Tag Archives: zombie

You Should Be Playing The Walking Dead

Spectacular cell-shaded scenery, when you’re not being mobbed by the undead.

Look, I’m not kidding around here. If you’re at all serious about games, or watch and enjoy the TV series by the same name, you should play The Walking Dead on whatever platform you feel most comfortable with.

The Walking Dead isn’t my first interactive adventure from Telltale Games. That honour has been bestowed to a smaller game called Puzzle Agent, which is kinda similar in a lot of ways — there isn’t such a focus on puzzle mechanics like there is in Puzzle Agent, but you do get the same explorative, story-driven gameplay, accompanied by a healthy dose of dialog trees.

Telltale Games are quickly becoming the masters of the interactive adventure genre on multiple platforms, and for good reason: most of the story-based games they make are of a very high standard.

For those that aren’t in the loop about The Walking Dead the game, but are a little familiar with the TV series (and possibly even the comic), you’ll be pleased to know The Walking Dead follows the same storyline as the TV series.

The Walking Dead‘s lead character is Lee Everett, a guy who’s on his way to prison when the cop car that’s he’s getting a ride in hits a zombie, and from there, all hell breaks loose. At first he’s confused about what just happened, and why he’s just had to shoot the cop that was taking a ride with, and then he starts to understand that there’s something very, very wrong about the world he’s woken up in.

Which is actually one of the best things about The Walking Dead; there’s real, believable characters. Just like the TV series, you soon meet up with a group of fellow survivors who seem alright, and you quickly form relationships with them. There’s hard-ass Kenny who’s just looking out for his son and wife, there’s can’t-work-out-batteries Carley, the reporter who’s actually a dead-eye with a pistol, and there’s even a few military types who take charge of the group and make the decisions (but ultimately, you make the call).

But the game wouldn’t be complete without some kind of purpose outside of simply surviving the zombie apocalypse, and in The Walking Dead, your purpose is Clementine. She’s one of the first characters you meet in the series, and by that time, she’s already been surviving on her own for a few days. You decide to take her under your wing, and that’s that: the status of her parents is a little murky, and essentially, she’s the little impressionable girl that looks up to you — even though you’re not her real dad, you’re just a guy/some neighbour/silence.

That’s pretty much how the first episode starts. The Walking Dead is released as episodic content: as of writing, three out of five planned episodes are currently out on PC and Mac. They’re released about a month apart, and each episode is around two to three hours long.

Clementine is all you have.

Which brings me to another thing that’s great about The Walking Dead: whilst it’s a game that’s meant to played episode by episode (sometimes, as in the case of episode one and two, with months and months of in-game time in-between), it’s s tailored experience all the way. Make no mistake: the decisions you make in The Walking Dead could have implications two seconds later, thirty seconds later, a few minutes later, even an hour later, and in some cases, even a few episodes later. In The Walking Dead, the choices you make count for something, even if it’s not immediately clear what that something may be. Perhaps that lie you’re about to tell will destroy an already-fragile relationship with another character, perhaps it won’t. The fact is, you won’t know until you make that call.

And boy, do you call all the difficult shots. One of the best reasons you should be playing The Walking Dead is because of the decisions you’ll make along the way; The Walking Dead is all about morals and tough choices, with a little accountability and perhaps even regret thrown in on the side. One of the best things about Telltale’s interpretation of the story genre is the little details, such as when you’ve been particularly hard on a fellow survivor, and it says something like “Kenny won’t forget your words”. It’s a unnerving feeling to know everything you say and do is being judged by other characters. Maybe you choose to tell the others what you were doing when the world ended, or maybe you make something up. Either way, whatever you say will have a profound impact on how the characters see you. Again — maybe that will matter down the track, maybe it won’t.

One thing I love about the dialog in The Walking Dead is how silence is also a valid response. If someone asks you a question you don’t like, or can’t choose from the various options in time, then you simply stay silent. If it’s a particularly polarising decision, silence then represents the fence-sitting option; other times, another character might be asking you about your past: if you say nothing, then that might be seen as guilt or something else. It’s a great game mechanic that works really, really well.

