics were literally part of the first game — remember the lifts that let you bail out, bank your progress, and reset your nerves? Inferno just formalises what was already there.

And the PvP thing?
After 30+ runs last night, I only came across another player once. It’s hardly the constant disruption some reviews make it sound like. Most runs feel exactly like the tense, resource-scraping push forward that defined the original.

I do miss the darker, grungier aesthetic from LET IT DIE, but I’m assuming the deeper into Hell I go, the more that’ll start to surface. The tone feels different early on, but the DNA is still there.

On monetisation: honestly, it’s less predatory than the original.
Most of the paid items are purely visual, and the health/rage consumables people are complaining about can also be bought using the standard in-game currency you earn naturally from runs. It really isn’t the “pay-to-win” setup some reviews are framing it as.

Overall, Inferno feels more like a modern evolution of Let It Die than some dramatic genre pivot.
If you liked the core loop of “push forward, grab what you can, and survive long enough to bring it home,” it’s absolutely still here — just smoother, faster, and more explicit in its design.

I'm enjoying it overall.
这篇评测是否有价值? 欢乐 奖励