That Woody Harrelson can play something else besides the buffoon roles he seems to be condemned to can be gathered from a movies as the People vs Larry Flynt. He does however play the buffoon well, even to the point of being adorable, so he stars like a buffoon in Zombieland. He is joined by a cast of three, Jesse Eisenberg, Emma Stone and Abigail Breslin to make up a group of survivors in a zombie apocalypse that has depopulated the world.
If you are a zombie nut you will be upset by Zombieland, either because you think it hogwash or because you find it hilarious. Zombieland is sheer baloney and that tends to gall people in unpredictable ways, just like it makes people giggle. The keyscene is probably the one in which Bill Murray dies, which makes Emma Stone suddenly giggle, saying; he still makes me laugh. Thus purposely ruining one of the few serious moments in the movie. The movie does at times build up to a serious moment but knocks it down flat a frame later.
The whole thing thrives on the interaction between the cast with the zombie background propelling the plot forward. How inconsequential everything is can be gathered from the fact that they basically travel from nowhere in particular to nowhere in particular. As Harrelson says: some go west, stating it is safer there, some travel east, thinking it is safer there. Hence his drive is not safety, but twinkies. Just as scarce and as important as to endanger himself(and others to boot).
There is a very awkward romantic fling between Eisenberg and Stone who simply have nothing in common, but even that is in tune with the movie that turns everything upside down. The interaction between Breslin and Harrelson is much more believable, the first playing a twelve years old who hasn’t heard of Gandhi and Willy Nelson, much to the astonishment of the Harrelson who in turn has no clue who Hannah Montana is(that will be a bit more dated, I am sure).
While Harrelson plays the buffoon, Eisenberg plays the social misfit and Stone and Breslin play two sisters who make a living cheating others, out of their money before the zombie apocalypse and their cars and guns after the zombies have inherited the world.
The end scenes sees the two girls power up a theme park in the night so Breslin can have some fun. Where the power comes from doesn’t really matter, what does matter is that every zombie from miles around converges on the park, thus requiring the two men to save the girls.
Zombieland is not to be taken seriously really, which is the whole point. If that gets your feathers ruffled you better skip this one. But then you might not like Shaun of the Dead either. Which is really a shame. Perhaps refocus?
(I heard someone planned a spin off or something. I hope they rethink that, for there isn’t much to tell, unless the premise of the movie is changed into something more serious, which means it’s a different thing altogether)
(Note: This review is about the Early Access version and not about the full release. I have not had the opportunity to replay the full release game. )
Welcome to my review of the game Dead State, which is about to hit the market on the Fourth of December, according to their press release. I have to excuse myself for making a rather long post, but I have to because I initially made a review based on wrong assumptions and now, after playing, this game for about 70+ hours I feel that I can make a better judgement of the game.
First an introduction:
You are in restaurant. The waiter asks what you would like to eat and offers you the opportunity to select the ingredients yourself. In fact, you are invited to visit the kitchen and point out what you would like to have, to tell how much of it you think is sufficient and to describe how you like it to be prepared. After doing so you return to your table to await what must be a memorable eating experience. Some time later the waiter enters the room holding aloft three plates. He walks over to you, puts one plate in front of you and then tosses the ingredients of the other two on top of the first plate and then shuffles the heap of food. He leaves Then wishing you a most enjoyable meal.
This then, is the condition of Dead State at the end of early access: full of things that would make for a memorable gaming experience, but the overall result is a mess.
But first let’s get you an idea about what kind of game this is.
Dead State is an isometric role play game set in the zombie apocalypse where you take charge of a group of survivors holed up in a school in Texas. The game has two parts: one part is managing your group of survivors, the other part is heading a party of up to four characters to scavenge for supplies, do quests and deal with the various enemies.
Those who are familiar with fallout 1 and fallout 2 should be at home with the mechanics of this game.The game has two map modes that each come with a different way of movement. There is a strategic map that you use to travel from one location to another in which time progress as you move. This movement can be done in three ways: on foot, on horseback or with a car. Each mode has advantages and disadvantages: foot is slow, but cost nothing; travelling on horseback gets you there faster, but requires food for the horses and the car is the fastest of them all, but costs fuel; a resource that is scarce.
The other map is the local map. Local map movement occurs on a tactical map and is real time until combat is imminent. In combat mode you move turn based. As far as I can tell there is no progression of time on the local map.
During combat mode actions cost action points. Walking cost one point for instance, fighting with a small weapon three, shooting a handgun perhaps four, up till complex attack movements which cost perhaps eight points. Therefore, the more action points you have, the more you can do in one turn and the more powerful you become, provided you have other good fighting statistics as well.
Characters have varied attributes and varied skills. Your main character can be customized at the start and can be developed further during the game. Other characters also develop, but you can’t control that directly. They grow over time on their own, although it seems as if you can steer this progress by assigning them to do jobs that require a certain skill which they will thus improve.
You can improve your base by building various upgrades like a wall, a watch tower, a science lab and a recreation room. These upgrades often enable other upgrades or give the ability to create new objects, like the science lab, which allows you to create such things as improved armor, antibiotics and ammunition for guns.