Let’s get one thing straight, though: The Walking Dead isn’t a twitchy first-person shooter like seemingly every other zombie apocalypse game out there. No, it’s a point-and-click, interactive adventure game, and that means you’ll be doing a little puzzle-solving here and there, (how to distract those zombies whilst I run over here and grab these keys?), interacting and exploring your current environment, and talking to other characters via dialog trees. About as twitchy as it gets is the quick time events (of which there are a few, but they’re do what they’re designed to do, i.e. get you through a panicky moment without some uber-complex keystrokes), which don’t really count. There’s one scene where you’re shooting zombies with a rifle, and it’s laughably easy to get kills: you pretty much just point the rifle in the direction of the zombie (you have a scope to make this easier, for some reason), and you click the mouse, and boom, headshot.

Lee Everett — Tough Decisions

I’ve been putting a few hours into DayZ recently, and it’s interesting drawing parallels between that game and The Walking Dead. They’re both about zombie apocalypses, and as much as they’re both totally different games in some respects, it’s strange how some things are similar. In one episode a fellow survivor is about to shoot a bird, but you tell him not to because the noise will draw the walkers — things like “noise attracts zombies”, things like that that you learn in DayZ, and can now be applied to The Walking Dead. In some ways, playing DayZ prepares you for a lot of what was going to happen in The Walking Dead: you’ve been there, done that, so some things are easier. But then some things, like making those black-and-white decisions you have to, just aren’t easier no matter which games you’ve played before this.

Spec Ops: The Line is another recent game that I enjoyed quite a bit, and in many respects, it’s actually more similar to The Walking Dead than DayZ. But where Spec Ops has an entire game which meanders through various twists and turns leading up to one of the best finales of any game I’ve played,  and where Spec Ops builds up the entire game to finish in a spectacular fashion, The Walking Dead is a lot more episodic. You take things as they come, knowing that things might change for the better (or for the worse) in later episodes. The episodic delivery suits it well, I think.

As much as I enjoy pretty much every gameplay and story aspect of The Walking Dead, there are a few things that mar an otherwise brilliant experience.

Let’s start with the black and white decisions you’re forced into. At certain stages, you’re forced to make a critical decision between two absolutes. That whole “infinite shades of grey” thing you hear about? There is a little of that in a few of the longer-term dialog options you get presented with, but the critical events, those are entirely black and white. I don’t want to spoil things too much, but you’ll be choosing the lesser of two evils a little more frequently that I’m comfortable with. I don’t really have a problem with that, but the fact that you’re forced into them is somewhat harsh.

And while we’re on the topic, for a game that’s all about the freedom of choice, sometimes, you don’t get any. That is, you can make decisions along the way, but being a game that has finite possibilities and doesn’t account for every possible outcome from the hundreds of dialog options and choices you can make, there’s only so many possibilities that can actually happen. Maybe you want to run off with a mildly attractive, slightly-insane, military woman, but that’s not how it’s meant to play out. It’s the illusion of choice, and once you realise it’s very real, it kind-of spoils the game. A little.

Lee: “It’s over!” Well, for whoever he’s talking to, it is.

But those are just two tiny flaws on the face of what is, let’s face it, one of the best games of this year. In the grand scheme of things, The Walking Dead isn’t just any point-and-click interactive adventure story, it’s the point-and-click adventure game of the year. Games such as DayZ and the recently-released Guild Wars 2 require you to pour a significant number of hours into the game before you start getting anywhere, whereas The Walking Dead is eminently casual. There’s arguably as many cut-scenes as there is actual gameplay, so if you’re not into the whole story aspect, then this might not be a great fit.

At the end of the day, there is no higher recommendation I can make for you to play The Walking Dead by Telltale Games. It features compelling gameplay with real, believable characters and some of the worst decisions you’ll ever have to make in a video game, but it’s also one of the best zombie apocalypse experiences you’ll ever have (as far as “good” zombie apocalypses go, but you know what I mean). It’s available on pretty much every major gaming platform, and you would be doing yourself a disservice by not playing it. Telltale Games have released one of their best titles yet, and with only three of five episodes released thus far, there’s still plenty of the game left to come.

