State of Decay just released. I'm intrigued by the build your own community, and forced switching out of user controlled player. Those of you who have played... is SoD a winner? Worth getting? Pros and cons?
I haven't played it since it's PC release went final. I did however play 15 or 20 hours during the PC beta and there were no glaring bugs even then.
It's strengths are that it does a fantastic job capturing that "scavenger based life" you would expect in a post-apocalyptic world. It has a great balance of allowing you to work towards big goals (upgrading your home, building up enough supply to take over a new, bigger and better home, etc) while also throwing random crap your way to remind you that it's the Zombie's world now and your first, second and third goals have to be survival. Goals 4 and 5, maybe, are about getting ahead.
The side missions add to this, although they can get repetitive. They do a good job of making you pick side missions, as many expire after a period of time. It makes your choices feel like they have real meaning. Do you go answer that call for help from a friendly group of survivors holed-up across town or do you try to fix the drama within your own camp before it boils over and someone leaves (or shoots someone else in camp!)? There are lots of little trade-offs like this and the game does a good job of dynamically keeping you bouncing between them. It helps to maintain a real sense of tension. You hardly ever feel like you're getting ahead (which I think is the game's goal).
The story moves along nicely without demanding your attention. It fits itself within the construct of the game well, in that you get to it when you can and whenever you do go after a story mission you're likely forgoing some other mission.
The only cons to the game are:
Overall I liked it quite a bit and will get back to it once my various jobs calm down some (sometime in 2019 I think).
@kantok. Wow, thanks, very well written description. "Time always moves along," means that the game is 'running' even when the PC is "off?" (And RL continues?) That is really a new 'feature' to me.
Yes is that what you meant? So if you're not literally at the computer all the time you'll miss some things? That time is always moving, so zombies could come, other people could steal your food/scavenge things before you can? So while you're away from your comp in your real life you're missing out on things in a pretend one? Sounds a bit dodgy to me.
First post of this explains it (note, they're using the term "online" pretty liberally in that post. As far as I know you're not actually online with their severs at all):
http://forums.undeadlabs.com/showthread.php?541-Faq
But basically it tracks how long since you last played and adjusts the game as if the world were persistent and online and you were absent. Don't play for a day, your small clan continues to evolve. You come back to find that relationships have shifted slightly, resources have changed, the side missions available might be different. This is front loaded so that not playing for 1 day generates significantly more change than what occurs in the last week of four weeks of not playing.
The direction of your little society while your not around depends upon the state they are in when you stop playing. If things are good you may have some new resources and your vehicles might be repaired. If things aren't good, tensions might be higher and resources might be slightly lower. Or your base is slightly damaged from a recent zombie attack.
It's a weird concept to get used to. You may like it or not or it may not even be drastically noticeable to you. Depends on the type of player you are. I'm the kind of player that can't play WoW because if I'm playing, I want to be bleeding edge raiding every night. It's all or nothing (and so its nothing. Growing up sucks).
Just to emphasize, I've never come back in and found the game drastically different. Meaning none of my characters were dead, people weren't starving, etc. It's subtle. Leave the community in bad shape, don't play for a week and it will be in a little worse shape when you get back.
Also, I didn't mention in the first post but the character system is pretty good. Characters develop into roles nicely (based on the rpg-lite system that drives character development) much like you would expect in a real world post-apocalyptic situation (think how characters develop roles in the Walking Dead. Like that).
So I was curious. I haven't played in about 6 weeks. Just opened the game to check on my group. Everyone was still mostly-happy and friendly with one another. One of my characters was sick (which I don't remember from before I quit playing). That means I'll have to find a doctor and get him healed pretty quickly. Food stores are low, but not gone. Apparently my team was out gathering gasoline like fiends because I have twice as much as I did when I left (roughly). If my other supplies (materials, ammo, etc) have changed, it isn't significant.
I also had a new priority mission (not story related). One of my characters was out scavenging on her own and is trapped by a zombie horde. I will have some unspecified amount of time (it's usually pretty generous) to go help save her before she's overwhelmed. I could do other missions first and it'll probably be fine.
Quick glance at the map looks the same except for one thing. The game has other sets of survivors around the map. Some join you, others form their own strongholds and you can have some relations with them (trade with them, resupply, protection, joint missions, etc). I think one of those communities from the last time I played is gone.
So that's the change over six weeks.
That just sounds weird, why is all that happening when I'm not playing? It seems like all those things you guys mentioned are what ought to happen while I play, not while I'm not playing. I'm fine with sleeping or fast-travelling causing time to speed forward, this just sounds odd. If it's not even multiplayer, what's the point? An offline simulation?
There's been a lot of discussion about it (because it's so different/weird) and it's probably the least popular feature of the game. I guess they are trying to add to the unsettled feeling of everything in the game in an effort to capture that "unpredictability and survival dictate the world now" zombie post-apocalyse feeling. Like I said, it's never game ruining, but it will sometimes change what you do when you log in. Gone two days and thinking that when you get home you're going to fire up SoD and do that next story mission? Maybe you are, but the game might also throw a curveball at you too (food shortage, character in need of rescue, another settlement needs help, etc).
Thanks for all the input, you did a goo job, at least I assume so, explaining it all. Much appreciated. I'll have to mull over if I want to buy.
I wish they would make the 'time moves along' an option, that can be turned on or off by the user/player. However, as you suggested kantok, it does not change your situation in any significant way - merely adds flavor and variety. Cool. I just investigated both the walking dead and left for dead. Watched some vids of all three. Left for/walking dead are not my cup of tea. State of Decay looks interesting. If I do a zombie game - It will be State of Decay.
I'm looking into the modding aspect next. EDIT PC not out yet... so modding is NA. patience grasshopper!
Elena, I do not know if you also like turn-based games, but if you do, have you heard of this game?
http://www.deadstate.doublebearproductions.com/
It is one of the games that I am looking forward to.
Seconded. Looking forward too it a lot.
yes, dead state looks good. Kinda has a FO2 feel to the interface... i like the dialogs, and the turn based combat...
On sale on steam, 33% off.
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