The game has a kind of flow.. At first even a single zombie is a challenge, but gradually as you and your companions get better equipment and advanced skills they become less of a threat and you deal with looters, gangs, rogue cops, militia and finally the military. This shift in enemies means also a shift in weaponry. At the start you deal with you enemies with melee weapons, later on you start to depend more on ranged weapons.
I would like to special mention is that the game has implemented that people killed by zombies become zombies themselves. Which is a great idea. In addition the game also makes zombies appear when you make a lot of sound and especially gunfire, most notably shotgun fire draws in zombies. This is also a nice aspect of the game.
One important aspect of the game is handling the community of survivors. You become the leader and thus you have to deal with various challenges, like recruiting more survivors, getting to know your fellow survivors, assigning them jobs, bolstering their spirits, handling conflicts, dealing with community politics and making decisions, including those concerning life and death. It is up to you to deal with the situation.
Now doesn’t this all sound great?
Well, here is the other side of the game…
The game is beset with many issues. Just a list of random examples: a character dies, but her avatar stays on the map the rest of the game; doors return to undamaged state when you reload a game and you haven’t bashed them open; the fresh food you gathered on the day is not preserved when you restart the game; some doors allow no entrance after being opened; locations are unfinished; you have to reassign jobs to your characters every day even if you just want them to prolong the job; your fishing rod is removed from your inventory and put in the storage every time you enter the shelter and thus has to retrieved again when you want to go fishing again; somehow the fourth party member is afflicted by bad pathing which could make him/her run the other way and right into enemies.
A rather annoying aspect of the game is that there is no log of conversations so you can’t find out what you have heard the other day: you have to write it down yourself. Sometimes a character tips you on a location, this location might or might not appear. There is no check if a location has already been found nor does the location offer new things..
And more: you can build a chicken coop, but that requires a chicken, when you bring a chicken, it is slaughtered automatically because there is no chicken coop. There is quest where someone offers you to trade medicines for food, but you can’t bring food from the shelter as any food that you take to your shelter disappears into an inaccessible storage. Some quests are broken: like one where you are asked by Aggro to pick up her friend Alan at the Dublin bar: he never shows up. There is one where I got a tip to go to Eden next to the Wicked Lily. Whatever Eden is remains unclear and I could not find it.
One of broken story line is the story of Fiona Parks. At some point during the game Davis, the wheelchair guy who is your sidekick, comes up and told me how sorry he is about what Fiona did. I was left to wonder what he was talking about, but I through she was killed or commited suicide. But whenever I checked Fiona, she was alright and could be assigned jobs and taken along with parties, just like all the other party members. From that moment onwards Davis kept telling me every morning the same thing: that he is sorry about what happened to Fiona or was she did.
Then one time I am told she has killed someone. A trial is organized and after the trial I had her expelled, and just after the trial has finished, I am told another murder has occurred: Fiona had killed again!. After a second trial Fiona is expelled again!Then the next morning Davis approaches me yet again to tell me how sorry he is about what happened to Fiona or what she did, and the morning after that one and the morning thereafter:basically every morning I have this same conversation.
After a while it becomes clear that there is no progressing storyline and there seems to be no finish to the game. There is a conflict brewing between the militia and the military, but you can’t do anything with it.. They even have accessible headquarters, but I never get the ability to talk to their leaders and even killing them outright doesn’t seem to do much. It for instance doesn’t even make the rest of the militia angry when you shoot their fellows at the militia hq. It seems like this part still needs to be worked upon.Just like for instance the suggestive skill of Karen. She can fly a helicopter and at one point this is brought up in a conversation, which seems to imply that it is something important. but what it is, has still to be revealed.
Now all of this and much more needs to be looked at(just another bone: the dogs in the game can only be attacked from the front and the back) and fixed, but we are to believe that game has entered Beta in Augustus and should be in state that will allow it to be released to market on the 4th of december. It could be that all these issues will be solved around that time, but it is strange that they haven’t been solved in the current version and I have my doubts if all these issues can be fixed in that time.
The final straw that makes me give this game the thumb down is simply the price. The developers asked to be funded via kickstarter and got more than double the money they asked for. In addition they ask a whopping 27 euro for an early access indie game(compare that to state of decay: 18 euro’s). Yet the game is not finished and I wonder in what state the game will be released. There is a lot of fixing to do and we have to believe that all this fixing is done at the time of the official launch.
(contains a section that can be seen as a spoiler: it is at the end and marked as such)
I decided to listen to the audiobook version of this book for two reasons: I have a interest in post apocalyptic settings and like to see how a book is translated into a movie. The translation of the book into a movie is something that we need not consider here. Although there are similarities between them, they are superficial at best. Unless the sequel to the movie gets aligned to the book, that is. There are three similarities: there is a zombie outbreak, the storyline plays out all over the world, and there is the same character that we follow: the UN investigator. But the latter’s role is just totally different. In the book he has almost no personality as he is only used to give voice to the people telling their stories, while in the movie Brad Pitt takes the center of the stage. The audio book adds an additional layer to story. A book that I read lets me give the voices their own characteristics in my mind. A ‘hero’ is to me something personal that I fill in. I read from various other reviews that many found the writings to be similar voiced. I did not experience that as such as they used distinct voices in the book that gave them color and personality.
