As
“State of Decay” opens, friends Marcus and Ed return from a wilderness vacation
to discover that the world has changed drastically. After fending off attacks
from violent crazies, the two friends find a ranger station and discover that
the attacks were not an isolated incident – that a strange disease has turned
most of the population into mindless monsters that feed on human flesh. Not
knowing what else to do, Marcus and Ed quickly begin doing the only thing they
can do – survive.
“State
of Decay,” an Xbox 360 Arcade title and the first offering from Undead Labs, is
a relatively ambitious game. Where most zombie games treat the apocalypse as an
excuse for gun-blazing action, “SOD” treats the experience in a much more
realistic manner. Rather than making zombie slaying the main focus of the game,
“SOD” tasks players with growing your group of survivors and doing your best to
survive the end of the world. Don’t worry, zombie killing is a big part of
survival in Trumbull Valley.
There
isn’t much exposition in “SOD,” you’re given control of Marcus as soon as the
game opens and your time at the lake/ranger station area is a tutorial of sorts
where you learn the basics of surviving the zombie apocalypse. After talking
with a few survivors who have holed up in the ranger station, you’re tasked
with exploring the area for any supplies that might be of use. Medical supplies
are in short supply but anything from hand-held weapons to alarm clocks and
firecrackers have their uses in “SOD.”
While
out exploring, you’re introduced to the game’s control scheme and combat
system. The A button jumps, a B button press initiates a quick dodge move while
holding B engages your ability to sneak, while X handles melee attacks and Y
interacts with the environment and other survivors. Firearms can be used with
the triggers while items are utilized by selecting them with the D-Pad and used
with the Right Bumper.
Though
melee combat only has one dedicated button, there are a number of different
moves and actions that can be called upon while fending off zombies. The X
button will perform a simple attack with your current melee weapon but holding
the Left Bumper and hitting X will perform a powerful, overhead smash. The Y
button also has a few uses in combat. A single press of Y will perform a kick,
which has a chance of doubling a zombie over while holding LB and hitting Y
will perform a push to give your character space from encroaching zombies. And
since destroying a zombie’s brain is the only way to put one of the monsters
down for good, “SOD” lets you perform a few different execution moves. By
hitting LB and Y when a zombie is lying prone on the ground, or if it is
doubled over on its knees, you will perform a slick killing move. Zombies are
tougher than they look, so you’ll need to experiment with different
combinations of moves and types of weapons to find what works best.
|
Firing weapons in the open is a great way to attract a huge horde of zombies. |
However,
getting into a fight with every zombie in sight is never the best option. Often
there are many more zombies in the area than you will initially see and
engaging in brawls out in the open will often result in you being swarmed.
Often, sneaking is a much more sensible option than fighting. In “SOD,” you also
need to take into consideration how much noise you’re making. Zombies are mostly
attracted by noise and given that driving cars and busting through locked doors
with generate more noise than sneaking, it is up to you whether you’re
constantly fighting off hordes of zombies or slipping in and out of buildings silently.
Sneaking
is especially useful if you’re low on stamina. In “SOD,” stamina governs your
fighting abilities as well as your ability to sprint. Characters don’t have a
great deal of stamina which is why retreating and sneaking are often preferable
to fighting. Stamina limits also tie into another unique aspect of “SOD,” your
ability to utilize numerous, different playable characters. After using one
character for too long, they will become winded and their overall pool of
stamina will lower as well as making simple actions like fighting and sprinting
cost more stamina to perform.
Though
you start the game with Marcus and Ed, you eventually discover more survivors along
your journeys, some of whom can be added to your pool of playable characters. Each
character has certain stats like cardio and fighting but will also have a few
intangible traits. Marcus is a born leader and a natural athlete, meaning that
survivor morale will be higher when Marcus is at your home base and he also
levels up stats like fighting and cardio quicker. Ed, on the other hand, starts
with almost no useful stats, apart from “loving Idol” and having extensive
knowledge of “reality TV show trivia.” This info can be viewed, along recent
events and information about your group/home base, in your journal, accessed
through the D-Pad. Character stats level up with experience, though it’s done
internally – there are no skill points or trees to customize.