I can’t wait.

DayZ: Emergent Gameplay, The Catharsis of Death, and Just Plain Fun

Emergent gameplay

There’s a lot being said on the internet about the so-called “emergent gameplay” being offered by what seems like one of the most popular zombie apocalypse mods since zombie apocalypse games were even a thing. What everyone is saying is that DayZ provides a gameplay experience like no other; because there are no clear goals per se, it’s up to players to figure out what to do with their time in Chernarus.

Players start on what has been affectionately named “the bean coast” (however inaccurate that name might be, seeing as the current version of DayZ sees you spawning with nothing but a bandage, a flashlight, and a box of painkillers to your name) by more experienced players, and from there, it’s totally up to the player as to what they do. Do players try and seek their survival in one of the larger coastal towns, fully aware that other players will also be lurking there? Or do more experienced players head north from the moment they spawn, knowing full well that their chances of survival are much greater when every other player isn’t about to kill them for the next meal its this sort of survivalism that means what players do in DayZ isn’t necessairily goverened by any laws.

It’s this emergent gameplay that means you can lone wolf your entire survival experience by living the lonely life in the wilderness. You’ll stop only to collect fresh water from a dam, or to kill and gut wild animals for food. The lonely life is exactly that: your survival is pretty much guaranteed if you stay away from towns (at least once you have all the gear you need), or unless you do something stupid like fall out of a deer stand, break your legs, and bleed out. That would be terribly unfortunate, but one of the harsh realities of living away from readily available hospitals and their much-valued medical supplies.

If you prefer to play with friends, then that’s another experience entirely: because there’s more of you, it doesn’t really matter if you come across a few zombies here and there, because chances are, you’ll shoot all the zombies in a town before anyone can even stop to reload. Playing with friends means you’re not totally dependant on yourself for survival — if you get hurt, there’s usually someone close by to patch you up before you bleed out and die.

I remember this one time where I was driving along by myself in an off-road ute, following the lead car along a dirt road. The lead car cuts the corner of a bend up ahead, and I attempt to do the same. There’s a momentary second of lag, which I mistake for desync (packet loss), but the next thing I know, I’m out of the car and on the ground, bleeding out. I shout into comms that something bad has happened, and the lead car turns around, everyone jumps out, and tries to find me — made much easier by the billowing cloud of smoke rising into the air, originating from where the off-road was. As it turns out, I had hit a small bush or some other immovable object, been thrown out of the car, and was unconscious and quickly bleeding out. Luckily the rest of the group was nearby, otherwise I would have died there and then.

Whether you’re playing with friends or doing it lone wolf, there’s a lot to do in DayZ, even without any clear goals other than your continued survival. Perhaps it’s because there are no clear goals that means players have to make their own fun, and in that way, DayZ approaches the sandbox simulator we’ve always wanted.

The catharsis of death in DayZ

There’s one aspect of DayZ that makes it such a compelling game to play, and it’s the fact that no matter what you do, you will die. Perhaps not all that strange when you think that DayZ is all about survival, but the fact is, you will die. Many, many times, and often through no fault of your own; you might step into the flight path of a stray bullet, for example, killing you in one shot (been there, done that), or you might come across hostile players who shoot first, and ask questions later. The fact is, you will die, and you will die a lot.

But that’s just the thing: death is perhaps one of the best aspects of DayZ. More accurately, death is simultaneously the best and worst thing that can happen to you as a player.

Worst because it means you’ll lose all your hard-earned gear, your zombie kill stats, your backpack, all of it. All that time you spent scavaging for the essentials to survive in the wilderness — hatchet, matches, map, compass, watch, and so on — all gone. You’re instantly back to square one, and you’ve lost all your gear in the process. If you’re the type of person who gets attached to their gear — don’t, because in DayZ, that only leads to tears.

At the same time, death is perhaps the best thing that can happen to you as a player in DayZ. It means you’ll lose all your gear, but unless you had really rare stuff, most of what you had is replaceable. You’ll always find another set of camo clothing, or that shiny new sniper rifle you liked. And we haven’t even gotten to the bset part: with your new character, there’s untold possibilities about what you could do. Think about it: the chance to show that headshot statistic who’s boss. With a new character, you’ve got nothing to lose, so you’ll take more risks in order for a bigger payoff: you’ll get the chance to explore a city you might never have done so when you were all geared up, and you might even run around like some kind of axe murderer, freaking people out over direct chat.

I remember this one time when I died, and I was relatively upset that I started back at the bean coast without any gear. I began to make my way back up north to where my body was, and on the way, I managed to find a crashed heli (think randomly-placed ultra-rare gear spawn) and a fully functioning ATV with gear inside. I never would have found those items had I not died minutes ago, so in that case, death was one of the best things that could have possibly happened.

Death is almost refreshing, in a way. As your character survives for more and more days, you either begin to take less risks, or don’t play at all. But when you die, you’re free from the burden of surviving, and don’t have anything to worry about. Death frees you from all the pressure of survival, and means you can run like a lunatic in Cherno or Elektro. You’ve got nothing to lose, so why not just run around naked for a little while? There’s always time to play seriously later on.

Just plain fun

Taking all the above into account, there’s one thing which makes DayZ just so much fun to play. You’ll treat it seriously when you’re surviving by yourself, you’ll have a bit of fun just after you’ve died, and you’ll treat gear as if your life depended on it.

You’ll freak out when someone is around you shouting strange things into direct voice chat.

You might even descend to the point where you’ll shoot someone else just for their backpack.

But one things’s for sure: you’ll have a hell of a lot of fun playing it.

DayZ Review (feat. Diablo III)

The quintessential DayZ experience: three guys in a field, about to loot through a town, with a single zombie in between them and beans.

Another exam period finished, another game thoroughly played.

For a long time, I’ve always wanted a realistic zombie apocalypse game that was more military simulation than arcade first-person shooter, and in terms of realism, DayZ — the mod for ARMA 2: Combined Operations that’s perhaps the most realistic zombie apocalypse game I’ve ever seen — delivers in spades.

It would be unfair to describe Arma 2 as anything other than a military simulation, as there’s so many aspects to the game itself — radios, ranging, realistic bullet physics, real weather, and so on. DayZ builds upon that, with a few custom weapons and, of course, zombies.

The way it begins is this: you’re dropped into a post-apocalyptic world, filled with zombies. You spawn on the beach, and what you do from that point on is entirely up to you, with the overall goal being to survive as long as you possibly can. Everything is out to get you (zombies, the environment, other players), and you start with basically nothing; I remember the days when you spawned with basic gear — a small pistol, a few bandages, ammo, and enough food and water to get you started. But a few weeks ago, the developer (Rocket) changed the spawning gear to be just a flashlight, a single bandage, and painkillers. Lest you starve or die of dehydration, your first task as a new Survivor  should be to find a few rations — perhaps a water bottle that can be refilled from fresh water sources, or a can of lovely mountain dew.

What you do from that point on is up to you.

Do you lone-wolf it and try and find some kind of weapon to defend yourself from the zombies? Do you continually roam around the cities in your never-ending search for supplies? Or do you gear up and see what the wide open world of Chernarus has to offer?

It’s this combination of military simulation, zombie apocalypse, and open sandbox that means DayZ is so compelling to play. There’s so many things to do — if you’re geared up well enough, do you start setting up camp (provided you can find a tent)? Or do you start looking for a better mode of transportation? And if you run into another player, what then? Shoot on sight, or let them live? There’s so many questions that are asked of you during your time playing DayZ, and you’ll have to make all the choices. Will you explore the big bad world beyond the two or three main coastal towns?