Now let’s mention some good points of the audio book.
The stories from everywhere created an interesting jigsaw puzzle that not only pieces together an overall idea of what was going on in the world at the same time, but also build up to unfold the development of the zombie ‘war’. It is an interesting, and certainly fresh idea for a zombie apocalyptic story. The writer tries to keep the pieces fitted together by referring forward and backward to certain key moments, events or ideas, which is certainly helpful at the start of story as the jumping all over the place can also create confusion if not kept in check. The voices used in the book helped a lot with fleshing out the characters and I was certainly gripped by some of the stories.I saw in the actor list that they used some respectable actors for various roles: Alan Alda,Jurgen Prochnow, Martin Scorcese, Bruce Boxleitner, Frank Darabont. Some stories stand out for me. The one related by the Chinese doctor Kwang Jinghsu who tells about the first zombie case he runs into and the description is horrifying. The flight of the Indian Ajay Shah to try and escape by ship via Alang, the ships’ graveyard. The one told by the blind Japanese hermit Tomonaga Ljiro who seeks to die in a lone forest, but refinds faith. But I was specially gripped by the story of colonel Christina Eliopolis who is sucked out of her damaged airplane but manages to save herself by chute and lands in marsh full of wandering zombies hundred of miles from safety.
So to the bad points.
The first good point is also the first bad point, because all the stories are separate stories that tells but a moment in the whole war, there is little room for character development. This makes a character rather one dimensional. There is some kind of attempt to give the ‘grunt’ Todd Wainio a kind of overall binding role as he returns several times and has most of the space in the story, but he is the least interesting of all characters as he is as fake as can be. I am probably too European to like the way some Americans like to represent their military, and Max Brooks is one of those. Overconfident and smug. He is that guy that flattens your hometown and napalms the surrounding lands and then approaches your with a big smile to say: “So there missy, that should settle it. No need to worry. We got it all under control.. We’ll be heading over the next town now. But I might be around later on, if you feel interested.” Wink. (Waino tells the interviewer on a side note that he is certain he has some kids fathered by some grateful ladies from the places he liberated. What a revolting man).
As much as there are likable characters -or at least believable characters- in the story there are also totally unbelievable characters. The prime unbelievable character is General Travis D’Ambrosia, the commander in chief. At the moment the counter attack is ordered he is basically a defeatist and should have been relieved of command. He tells the interviewer some nonsense about three basic rules of war: men must be bred, fed and led. And then he explains how all these rules do not apply to the zombies. And then tells of more advantages they have, totally neglecting to mention all the weakness zombies have and which can be exploited(which they later do). An almost equal unbelievable character is the Englishman David Allen Forbes. He was introduced as having experience with castles and writing a book about it and then goes to tell some nonsense about European History in which the middle ages are classified as institutionalized anarchy.
But it got worse.. Next he mentions that there is a difference between a castle and a palace and he mentions how castles were often turned into palaces so they lost their defensive value. And that is true enough. And then he says the most profound stupid thing I have ever heard: ”.. like Versailles, that is why it was such a cock up.” Did I hear him say: like Versailles? I played it again: Versailles. Again: Versailles. Versailles? VERSAILLES!!!!!! %^%^&&**&*& No student of any level of history of warfare would ever mention Versailles as a defensive structure. Versailles was not a palace converted from a castle. It was build from the ground up as a prestigious object to show off the power and wealth of Louis XIV, the 17th Century king of France, the ruler of the most powerful nation of Europe at that time. Versailles was exactly not a defensive place because Louis had a big army, and big navy to protect him and plenty of forts if he needed them. It was exact the opposite of a castle because he could say: I can afford such a place and do not fear my enemies.. It was never at anytime considered or converted or used as defensible structure, not by the French, not by the Germans when they occupied France, not by the Allies when they liberated Europe.. Nearby Disneyworld Paris is more defensible. Only an utter clueless guy would mention Versailles or use it.
Another weak point in the story is that the style of story is distant, observational and in hindsight. You know that everyone is basically going to survive. There seems to be seldom any interaction between the interviewed of the moment and anyone else of the interviewed. It turns to matter of fact observations. This is perhaps intentional, but it creates distance. As if you are hovering above it instead of being in the midst of it. It also takes away any uncertainties doubts, or interesting complication. Nobody of all of the interviewed seems to contradict someone else. It is dry, distanced and faultless. Which might make a nice report, but takes away from the story. But what I often missed is the anguish people would experience when they see one of their loved ones turned or sick. Or even see them back as zombies. Brooks describes that at the start somewhat. But soon enough he the zeds are zeds. That they are your friend, lover, partner, dad, mom or buddy is pushed aside fairly rapidly.
