A difficulty tier system allows for a raid-like progression, where players gear up at lower tier Liberations before facing the end game ones. Loot tables within these zones are also boosted, making them compelling objectives. Once cleared out, airdrops will begin delivering high quality loot. Pictured Here: stuff being made into stuffĪfter getting through the basics, Adam tossed me some guns and warped me to one of the PVE “Liberations.” A zone filled with an exceptional amount of zombies, players can clear it out after activating a generator with a filled gas can. So you don’t have to worry about finding duct tape, a pair of scissors, a cloth, and some string to make a scissor shank, and are free to break everything down when you find it and not clutter up your limited inventory with hoards of vaguely useful stuff. Every item breaks down into one of 10 crafting components, and every craftable item is made up of those components. Fires can be used to heal and cook food, bottles store water, etc., and it all boils down to a very simple resource system. It doesn’t seem a compliment these days to call a crafting system rudimentary, but the hundred selection deep menus of many crafting survival games have put me in the mood for something a bit more manageable. Walking me through the menus, I was pleased to find something other than the typical overwhelming sprawl I had become used to. So after spawning, I was teleported by Adam to a serene lakeside house, programmed free of zombies and perfect to get me acquainted with the basics. Then that gap is bridged with your dead body. Unless the gap is between you and your friend, huddling on top of a car for protection, and a dude across the street with an assault rifle and 500 rounds. It isn’t perfect, and I can’t ignore the numerous cash shop boosters, but mechanically the game did a lot to bridge the gap between the hardcore zombie game and the more casual gamer. As someone who doesn’t particularly enjoy these kinds of games, Romero’s Aftermath hits some good notes for me. Given that Steam and the general internet community as a whole has decided that lambasting this game is what all the cool kids are doing, I’m not going to win any favors by just saying I kind of liked the game. I have no stock in making sure this game does well, so don’t assume that think this is some kind of propaganda. This is a new studio staffed by experienced devs, so don’t assume that it’s all just the same bullshit. Not at all shy about their previous work, there was an earnest desire to separate Aftermath from The War Z/Infestation. During our time together, he recounted his frustration working with the studio, friendship with the devs, and eventual split to create their own title. He gained popularity as someone who both enjoyed the game and was not afraid to criticize its flaws and, as I learned was actually asked by the developers to help them improve the game. I was pretty shocked to find that he was the lead designer, as his legacy is dual The War Z streamer and one of the biggest critics of the game. Lead designer on the project, he is better known by his streaming handle, Artemis Knives. So on the sunny and swelteringly hot afternoon of Tuesday the 22nd of September, I dropped into the game for the first time with my tour guide, Adam Skidmore. GOD NO PLEASE NOT ANOTHER ZOMBIE SURVIVAL GAME!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |