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Sep 27, 2011 | 10:52 AM EDT
  • Daily Feature September 28, 2011

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Author Comments

Play in Survivor mode for a more realistic experience where the need food and sleep will be added to your survival requirements. Or play in Run'n'Gun mode and blast your way to freedom.

Reviews


NinelivesNinelives

Rated 4 / 5 stars October 8, 2011

ugh

I was very tempted to take off a few more points, but I'll try to be fair and give you a +8 stars. Basically, I can't win right now because the game is so laggy I can't continue and I'm stuck. :\ It's not my computer either, because it's new and it runs smoothly.



SteffetsSteffets

Rated 4 / 5 stars April 29, 2014

it is a great game, but there were moments, when i was cursing it:
-when i lost equipment due to "input-lag" which causes to do two clicks, when i only made one. this makes you drop two items instead of one (wanted to drop a junk weapon, but dropped the katana!)
-when i died, because everything except my character runs smoothly when there are many enemies and/or effects.
-when i lost a companion because of the previous reason
-when i found that i could only have 1 companion and only having had one chance of chosing a different one.

otherwise great game, cool story, great looks, huge range of weaponry and skills


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AugustusP4XAugustusP4X

Rated 4 / 5 stars February 20, 2013

Solid game. Kudos! Been a fan since #1 came out! Please make another?


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orca1016orca1016

Rated 4 / 5 stars September 15, 2012

After many plays, the game got easy and repetitive. Still. I had a lot of fun searching through the nooks and crannies of buildings. It'd be cool if I could throw a tennis ball at the zombie rottweilers.



CielComplexCielComplex

Rated 4 / 5 stars October 9, 2011

I agree, somewhat, with theshadowcritic

The whole "chance" issue in searching through containers was always going to be there. It's the risk you take in scavenging. Do you risk the health and resources checking every single room when there A) might not be anything in there, and B) you could be setting yourself up to get a horde dropped on top of you in a very small room with no way out until you clear the bodies. I agree it's frustrating to fight your way through 20 zombies to find a gossip magazine or a bag of bolts, but I don't take away any points for it.

One thing that I notice is that the achievements actually provide in-game rewards in the form of XP. That's cool, a feature that I've seen in some flash games but not as much as I'd like for as many achievements that I see around here. And it makes sense, the achievements -- most of them anyway. After defending yourself from so many zombies you should become better overall because of it. The use of skill books is an interesting touch, somebody mentioned taking elements from Fallout but I don't mind that in an RPG-leveling environment that there are objects out there that can serve for a stat-boost.

I also agree that the variation in enemies kept things from feeling too repetitive. And the settings, while basic urban fare, retained a sense of dread while also a kind of sudden hopefulness. People were alive out there, you never knew where you'd find them. Usually in a safehouse, but maybe not. That was another thing about checking every door. I'd not have found Kelly if I just said screw it and passed by the grocery store in Glendale.

On that note, the companions... while their stats are identical, I feel that they seem to have this idea that they can't fire a gun at point-blank range. If I give you a shotgun, your operating range for that gun should not start at 7 feet away. Yes, I understand, a bunch of zombies dropped right on top of us. Don't just stand there -- help shove them away at least. The AI positioning and capacity to defend itself relied too much on where I was standing and moving, and what kind of weapon it got. I understand that your typical zombie has lost all instinct for self-preservation, but a living human should not behave in the same manner. There were also a couple times when the game glitched out on me, my character would not accept any inputs to move or attack. The game kept moving at its normal pace, and I could still open my menus -- the character just gave up it seemed. Not sure why, and I was able to keep from dying by opening a menu to pause the game, then saving/quitting/reloading. Still, I don't know what happened to cause it but twice in a few hours, without any other performance degradation of the game or my own computer, seems like a bit of an issue. Actually, maybe I just experienced the same kind of bug as whatever made the Companion AI choose to commit suicide by willful lack of self-defense.

As with the Shadowcritic, I agree that guns were too much of a hit-chance problem. A chance to miss is fine, but too high a chance and it's awkward. If you shoot at a crowd of people, you're going to hit somebody. And the bigger the gun, the more bullets it has and the more powerful the spread, and it becomes almost idiot-proof in close-quarters. Given that you can choose to be a trained soldier or police officer, they should not be missing this much considering that marksmanship training is a regular part of their activities. If they can't hit a zombie from two feet away, why even put guns in there? A better way to implement guns would be to increase the accuracy multiplier for the guns while greatly cutting down on the probability of finding ammo for the guns. The guns wouldn't seem overpowered if you only had a handful of bullets for each one at any given time.

The item descriptions were chuckleworthy at times, the references to other games were well done -- paying tribute to giants of their genres without being exploitative about it, and the story at least came together decently. I still kept playing, so I still give it a high score.


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