And then there is this.. this -how to tell it- this demonstration of a certain myopic mindset. When public humiliation and corporal punishment(flogging) are reintroduced crimes are are no more, so we are told by the former vice president of the United States.. I see. And when American soldiers ‘fight’ they suffer of course less losses than say the Russians and the Chinese man on man.. Of course. And in Israel a rebellion erupts when the zombies start to show up, because certain extreme groups in Israel rather compromise the safety of the whole nation to further their own cause. Right. Patriotism is only for Americans. And the Cuban problem is easily solved by having them take in five million United States refugees so that the western(=American) ideas of greed ( oh sorry: free enterprise) and democracy gets spread around and eventual restores Cuba to a democracy. It is that simple. And when a German officer(from West Germany) is ordered to abandon civilians by his (former East German) superior, he at first refuses, but when pressured buckles under anyway. without asking an explanation, consulting his staff or talking it through with the civilians. Noo. All he has gained is the benefit of fifty years of western inspired conscience. See how down on their morals those (Former) Eastern Jerries really are anyway, cause that guy kills himself afterwards. But regardless of west or east: it is the same cadaver discipline of course and the same way out. They never change, those Germans: only their excuses. At some point I was wondering if this was meant to be satire or that Brooks really thinks that is how you deal with the worlds issues or how the world works?
But the list extends into the story telling. So the battle of Yonkers shows that the US army is not ready to deal with the dead yet. Mind you, they are shown to be extremely incompetent. Not even using things to hinder the advancing horde with, like say a wall of cars, barbed wire, cheval de fraises, minefields, stakes, ditches, wood fences, wires, fallen trees and anything else the books are filled with. And claymore mines! No Clymore mine. Easy to set up, deadly, shoot balls of metal that go right through you. But noo.. the army has been ordered to be incompetent. Or has it been written? For Brooks now tells us that there is a break between refugees and the zombies. Up till now he tells us in all other stories how they were mixed. But the Battle of Yonkers is designed by Brooks to show of the incompetence of the US army, forced on them by who knows who? The press? The politicians? Their superiors? Why not blame them all! It is a setup. We are looking directly at the writer forcing an unbelievable twist in his story. You can see his hands grabbing it, twisting and turning, until it is disjointed enough so that the best equipped army in the world loses the first time around. Mano-a-mano. Zombies 1. Humans 0. It is one of those fake wrestling matches. They have to lose to have the US overrun, but also to have the army get up for a second round. As if war just consist of a few important battles.
—zzzzzz spoilers down here zzzzz ————-
Its a few years later, after this severe defeat the army counter attacks under command of mister defeatist D’Ambrosia via an offense from the rocky mountains. From the west to the east. Wow.. how many people would that take? Well, they walk side by side, just like how they search for survivors and evidence after an aircraft crash, so we are told. So that’s something like 1400 miles as the crow flies. And assume for every ten yard one grunt. That is 300.000 men. Oh wait they got a second line: 600.000. And then you need replacements, backups, support, perhaps some more men per 10 yard really, certainly in denser area’s. Double that. Triple that. Quadruple that. You need to guard the flanks too, the liberated areas. You need logistics, repairs. replacements. 5 million? 6? And that from a country that has suffered 200 million dead and lost over ⅗ of it’s land. And most of it’s industry and food supplying area’s. Brooks is basically unable to properly handle this. His stories are basically light weight and interesting, and work as separate instances, but he can’t tie it together in the end. He needs to twist too much to make it work. I assume he does. Because I hope that he does not really belief all these things that he wrote down. It is such an absurd look of the world. But you got to give him credit for one thing though. Once the United States has won the victory at home, it doesn’t retreat into isolation and let the rest of the world to it’s own devices. Why should they anyway. What would the world do without them! They got a whole world to liberate… or conquer. It is just the way you look at it. It is..
One star extra for the great voice acting and the great colonel story. It gave me tears, honest.
Updated 11 January 2014! Removed some typo’s and errors added some new I am sure. Added some things to tips.
Hey, welcome to my post about Breakdown, the downloadable content for the video game: State of Decay.
In this post I will experiment with fragmentary story telling. And who better then to have that taken care by my nekos!
First off it might be handy to give a general idea of what the post will contain.
1 Three differences as compared to the basic game.
2 Ten tips that might be useful to remember.
3 And something else I forgot. Oh yes.. a commentary of sorts…
But first let me introduce Krisp. She is in the picture at the top..Krisp is a neko. For those who do not know exactly what a neko is let me tell you.. neither do it. Literally Neko is Japanese for cat and in a certain context it is used for a hybrid of a human with cat. A human with cat features so to say.. like ears, or whiskers or a tail. However, being completely inaccurate as someone pointed out, a Neko is sometimes used me to mean any human animal hybrid. So Krisp is a neko because Krisp has cat teeth, cat claws, cat shoes(sometimes) and a nice fluffy tail.
This picture shows the new things that make breakdown different from original game: heroes, levels and new goal(s).
While in the basic game survivors were also important, in Breakdown they are even more the focus of the game. When you begin the game you choose a random hero(the first time), start the game and run! For you are alone. During the game you will be able to have more survivors join you and here in this there is a slight difference from the basic game. In the basic game most survivors came either via predefined quests or the occasional random quest. In Breakdown the most important source for companions are enclaves. You will find that you are now actually able to gain their trust and recruit them after a while.
