Or perhaps, more to the point, why your coding was performed by a madman. Please, Sergeant Num-Nums, enlighten me as to why a nine-iron is better than an AK. Here’s a question, don’t think on it too hard: how many drugs do you have to consume over what period of time to favor exposing yourself in a needless melee, instead of sniping from the safety of an armored tower? I also watched with astonishment as my NPCs forsook their walls and automatic rifles in favor of running outside and poking at the zombies with golf clubs. You can rig your base’s perimeter with bombs, but they only take out a handful of zombies. Which gets old after the second or third wave.Īdditionally, maybe it’s because I avoid tower defense games like the plague, but these sequences were soul-crushingly difficult for me. In Lifeline, Undead Labs tones down that aspect of the game in favor of defending your base against wave after wave of zombies. I found a thinly disguised tower-defense simulator to be far less engaging than skulking around buildings and gutting them blind. Zombies will attack your flimsy base in waves, meaning that if you spend too much time sacking Danforth, people die and your mission will fail. Unfortunately, these missions come at the expense of what made State of Decay so fun: looting. In Lifeline, your job is to rescue the nerds. It’s a cool little system and part of what made the original game so addictive. The system allows players to rest up tired characters and switch to fresh ones, so as to keep salvaging and curb-stomping zombies without skipping a beat. How the game works is that you start out with a given protagonist, but can switch to control of other characters once you’ve become close enough buddies with them. There are named characters in State of Decay: Lifeline, but as with the base game, the differences between them are so minimal that they might as well all be named drone. Additionally, you get to play as the military, and your unit is charged with finding survivors and evacuating them the hell away from hell. Lifeline swaps out the rural setting of State of Decay in favor of an urban environment: the city of Danforth. A zombie virus has broken out and turned its victims into shambling monsters, leaving groups of survivors to hide from and fight the waves of dead. Lifeline is presumed to take place during the events of the main game. I gave it an outstanding recommendation for having pulled these elements off so well, even without a true story, so let’s see if State of Decay: Lifeline, a DLC, follows suit. Another exception to the rule is State of Decay, an open-world zombie survival game that forsook narrative in favor of an addicting mix of survival and scavenging. When it’s handled in the context of mindless action, it can become mired in repetitiveness (although Left 4 Dead is a fun exception to that rule). It makes for great drama: what lengths will a person go to to stay alive in the face of hungry corpses? When this question is handled in the context of a narrative, as with The Walking Dead media, it can result in some powerful stories. Zombie survival has become the biggest cliche in gaming. Save as many people as you can from a city overrun by zombies.
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