Some choices are easier to answer than others: if you’re temperature falls below a certain amount, you better find yourself a heatpack, or stay indoors until you warm up. If you catch a cold, you better hope you can find antibiotics in a hospital, lest you attract zombies with your coughing and spluttering, along with the gradual decrease in your blood level to half what it normally is. If you’re thirsty, you should drink, and so on, and so forth.

Some of your actions even have consequences: if you’re hungry, you should eat. Consuming an easily-found can of beans only replinishes around 200 blood, but if you happen to come across an animal that can be killed, gutted, and the raw meat cooked, you’ll find that replenishes much more blood (800), but requires many more tools. You’ll need to find an animal, for one, then you’ll need a hunting knife to gut it, a hatchet to cut wood for the fire you need to cook the raw meat, matches to make a fireplace, at which point you can finally cook the meat you found on the cow’s dead body. Enjoying your steak raw, sadly, is not an option when you need the blood.

There’s so many ways to accomplish the same thing in DayZ. You can, for example, light a fire to warm up, instead of going indoors or finding a heatpack. There are many ways to replenish your blood, too: you can eat (beans or cooked meat), or you can get a blood transfusion, with the latter option requiring another player and a blood pack — an item only found in one of the four hospitals in Chernarus.

You'll do a bit of running in DayZ. Did I say a bit? I meant a lot.

It wouldn’t be a military sim without weapons, and DayZ is the perfect blend, weapons-wise, between realistic and military. Common weapons you can find include crossbows, double-barrelled shotguns, winchesters, Lee Enfield rifles, and a whole assortment of sidearms, from the humble Makarov (the previous starting sidearm), to the trusty M1911, revolver, M9, and many more. It isn’t until you start looking for higher-tier weapons that the real fun begins: you can find scoped hunting rifles like the CZ500, and then you get into the true military weapons: M16 and M4 variants, AK and variants, light machine guns like the M249, silenced sub-machine guns, and even massively overpowered sniper rifles like the M24, DMR, and 50-cal M107. All guns make a distinctive sound when fired, so you can tell whether a player is firing an M1911, or whether you should be running for your life any second now because he’s got the gun with the biggest range in the game.

In true DayZ fashion, the zombies are affected by pretty much everything. If you run, you’ll attract zombies. If you crouch-run, you’ll attract zombies. If you crawl, you might attract zombies. If you fire a gun that makes a sound, you can expect all the zombies within a 50-meter radius to hear it, and if you’re firing a weapon in town, you better hope that there aren’t any curious players who come to investigate. That’s kind of the beauty of DayZ: there’s always another way. If you want to kill a zombie that’s between you and an objective, you can — either use a silenced gun, or even melee using the hatchet or crowbar. Flares attract zombies. Smoke grenades attract zombies.

And the zombies in DayZ? The zombies in DayZ hurt. If you’ve got aggro, they come at you at a frantic pace, hurt when they hit you, and can cause you to start bleeding out, or even break your bones. Thankfully, you can outrun zombies if you’re standing up and running — you can lose the zombies if you break line-of-sight and they don’t see (or hear) you again, but you can usually expect your running to attract even more zombies, especially if you’re running through a town. The line-of-sight thing is pretty interesting, and makes zombies fairly easy to evade if you’re running through a town — harder to lose if you’re out in an open field, but still possible. The line-of-sight is an interesting game mechanic anyway, and means even that newer players have a chance to survive (or they’ll learn stealth, which will help them out in the long run).

Health in DayZ matters. You have a blood meter, and if you’ve been in battle and taken a hit, sometimes you’ll start shaking from the pain, making accurate gunfire impossible. Thankfully, you can take painkillers to numb the pain. If a zombie breaks your bones, or if someone opens a door on you and you break a bone (it’s still an alpha, remember), you can fix yourself up with morphine. If you start bleeding out, you can bandage yourself up.

Yes, there’s quite a lot to DayZ — and we haven’t even discussed looting, vehicles, other players, playing in a group, or even death. But the reason DayZ works so damned well — even in its current alpha state — is that it’s just fun to play.