Secondly, Breakdown has levels. And I do not mean levels of the survivors, but levels of the game. Each level is slightly harder then the next. This is achieved by making the zombies slightly harder, spawn more, and spawn more special zombies, while at the same time, resources are harder to find and, especially, vehicles are harder to find. There are even levels where there are just a few vehicles to get. With each new level, you also start a new map. The only thing you will take with you from a previous game is a small group of survivors, their inventories and the supply.
Thirdly Breakdown has no story line.. hence the goal of the game is a simple one: find the recreational vehicle, repair it and then go next level. Sounds boring? I thought so too.. but each and every level is slightly harder then the one before. And to make it more rewarding they threw in achievements, so that you have something to strife for.
So now the ten tips with their explanation below.
1 Bring a buddy.
2 Ready the RV.
3 Home, sweet home site.
4 Use your outposts!
5 Neighbors are your friends.
6 That vexing supply locker.
7 Take care of your cars.
9 Guns guns guns.
10 Hand to hand.. choose your skills wisely.
1 Bring a buddy.
Maybe you are a very exceptional fighter, but even the best fighters will tire eventually and it is a though job surviving on your own at higher levels. Searching items in houses might be tedious task is you are continuously interrupted by zombies. Your survivor will break off the search to confront the zombie and you have to start the search again after it is killed. So bring a buddy to watch your back.
Buddies can be recruited in various ways. You can pay 100 influence to have on over your fellow survivors to tag alone. This has some disadvantages. It costs 100 influence and the survivor will leave the moment it is severely wounded, sick or you accept a quest(the latter not always: sometimes they leave and sometimes they don’t).
Buddies can also be recruited as part of a quest. Most quests give you one buddy that stays until the quests is finished. The advantage is that it does not cost you influence and the survivor tags along even if severely hurt or sick. There are three disadvantages: the game does not save while your are on a quest, you can not move a home site and you can not change to another avatar as long as you are on a quest.
2 Ready the RV.
Eventually you want to move to the next level. Readying the RV is a requirement. But first you have to find it! Unless you want to search the map for the RV you probably better of waiting for Lily to tell you where it is. She will do that within an hour of real time play. At the first level you only have to do one thing: fueling the RV.. but on higher levels there are more things needed. With each repair or preparation you need influence and materials. In all you will need 30 fuel, 30 materials and 10 medicine to prepare the RV on higher levels. Oh and some repairs require a lot of time and also some extra things that you are required to find.
The RV can only hold a small amount of survivors. In total eight, but there are two catches:. One of them is that you have to take Lilya along(and Lily is not a playable character). And when you take the full compliment of seven survivors along , one of them will get lost on the higher levels( this is changed now: on higher levels it seems the max characters you can recruit is six but you do not lose one anymore.). Who gets lost seems to be a bit random although my experience is that it is often one last one’s you assign to go with the RV. And the one you play will not be killed.
A word of advise. When you find the RV you do not need to get out of your car to have it added to your home site. Just driving along it is good enough. It is even advisable not to get out of a car as the RV seems to be a spawning point for zombies. Also be aware that when you are on a quest and you find the RV during this quest, it will not be added to the home site! And also, when you have a companion with you it will leave as if you accepted a quest.
3 Home, sweet home site.
When you start on a new map, except for the first, you will be out in the open. So you have to find a home site sooner or later. Although there are seven home sites in the game, the choice is actually limited. The three biggest one’s(Fairgrounds, Trucking Warehouse and McReady) you can not get as you lack the materials and people to choose them. McReady Farm can only be picked from the start at the first levels, but once you start to loose a survivor you will not have enough people to claim it. The two smallest are not really an option as they are too vulnerable. Unless of course you like that sort of thing. It comes down to either hold out in the open till you have enough people (McReady only needs one more survivor to the basic seven) or to either occupy Savini or Kirkman. I prefer Savini as it is located in the town Marshall, where most supplies can be found, is protected from the rear and one side and comes with a watch tower. Also it requires only a few outposts to make it safe.
4 Use your outposts!
Outpost have a lot of useful functions. It creates a zone where no zombies will spawn, it will destroy a horde of zombies, it gives you access to your home site inventory and it generates materials for it. If you occupy one of the bigger home sites, you usually can have one or two spare outposts that you can move around when you explore further out, thus having a place where to stock up, fall back to, or put items you found.
5 Neighbors are your friends.
In Breakdown neighbors are even more important. They are a source for new survivors, quests, a way to get rid of excess items and create a kind of safe zone. Especially handy will be their use to get rid of items that you can not or do not want to store in your own supply locker. In addition sometimes they even sell things you might have a shortage of, like bullets.
6 That vexing supply locker.
You will soon start to notice something annoying about your supply locker: it is limited in the amount of items it can contain. Since the supply locker travels with you from level to level. -that is from map to new map-, with it’s content intact, you will run into this problem again and again because you need to create influence by finding new items and storing them in the supply locker. This is where you neighbors come in. Their supply lockers are a way to get rid of excess items. However these supply lockers are limited as well so eventually they will be full too.
Now all of this would not be such a problem if the game did not automatically add items to your locker every once in a while. So even if you take out the cheap or worthless items out of your supply locker, the game will generate new items, some of which are cheap and worthless items. The only way is by taking them out and replacing with more expensive items..
