Lacoste Posted April 27, 2015 Posted April 27, 2015 He agreed that it was time. He was infected. It was more than the Zed curse. We all had that--we knew that we were ticking zombie time bombs. He was sick, and he was going to die, but he couldn't do it at our new home. We couldn't risk it; we'd sacrificed so much to get there. We drove to a home in what had been the pristine town of Marshall. How many suburban daydreams had died since the outbreak? He could die with dignity here. But when we arrived at the home, he fled. I chased him in his aimless sprint across the decaying but once vibrant Trumbull Valley--killing hordes of zombies to protect him--until, twenty minutes later, I realized that I'd encountered another of State of Decay's game-breaking bugs, and I had to reload my save and start anew. Whenever I attempt to describe State of Decay to people who have never played the game, I find myself describing the game I want State of Decay to be--and the game that Undead Labs attempted to craft--more than the game that State of Decay actually is. State of Decay wants to be many games--chief among them the first video game to properly capture the community survival elements of aDawn of the Dead film in mechanical terms (as opposed to the narrative terms of Telltale's The Walking Dead)--and, at its best moments, it creates a sense of community, tension, and character agency matched by few of its peers. But for each moment of spontaneous, unscripted story wonder that State of Decay generates, it is also one glitch, bug, or broken feature away from drawing you completely out of its experience. State of Decay: Year-One Survival Edition collects the base State of Decay game from 2013 as well as its two major add-ons (the infinite sandbox Breakdown and the story-driven Lifeline), and updates it for the Xbox One and PC (for those who didn't already own the game for the latter). Set in an unspecified portion of the United States, State of Decay tasks you with ensuring the survival of an ever-growing (or shrinking, depending on your competency of play) community after a zombie apocalypse consumes the world. You gather resources, explore, and fight (but mostly avoid) the undead as you look to stay alive. State of Decay feels like a collection of other games' remnants in part because its various systems are separate and distinct entities that often fail to complement each other in meaningful ways. Though the initial hours of the game may give the impression that State of Decay is a punishing and clunky exploration-focused action-adventure game as you complete the scripted prologue and the early (but still heavily scripted) hours of more freeform play, its primary focus is on building and maintaining your community of survivors. Beyond a handful of plot-mandated characters--who can all meet permanent death if you fall to one of the game's many ways to die--you collect a procedurally generated group of survivors that you both control directly and observe as they integrate into their new home. Whether it's the cramped confines of the Spencer's Mill church, where the game proper begins, or one of the more spacious shelters that you can find throughout State of Decay's massive world, you use these survivors to explore towns and the wilderness to look for supplies--food, bullets, guns, medicine, construction materials--to ensure the survival of your home as well as to complete the missions that rocket State of Decay toward its (literal) explosive end. The endgame supports a solid strategy of turtling and building up defenses, meaning that you rarely feel the sting of encroaching starvation or the fear that your ammo supply has run dry. Otherwise, State of Decay's choices and consequences are only tangentially related to the main plot. Every resource you use is gone forever and a choice you won't have again down the road, and State of Decay never lets you forget it. The fear that a beloved and effective melee weapon will suddenly break is always there. If you play well enough to lead your survivors to a degree of comfort and security, you feel that you earned it through judicious planning and execution, although you miss those sweat-inducing early runs in the game where failure and retreat meant that some survivors wouldn't eat that day. It all becomes too routine if you play well enough; Intelligent play is not nearly as interesting as life on the edge of total annihilation. By the endgame, you have enough resources to not have to worry about the supply runs that are the key to success in the early game, beyond finding relatively common construction materials, which remain key throughout the gam. You are also provided enough human capital to eliminate most of the challenge of avoiding the great masses of zombies that the game intentionally designed to kill you swiftly if you engage too many at once. "Influence" is the game's key currency, which you gain for completing missions and runs, and you can use it to ask other members of your community for help--a good design and essential for clearing out packed infestations--as well as to call for backup from survivors in Trumbull Valley who aren't part of your group. This is problematic when you can call in three magical SWAT team members for a barely nominal influence fee who can then shotgun-blast all the zombies swarming that hard-to-reach supply drop. The cooldowns on those abilities keep you from spamming them, but if you save them for major missions, they remove every last ounce of challenge from the game. Despite that, the character-generated stories in State of Decay--leaving Spencer's Mill for fear of the military only to become close allies with them in a well-planned twist and realizing the final cost of my appeasement of the Wilkersons--are so fascinating and well crafted that the game's failures in virtually every other category become all the more agonizing. Year-One Survival Edition has addressed few, if any, of the bugs, glitches, and basic structural flaws at the heart of the base game. Environmental clipping is constant throughout the game. Zombies often wander halfway through walls and doors. Textures don't so much pop in as entire structures and characters appear out of nowhere, including one instance where I killed an invisible zombie that was terrorizing my group. The AI of your fellow survivors ranges from "at least they aren't getting themselves killed" to "where the hell are they going, and why won't they stop?" 1
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