Title: State of Decay
Platform: Xbox 360
Developer: Undead Labs
Genre: Sandbox, Survival,
Rating: M
There's no denying that the current gaming scene is
oversaturated with zombie titles. If fighting the undead is what the premise of
your game is about, you really have to go the extra mile in order to make your
title stand out among the others. "State of Decay", is from what I
can tell is the first release from the new creative minds of Undead Studios -a
company name that I'm sure will not feel the least bit out of place if they go
into making more, family friendly IPs. Suffering multiple delays, SOD is now
finally available on Xbox Live and at the time of the writing of this review,
is the second fastest selling arcade title to date falling only short of
Minecraft. Needless to say that alone is a remarkable feat for a debuting indie
company, but is this hot release living up to the hype, or like any zombie apocalypse,
is it plagued with problems?
The game immediately throws you into the action without any added back-story.
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The story in SOD is very similar to that of the original
Romeo film, "night of the living dead", in that players receive absolutely
no back-story as to how the dead now walk the earth. Was it a virus released by
a failed government experiment or an aftereffect of an object falling from
space? All you know is zombies are now real and you have no time to investigate
such details and instead must focus on staying alive. Along with that simple yet
daunting task, players must explore their surroundings looking for food,
supplies, weapons, and of course fellow survivors while keeping the undead off
of their hinds. There is no narrative to be heard of so instead players have to
rely only on tidbits of exposition every now and then to progress the story since
the game does not focus on a single lone hero. That's because players will be
forced to play as other survivors repeatedly and if anyone dies, they stay dead
for the remainder of the game. One of my biggest gripes with horror films is
the black character is always the first to die and wouldn't you know it, while
playing as Marcus - a character of African descent- I unwittingly caused him to
be the first casualty in the game. After staring at my TV with my jaw dropped
realizing that my most powerful player wasn't coming back, it then occurred to
me that SOD was not going to be your typical sandbox game.
Orchestrating various construction projects at bases are
key to surviving the zombie apocalypse.
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No more midnight runs to the local McDonalds; I don't want to
live on this planet anymore.
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When controlling a survivor, everything feels like familiar
territory to that of and any third person game. One of the most notable
differences will be just how limited space characters have to picking up items.
Be prepared to take multiple trips to a single house in order to bring back
supplies, but AI characters can be called in to help out with the many, MANY
scavenger hunts that will occur. Going on foot is not the only method of
getting around as the towns are littered with abandoned vehicles to use at
ones' disposal. This gaming mechanic here is unique because just like the
population, players only get a set number of vehicles to use. If you wreck that
truck, it stays wrecked unless you get it back to a base that can repair it and
even that is a twenty four hour wait; yes that's right, a whole freaking day.
If you park a vehicle in a random spot it will remain there forever unless the
player returns to get it. Vehicles obviously make great weapons themselves in
combating the undead, but if one is not careful they can quickly end up walking
for miles completely exposed thanks to not having anything drivable around. Consumption
of supplies are also affected in real time and continue to deplenish even when
the when the Xbox is turned off so if one goes multiple days without playing,
the next time they continue it's possible they'll find all their goods
completely eradicated.
When it comes to using weapons, despite the various calibers
of firearms available, most guns feel exactly the same outside of the shotguns
and SMGs for obvious reasons. Melee weapons however have much broader range in
effectiveness which is good because that's what will be used for most of the
fighting. As mentioned earlier players will have to switch off between characters
often in order to let others rest so they can replenish their stamina and
health and since characters gain XP as they fight it's a smart idea to keep
everyone in balance as much as possible or that warrior that you just retired
for the night may be replace by a fresh weakling.
Alan being the ass that he is threw out the remaining N.W.A CDs and locals are pissed.
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Naturally wrecking your ride by slamming into a fat zombie is another the type of mayhem All State won't cover. |
Some of your neighbors are better equipped than others for the zombie epidemic. |
Now comes the part where I rip SOD apart like that feral
zombie that killed Marcus because sadly despite all these applaud worthy
ambitious this game is filled with problems. The first and most noticeable
issue is SOD fights a losing battle to maintain a smooth frame rate on the
screen. From start to finish I constantly experienced the frame rate slow to a crawl,
especially whenever inside a vehicle. Combine that with the pop ups and
frequent screen cuts, it becomes a little unbearable at times. It gets so bad that this alone forced me to
take a point off the overall score. The next part is this game desperately
could have benefited from a tutorial of some kind. There's quite a bit of
mechanics I neglected to mention aside from all those tasks and there wasn't
much help on how to navigate all the various menus. The story overall feels
tacked on and the ending is beyond anticlimactic failing horribly at trying to
force some sadness over the loss of a lately introduced character that that was
contacted no more than five times. The
many friendly neighbors I met along the way along with opposing ones were
left unresolved making me wonder why I bothered wasting any time with them in
the first place because when the game is beat none of them don't follow you anyway.
I had twenty people at my camp and the game just leaves them behind to fend for
themselves with not so much as a goodbye.
Big-ums are huge threats outside but are too fat to get inside get inside houses and the Abercrombie & Fitch stores. |
Saying the coding in SOD is rough and unpolished is being
nice to say the least. Giant invisible walls are everywhere, keeping characters from crossing into a destination
when they clearly should be able to venture through. Bullets stop dead in their
tracks with glass doors and certain wooden railings. Glitches cause vehicles to
loose all their texturing, and sometimes even messed with the progress of
missions. There is no reason why two women rescued should suddenly drop dead
when opening the gate to one's base simply because the game felt there was a
zombie left walking around in the house they were found in. The AI intelligence of your
fellow survivors will make a person want to rip their hair out in frustration as
well. A while back I mentioned they can be called in to help scavenge for
supplies but most of the time they keep running in circles getting stuck behind
objects only to inevitably get killed off by zombies. They also manage to get
lost constantly requiring the player to hunt for them which ends up feeling
like unnecessary padding. It should also be mentioned that since the game
features no multiplayer element there is no reason why players shouldn't be
able to ask AI partners to tag along on their never ending scavenger hunts.
Having a large population at camp it would only make sense to have someone back
players up but instead it felt like I carelessly going out on my own to do all
the work while everyone else sat on their keisters at home.
The game features a
gesture system that serves no real purpose because not once did a situation
arise where I had to taunt or cheer on another character in order to help
progress a scenario. Lastly the game is simply way to long for the tiny bit of
dialog that used to exchange amongst
characters. Despite using different voice actors, everyone recycles the same
responses almost word for word to the point where it gets beyond annoying. If
the player don't get sick of hearing, " I brought you something.....Oh you
know some stuff", then they are some of the most patient of folks.Not all threats in the area are of the flesh eating variety. |
Ryan Pierce
RATING: 7.5 out of 10
PROS: Time consuming tasks
to tend to.
Truly unique world that in some ways
acts in real time.
Huge areas to explore.
Best Zombie survival sim to date.
CONS: Horrendous Frame
rate issues.
Coding
could've used a lot more polish.
Ally AI is lacking and can't be relied on
like it's supposed to.
Story is completely uninspired.
Amount of time invested to reach the
ending does not payoff.
Limited dialog gets annoying fast.
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