On top of this the game will also top off certain items contained in your supply locker. Bullets, for instance, will be topped off at sixty. The same goes for snacks. It seems the game limits snacks to six. So stocking up on bullets and such is only possible for a short while otherwise you have to remove any excess and store it in the inventories of your survivors.
7 Take care of your cars.
Unless you like to leg it through fields full of zombies you probably value your car simply because you move around a lot faster. Cars are vitally important and you will find less and less of them at higher levels. Since cars are also spread out over the map, retrieving the few ones that are on the map can be a tedious and dangerous task. But you have to. This means that you might consider building a workshop(at least a basic one) or moving to the trucking warehouse, which is has a full fledged workshop built-in.
Most cars are located in and around Marshall and I found that Marshall always seems to have at least one car. I also found that when you do not have enough cars near your home site then the game sometimes gives you cars at your home site. How this exactly works is not known to me as it has only happened a few times. 14-01. When you move your home site the game will move the cars sometimes. I have moved my home site only twice during the games and in both cases the cars were moved the next day as well. Hence you do not need to get the cars you leave behind. However I think only the cars that are actually in the parking spots are moved. In addition the spawning of cars when you have none seems to spawn random new cars.. At first I thought it would a selection from the cars you drove past of occupied, but recently I tested this and non of the cars I actually drove past or sat into were moved. So they game seems to spawn new cars and not take the cars that are already in the game.
Big cars, like the modern pickup, are handy for using a cross country shortcut between Marshall and Spencer’s Mill. This saves you a lot of driving over the road. This shortcut begins at the Tartan Mart that is located on the south-east side along the road leading to Marshall(see picture below).
Gradually, when you go through the levels and discover it is getting harder and harder and resources decline, you start to appreciate the little things that did not really matter in the basic game. Here are a few.
Gas-tanks are everywhere and they come in handy when a shed or another building is inhabited by a group of zombies. The blast kills everything except for the tougher freaks(Big Un and Feral) outright.. even through a wall. Watch out with cars though… they get destroyed too. The blast might attract nearby zombies, but not as much as firing a gun or an artillery barrage. Funny detail..they reappear when you move away.
A nice weapon to have is a grenade launcher. They come in two versions: the one shot grenade launcher and six shot one. They both fire the same grenade. The great advantage of the grenade launcher is that you can actually fire a grenade inside a building. This makes them very handy for cleaning out infestations. Grenade launchers are rare finds. However the most likely place to find the six shot version is at the military camp in front of the fair grounds. 14-01: There are three stashes, one in the back near the fairgrounds and two near the entrance that is across the road where the crashed helicopter is.
Of course the weapon of choice is the petrol bomb or Molotov cocktail. In state of decay there are a lot of them around and they are very effective too. You can wipe out a horde of zombies with one. Not only are there many to be found(some house have wine cabinets, that provide up to nine molotov cocktails) but also the game will generate them for you. 14-01: When you explore you will find fuel. Breaking down fuel will turn them into three of four Molotov cocktails.
9 Guns guns guns.
You will find a lot of handguns like revolvers and pistols in the game. Equipped with a silencer most hand-guns are decent weapons. It is wise to equip you adventurers with different caliber guns so you will not run out of bullets because as said above: the game tops of the bullets at 60. Revolvers and shotguns are weapons that can not be silenced and as a consequence they will attract zombies when fired. The exception seems to be the .22 caliber. which seems to attract less attention. .22 caliber gun are not very effective. I seldom use guns on ‘normal’ zombies but reserve them for the screamers and bloaters, but considering that the game tops off your bullets you might use up bullets if you have too much.
To find the better types of guns or even military grade guns see the maps below.
10 Hand to hand.. choose your skills wisely.
Most of the time you will fight the zombies with hand-weapons. During their use you will gain experience and once you gain a certain level you can choose a skill to enhance combat or be stealthy. Most of these skills do not seem to do too much, but my preference is to use bladed weapons and pick the skill that cuts of the legs of a zombie at random. The other option: decapitation offers up speed for a certain kill.. however in the higher levels you the delay usually results in a zombie grabbing you. If possible pick survivors with the power house skill as it increases their critical hits.
11 (Hey wait.. that is not ten?) Flow of the game.
Perhaps a final tip is to pay attention to the flow of the game. The game has moments that there are many zombies and hordes spawning and moments that there are non around. Here are some observations: – At night there are more zombies around than during the day. – Around dusk, dawn and noon it seems there are far less zombies. – Zombies have a tendency to spawn after you have arrived at a certain place. Sometimes there is a delay in the spawning that you can use to quickly enter a place.. grab stuff and run before the game starts to spawn too much zombies. However this can also work to your disadvantage: sometimes a place seems to contain only a few zombies.. but a few minutes later more will spawn…a lot more.. An example of place where this is likely to happen is the Grange. – When you are required to go to a place and it is crawling with freaks you can force the game to remove them by driving around a bit. When you are far enough away the game will remove spawns. However there will be new spawns.. so it might not solve your issue.