Diablo III isn’t quite the opposite in that it’s still fun to play, but it’s just not as compelling when compared to DayZ or even its predecessor, Diablo II. Diablo II was much, much darker than its successor, and Diablo III just feels as though it’s been given an overhaul for the worse. I know they’re essentially the same game, but it doesn’t feel as foreboding. It tries to be, what with the grotesque models and overall evil themes, but it just falls short of the level set by Diablo 2, and I’m not entirely sure why.

Don’t get me wrong, for the most part the graphical upgrades are more than welcomed (gaming at 800×600 isn’t my idea of fun these days), but instead of using those fancy new animations and graphics to make a better, gritter game, all Blizzard have done is put a few new colours in here and there, made gameplay simpler along the way, instead of making it darker, like a true sequel to Diablo II should be. I enjoyed Diablo II because it was exactly the kind of game I wanted to play — a dark and gritty game, filled with unknown terrors and semi-RPG elements.

Now, Diablo III feels like it just doesn’t have that special spark, and all because they’ve added a few new colours into the palette. The core gameplay hasn’t been changed all that much — Diablo III is still a dungeon crawler at heart — but it has been made to seem more attractive to newer players. The typeface is different, more inviting, which contributes a lot to the overall look and feel of the game. It’s a beautiful game, but there’s no compelling reason to play it besides the continuation of the storyline, and I’m honestly not sure if I would have played it at all if I wasn’t such a huge fan of the second Diablo game. For those that actually want a “nicer” dungeon-crawling game with a more upbeat tempo, there’s always Torchlight. Diablo was supposed to be the go-to game for dark and gritty, and the third one in the series just doesn’t deliver.

Which is a real shame.

DayZ is different in every way. Because it’s based on a military sim, it’s so much more different than your typical zombie apocalypse shooter. There’s not much actual gameplay, to be sure, but that’s half the fun: when you’re given no strict instructions and no real goal apart from just survival, you make do with what you have. At first, you’ll loot cities for all the beans you can get your hands on. You find a weapon to defend youself with. You kill any zombies that cross your path.  You make your own decisions when it comes to killing other players, or letting them live. You team up with other players with the goal of survival, and maybe you’ll abandon them to save yourself from the horde of zombies, maybe you won’t.

But that’s just where the fun begins.

Sometimes you're killing zombies, or repairing cars — other times, you're attaching scrap metal to houses.

Left 4 Dead 2? There goes productivity.

THIS. IS. AWESOME.

This same gore is achievable with all the weapons, with new ragdoll deaths for the throngs, to make their entrail-spilling, armpit-dribbling, face-exploding ways all the more entertaining. There were many gasps and cries of “OH GOOD GRIEF!” as we played, the strings of guts slopping wildly into the air, or as mentioned above, the faceless leaking mess suddenly bursting like a blood-filled balloon as the Infected fell to the floor. It’s awesome.

[…]

Another very smart change is to prevent sneaky players from trying to sit out the triggered events. In those moments in L4D where you had to press a button that began a frantic attack until an elevator arrived, or a door opened, it seems too many were crouching in a corner together and waiting for it to all die down. L4D2 has plans to prevent such treachery. Now some of the events you start can only be stopped by reaching a further target. In an extremely tense sequence, we had to make our way through a labyrinth of alarmed cars to reach a distant point that would finally see the attack fade. Trying desperately to avoid hitting any of the cars, and thus making the situation far worse, while having to make constant forward progress, amped things up significantly.

via Left 4 Dead 2 – Exclusive RPS Preview | Rock, Paper, Shotgun.

Incendiary ammo, chainsaws, frying pans, new Infected, campaigns that happen in BROAD DAYLIGHT, fire-proof Infected in Hazmat suits, Wandering Witches, OH MY!

JIZZ IN MY PANTS.

Dammit, now I’ll REALLY have to buy a new computer. Or at least, and upgrade. =/

I can’t wait. For more info in the coming days, hit up the L4D blog.