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Now the review wordcount is very limited and i wanted to give my opinion about this game. I like the idea, but the flaws i encountered ruin it for me. Maybe i just do everything wrong and thats why i die so severly, so perhaps go ahead, read my review, tell me if i am wrong. Otherwise read it and tell me what your experience has been.

You see before you a textdriven zombie survival game, which has a lot of great ideas, all of them poorly executed. Every action you take with your character(s) will be written down in diary, so you can go back and review informations gathered about certain locations for example. You can even bookmark the pages, so you do not have to search endlessly.
The worldmap is a town with a bunch of buildings, which all have some purpose. The hospital will have a lot of medical supplies, but a lot of zombies inside. The police station a lot of guns. Killing off zombies around and inside such locations, so you can gather useful resources if crucial for survival. Sadly, here comes up one of the flaws of the game: You have searched the house next to your base only one hour ago, right? (The turns in which you act are displayed by ingame 1-hour intervals.) It says there are no zombies outside and 2 zombies inside. So you expect to have a little fight and prepare your character for it with equipment you can let them take with them (you cannot equip a character like in a rpg). They wander to the house and will break in (if you gave the command), search for zombies inside and fight them. What happened with the 0 zombies outside? Right after breaking in you get the information a mob of zombies has gathered, so your impulse would be to retreat, right? No, the game doesn't give you the option, because the breaching of the house is not yet complete. What comes is a fight with the zombies breaking in, which you didn't see beforehand, although you already explored it. You can roll a dice here to determine the outcome or flip a coin. Sometimes a character with no fighting ability whatsoever can finish off a mob by himself without even a scratch and then another time an experienced strong character in a full motorsuit, a machete and a handgun will get a scratch from just one zombie and get infested right in the second after the fight. Good luck planning any fighting, exploring or defending with such a mechanism.
Now what if you manage to survive in the situation above? You will want to search the house, look for zombies to stay secure and then take the most precious items back to your base or even make the new location your base. Transferring items is easier with additional people so you better send another one inside the house you are in already. But... wait.. what? The game lets the new character break in as if it has not been breached before, although this happened exactly two turns ago. Why do i have to break in, when i already did this once _on the same day_?
Well, just ignore this. Now both of your characters are in the house, so better let them search the place. I hope they get along pretty well, as otherwise one of them might get injured with cuts and bruises in a fight with _each other_. Yes. You read correctly. Even on the first day, in the first few hours of a zombie apocalypse, you will have characters that fight with each other to the extent that they hurt each other until blood flows. That is frustrating beyond belief after surviving a zombie encounter.

Oh, by the way: Noone watched your house while you were fighting with each other, so it got attacked by zombies that noone saw, although you have 3 houses around your base guarded. Now your fighting characters died, because they couldn't grab one of the many weapons on the ground they just found one turn ago.
This sums up around 9/10 of the games you will have. Try to avoid this and go play something actually good.
I tend to agree with your review but I see the game as a great platform with a lot of room for improvement.

The biggest flaw of the game, IMO, is the character relationships/rumors issue where you cannot seem to maintain positive relationships between even custom characters with the same background and occupation. The game is hard enough without having your characters constantly bickering or snapping each others' limbs over who took the soap. I'm not sure how to go about fixing this without nerfing it, but the character relationships dynamic has to be more balanced, more hands-on and more linked to game events instead of whatever it currently runs off. I've had games where the home site is fully secured, trapped and fortified with a tower, a fence and a sniper position and stocked with tons of guns, food and miscellaneous goodies... yet all my characters still hate each other and come to blows over the stupidest things.

I also agree that the breaching system is a little flawed in that you have to breach places you've already been. If we assume there are no other human survivors on the map, who is closing the doors and boarding the windows? So, perhaps you shouldn't have to re-breach, but every _x_ hours that go by, the structure may gain new zombies outside/inside. The inability to abort icon building (hospital, school, police station) breaches is annoying but those places should be thoroughly assaulted first, snipers should be posted, stereos should be used, etc. The game has a particular way it wants you to gain those structures and they represent the real challenging part of this Rogue-like.
Same here.
I'm very disapointed actually as I like many things in this game.

But as it is now, I can't play it :
Why bother to elaborate tactics to avoid/destroy the zombies when all your characters are going to fight and killed each other whatever you do ?

At first you think that you don't understand how it works, that you do things wrong. But then you look for explanations or tips or video on the internet , and discover that nobody seems to get it more than you (feel free to proove me that I'm wrong with a link showing some succesfull let's play )

My only hope is that an update will improve the gameplay.
But as for now, I don't recommend to buy it .
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StrikeFace: I tend to agree with your review but I see the game as a great platform with a lot of room for improvement.

The biggest flaw of the game, IMO, is the character relationships/rumors issue
I have to disagree on this point - IMO it's one of the few things this game gets (kind of) right. In zombie movies there is almost always some tension between characters, often resulting in those characters doing stupid things to each other (typically resulting in the death of someone - or everyone!).

BTW I think they've added the ability to nerf the relationships (somewhat) in the game options - by which I mean survivors won't injure each other anymore if the option is set. They can still hate each other though.
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StrikeFace: I also agree that the breaching system is a little flawed in that you have to breach places you've already been.
Agree 100% on this - from day one I thought this was so fundamentally stupid. If they've only recently managed to find their way in (e.g. smashing a window or whatever), surely they can figure out how to keep the door unlocked, or maybe remember where they entered the building the last time? This part of the game makes the survivors seem like retards. Because of this stupid mechanic I find myself "securing" almost every place I break into just so I can transport stuff back and forth without having to "breach" or have someone wait behind all the time.

Also unless someone leaves the doors wide open, I don't see how zombies are going to just wander in there after you've gone - unless you've set a distraction and they're actively breaking in of course.
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StrikeFace: The inability to abort icon building (hospital, school, police station) breaches is annoying but those places should be thoroughly assaulted first, snipers should be posted, stereos should be used, etc. The game has a particular way it wants you to gain those structures and they represent the real challenging part of this Rogue-like.
This is also annoying - you'd think you'd be able to order a retreat if things start turning ugly. I can understand that it might not work (e.g. due to being surrounded by zombies etc.), but it should still be an option to attempt it.


On the general randomness: on the one hand I can appreciate that fights can and will be random - after all, during war, even the best soldier can get cut down by a lucky piece of shrapnel from a nearby mortar strike - but it seems to be overdone a bit here. Especially if you've trapped the whole house, you're watching, you have decent weapons around with people who are good fighters, you'd think that, despite tiredness etc. (adrenaline should counter that somewhat), they'd be able to defeat most things. I can appreciate that if they don't get along then bad things are more likely to happen (since they might otherwise be watching each other's backs and help each other out and/or coordinate better), but it's still a bit crazy.

One more thing: the whole mechanism of assaulting/breaching should be fixed. Why can't they, for example, assault the building first with ranged weapons, then when it looks clear, charge in and breach? Why do they have to assault, go all the way back to their base, and then go back to breach? It seems kind of stupid.

Actually another final thing: why are the characters so weak? It seems they can only carry about 5 kg/pounds worth of stuff. I can understand that it could be due to bulk as opposed to weight, but in that case they should be able to use bags. And while bags/backpacks do exist, they are so ridiculously rare it's not funny. One of the biggest annoyances I have is that shuttling stuff around is such a massive pain in the ass. Luckily the new editor allows creating of new items, so I just add a decent-sized back-pack and make it relatively common everywhere... ;)