|
Zombies are tenacious in "State of Decay," even hanging onto fleeing vehicles. |
One
of the more interesting aspects of “SOD” is tied into the idea of long-term
survival in the zombie apocalypse. Though your group of survivors is small to
start, you’ll need a home base to operate out of, to store resources as well as
a place to eat and sleep. The first base is established for you – a church with
adequate walls for protection as well as some open area to expand your
facilities. New areas, like medical tents or workshops, can be constructed with
the proper materials, which can be obtained by scavenging your surrounding
areas. The Trumbull Valley isn’t a bustling metropolis but there are plenty of
inhabited areas to find useful materials. The itesm you find on the road can
either be used by a single player, and added to your backpack/inventory, or
they could be a stockpile of items that needs to be loaded into a rucksack and
returned to your home base. These items can be hauled by your current character
but you also have the option of radioing home for a scavenger to come out and
collect items that you can’t or don’t want to carry.
The
most interesting aspect of scavenging and surviving in “SOD” is that your
resources are not infinite. Yes, you can create gardens and medical bays in
your home base to offset some of your group’s needs, but much of your stock
will come from scavenging. Eventually, you will need to explore further and
further from your home base to find new resources and before long, you’re faced
with the decision of staying put or moving your group to a new home base
location.
What’s
great about “SOD” is that these types of game-changing decisions are completely
up to the player. Often you’re keyed into available missions, like rescuing
trapped group-mates or helping new survivors gather supplies, and occasionally
you’re given missions that are essentially story missions, though no mission is
ever given more credence than another and there isn’t much of a penalty for
missing out on missions, except for lower group morale and the occasional survivor
death. You’re never at a loss for missions to play in “SOD” but you’re given
plenty of leeway as to when to tackle them.
After
playing “SOD” enough, you’ll realize that this “never stop” attitude extends
from its mission structure to the mechanics of the game world itself. It seems,
in the interest of creating an immersive experience, the world continues to
turn in “SOD” even if you aren’t playing it. Survivors will make decision and
stockpiles will be adjusted accordingly on a daily basis – whether you’ve
played or not. Sometimes, survivors who go out on their own will need rescuing
and if you don’t respond quickly enough, they can die. It encourages you to
keep playing, or to at least keep tabs on your group, though some might find it
a bit annoying that decisions will be made without their input.
“SOD”
plays a bit slower than an action-adventure game or other open-world, sandbox
games but there is a reason for this. “SOD” is meant to be played at a more
deliberate pace, allowing you to be methodical about your survival. The
relatively quiet atmosphere of the game draws you in and lulls you, making the
frequent, sudden zombie attacks even more startling.
|
Home bases can be outfitted with gardens and other facilities to prolong your group's survival. |
Though
the graphics are fairly sharp for an Arcade title, they look a bit dated, but
this can be attributed to the sheer size of the map and the amount of option
afforded to players. Often times, especially in the early moments of your
current play session, the frame rate can drop and the action can get a little
choppy. This is also apparent during times with many characters on screen. “SOD”
also suffers from occasional graphical pop-ups. Mostly noticeable when driving
quickly down a road, signs, cars and even zombies will sometimes just appear in
front of you. These technical hiccups are a little too frequent but never go beyond
an annoyance, as the overall mood and spirit of “SOD” will draw you in so
deeply, you’ll rarely notice these glitches.
But
the most amazing part of “SOD?” It’s only $20. Undead Labs could have easily
charged more than that – even put it out at full, retail price – and they
would’ve still sold a healthy number of games. But considering the positive
reviews, strong word of mouth on the game and its overall high level of
quality, it’s no surprise that as of June 9, just a few days after its release,
“SOD” had already sold well over a quarter of a millions copies. The only game
to sell that well at its release was Minecraft which could be attributed to its
popularity as a PC title before its Xbox 360 Arcade release. “SOD” is the first
game from Undead Labs, meaning that positive reviews but, more likely, word of
mouth helped put “SOD” into the upper echelon of Arcade titles.
Undead
Labs teased a possible sequel to “SOD,” if it sold well enough. A sequel that
could possibly be not just an open-world, open-ended zombie survival game, but
one that also features elements of cooperative play as well as being set in a
massively multiplayer, persistent online world. And considering how well “SOD”
is selling and the strength of its reviews from professionals as well as the
average gamer, a sequel seems like a no-brainer. Was that a zombie pun?
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