12 (Hey?) Quests and other assignments
Whenever you built a facility or repair a part of the RV there is a chance you have to find something to finish the job. Lily will tell you where to look on the map. I found that you are likely to find these items at any place you search. However it looks like that the places Lily designates have a higher chance to give you the object. But diligent searching at other places have almost always resulted in finding these objects.
Another interesting thing I found is that when you are assigned to hunt a particular freak you are instructed to locate it at certain place. I found that finding and killing a freak of the kind you are assigned to hunt at other places sometimes is enough to resolve the quest. 14-01: This seems to be the case for bloaters and ferals. The armored zombie quest is usually for a swat zombie and that seems almost only to be spawned for the quest. I do not know for big uns as I try to avoid them.
Be aware that with the hunt quest your companions will leave the moment the quest is resolved. This might mean that they leave you to face any remaining zombies. Sometimes they will help you fight, but as often as not they leave you to face the music alone.
Now for some closing comments.
I like state of decay as it offers a combination of resource handling, character management, leveling and so on. The game does not compare to a big commercial game. This should also not be expected as the game is made with far less budget and market for about a third of what a main stream commercial game costs. All in all Undead Labs, the maker of the game did a decent job.
In the previous installment of a state of mind we ended we the guys we see above. We see them hunting down the zombies in the Night of the Living Dead. So how about the government? What are they doing?
Of course anyone who tells a story of a nation like the United State being overrun by undead has to somehow explain how these undead can gain the upper-hand in face of the violence that the United States can bring to bear. Even considering that a substantial part of the men and women of the armed forces and law enforcement agencies are turned into undead themselves.
But an explanation is actually seldom given simply because when one starts to explain, one has then to fight fire with fire, because once one starts to reason one will find that most of what is happening in zombie tales is quite unreasonable. The best solution to this problem is thus to say nothing about it at all and merely mention that the government was unable to deal with the crisis.
And thus one gets pictures like these:
Basically the governments sucks. If they do not cause the disaster, their might is usually ineffective against it and often more directed against the rest of the population and survivors in particular. Cops seem to be a bit in between, but regardless of their attitude, they are simply ineffective as a force. Instead they become often survivors, if they do not turn into zombies. This climate, this state of mind pervades almost all movies, books and games. It even contaminates political thinking. But if you think companies are any better….
Zombie stories have been crawling out of the woodwork with impunity this last decade or so(yeah, I know cheap line). The appearance of the Walking Dead series shows that the zombie apocalypse has even intruded into the mainstream mindset. I do not know what makes zombies so popular nowadays and your guess is a good as mine, but perhaps it is all about the economy. It usually is..No doubt someone in the future will be far more able to define the reasons why.
There are many interesting sides to this type of end to civilization as we know it. When our neighbors turning into unreasonable flesh eating creatures we can simple shoot them down without any remorse. Shoot them down? My, we can bash their heads in, burn them at the stake, impale them and do anything else we can think of. Things that in any other context would pass as crimes against humanity, but then zombies are not humans.. well not any more. Which is great because you can do all kinds of things you always wanted to do to that pesky annoying neighbor: Homo homini lupus est.. But this post will be not about wolves.
Being undead means you are the great enemy. These stories allow us to clearly define who is the enemy and kill it with any means available. We do not have to feel remorse to kill something that is already dead and is hunting us and the job is a simple straight forward task. Kill, kill, kill. No more complex society.. just you, it and a weapon. Perhaps that is what we miss. And that is it for part one and in part two we will talk a bit more about the guys you see in the last picture in the next post about A state of mind..
“Why don’t we shave your head?” Kristl asked Henry while she made a shaving gesture with her hands.
“What?” Henry backed away from her.
“Bald man are hot these days!”
“You mean bald ugly men.” Henry gave Kristl a look of revulsion.
“At least he got to do the girl in the cave.” Kristl smiled.
“What has gotten into you! You on too much testosterone pills these days or what?”
“Just say it someplace else. Or inaudible.”
“Alright. Just you know.. I thought that you.., being a man.., would have liked to..”
“Do you think I stand a better chance when I am bald?”
“And surrounded by flesh eating zombies (are there any other kind?)”
“And in a cave.”
“Cause that is what got them all hot and bothered in the movie.”
“After you see all your fellow knights being shredded by zombies or turn into them and you end up with the only woman in the story your thoughts automatically turn to sex the moment you are alone with her in a cave. Just the right aphrodisiac: zombies and caves.”
“Enough! Let’s get discuss the other parts of the movie. Like the cinematography. Did you like the way they shot it and the color scheme?”
“I liked the landscapes. There were some pretty great sights, but they bled the colors from the scenes too much if you ask me. Grey can be strong mood making color. But all the time? I would have added some colors just for diversity. Like sometimes a colorful plant in a grey landscape can have a strong surreal effect.”
“Yeah.. I liked the sights too. Also I liked the companions of the main guy. like that axe wielding guy. He looks interesting. And the introductory part of the movie is captivating. What would you call it? An animation?” Henry said.
“It was more like stills, but that part made it interesting for me to.”
“You know what is odd.. I didn’t know it was about zombies. It had this moment of insight when I read the title: knight of the dead. I thought. ‘of the dead’, that is the way those zombie movies are called.”
“I had not thought of it either. I thought it was more about plague victims being scary. Like the first girl they meet. She is a plague victim, I thought, and they had to put her down because she went crazy because of the illness.”
“In hindsight. Would you have watched it if you had known?” Henry asked Kristl.
“I am not sure. There are too many zombie movies around. They get a bit lame. And a zombie movie set in the middle ages with knights could provide a new angle if properly handled, but to be honest, there is not much of anything special in this movie and as a zombie flick it lacks the horror and tension to keep it interesting. It is more like a group of knight wander aimlessly through a grey landscape for no apparent reason and get assaulted by very slow moving zombies and some guys that have a pick on them.” Kristl said.
“Which brings us to the story and those other people chasing the knights. I really had no idea what it was about or why they chased those knights. In fact, I got the feeling they did not even know themselves.”
“What I found strange is that they kept on fighting each other after they were fully aware that they were being chased and surrounded by zombies. I do not know about you, but I would rather work together to get out than fight you.” Henry said.
“It is a bit of a missed opportunity perhaps? They could have put together a group of unlikely people who have to get together to get out alive. Then the tension in the group between the people could be a factor. ”
“Yeah.. but nothing of that.”
“So, to wrap things up, what did we like about it?” Henry asked.
“I would say the landscapes and imagery. And some of the fighters looked cool. Even some of the fights were ok.”
“And the bald guy had a nice smile.” Kristl admitted.
“Oh. having cave feelings?”
“You mean, smiling in a cave?”
“Uhuh.” Henry nodded his head, “Sounds like the title of song.”
“Maybe one day..”
“When surrounded by zombies… then… who knows.. I can force myself to smile.” Kristl smiled.
And Henry smiled to.
Pictures taken from the movie in their original color scheme.
“You might say bigger, but can we say better? What do you think?” Henry turned to Kristl.
Kristl was hanging slack jawed in the corner of the couch. She was wearing grungy jeans, tank top, sleeveless jacket everything in dark grey, black and white colors. Her Jacket was adorned with button pins of music bands from the eighties:The Cure , Violent Femmes, New wave, London Calling,Beastie Boys. He felt awkward because under the angle she was lying he noticed the shape of a breast. .
“Hey, wake up!” He shook Kristl’s arm.
“Resident Evil. Apocalypse? You know the movie we have been watching?”
“Oh yes”, Kristl veered up, “I bet a lot of people will make funny jokes with that.. Like Apocalypse for the senses. Or Apocalypse for the brain.”
“So you didn’t like it?”
“It tries very hard to be unliked. As much as it tries to be liked.”
“I thought the more bangs and babes worked well. That female cop was a cool and hot chick. Also I liked the supporting cast more. That soldier Carlos with his russian sidekick. They seemed to have a little bit more personality. Albeit that black american was too much cast as the comic relief. ”
“But the whole movie is ramshackle in it’s consistency. The plot is a major problem. They know about the t-virus, but they open the hive with a few armed guards. The SUV gets hit by a truck without any explanation, so the kid is stuck in the city. It was just a weird accident. The dead in the graveyard animate. How? And why exactly at that moment they are there? The whole church scene. The zombie dogs in the school. The wall around the city.
The worst is the epilogue. Umbrella detonates a nuclear missile above the city and passes that off as a nuclear meltdown. You can’t pass one off for the other because the explosion pattern is completely different. And if they want people to believe it was a nuclear meltdown of a power plant, there had to be one there, so why did they not blow that one up?”
“Basically. the movie is sequence of action scenes. Personally I liked those and that is why people should watch them,but it simply lacks everything that makes the matrix good: a well developed plot and characters you care about. Even underworld has more likeable characters and a better plot.”
“Yeah, the plot and the acting was just put in as an afterthought. A shame really as the games actually seemed to have much more consistency. At least from what I read.” Kristl said, “Maybe they should just stick to those plot lines instead of making their own.”
“You know. That Jill Valentine. I liked her better than Alice. Not because she is prettier but because she is a human that can be hurt unlike Alice. The thing is I liked everyone more: Carlos L. J. the news person. They are all humans and all lose people and all can be hurt. Unlike Alice.”
“Personally I have had it with all the cool chicks that have hardly any personality. This includes Jill Valentine. What person walks into a police station and starts blowing away people like that.. People might have thought that was cool. I thought it was cringeworthy.
And I am tired of the same old tricks: like whenever someone approaches a person from behind that person is ALWAYS a monster that turns around suddenly and lunges at you. And always when they kill one monster after a desperate struggle and you think it is over, the next one or two appear.” Kristl said.
“So you didn’t like Alice?”
“Nope. I didn’t care for her one bit and I was baffled those people, Carlos, Jill and L. J. came to save her. I could not believe why they would do so. And even more: how come that umbrella organisation that is so highly effective in covering up the zombie outbreak, is unable to stop three people that are wanted from taking Alice away. And don’t say Umbrella wanted that, because this is only shown when they leave. And why? No explanation given.”
“Curiously. I somehow feel you are right. If she had a little bit more personality and was less the super being that is cool. Then maybe, yeah.“
“That is probably the best way to describe the movie.”