STATE OF DECAY
Undead Labs’ Immersive, Open World Survival Simulator Debut
Developer: Undead Labs
Publisher: Microsoft Studios
Genre: Open- World Survival
Horror
Platform tested: Xbox 360
IT’S hard not to be sceptical about anything regarding the word ‘zombie’
these days. Hell, it’s possibly even worse for us lovers of the zombie genre.
We live in constant fear that the next film with the z- word in it will further
diminish its cultural significance. In the golden days, Romero weaved messages
of consumerism into Dawn of the Dead, questioned
humanity and morality at its limits in Day
of the Dead, and more recently, Robert Kirkman and his crew presented the
zombie apocalypse as a mere contextual device, set around complex human relationship
dramas. What happens when humanity is thrust into a new dark age, void of
technology, societal structure and all it presently knows? Video games have
struggled to answer such a question as film and TV has. Until State of Decay
bursts onto the scene with its emphasis on survival, community- management and tactical
gameplay.
Though making a relatively
quiet debut into the games market, Undead Labs have ensured themselves a smooth
sail for the road ahead. Reportedly grossing 250,000 downloads in the first 48
hours on the Xbox Live Marketplace and 550,000 by June 17th this
year, it’s incredibly difficult to dismiss the popularity of SoD. Originally titled ‘Class 3’, it acts as a direct precursor
to Undead Labs’ ‘Class 4’, their
already announced MMO.
STORY
SoD boasts a relatively decent storyline when
considering that there’s very little ground left to cover with regards to the origins
of, uh... Zombification. It still plays the “are you telling me they’re zombies?!” card, but doesn’t take itself
too seriously thereafter. It’s pitched somewhere between Dead Rising or Shaun of the Dead tongue-in-cheek,
dark-yet-delicious humour and the relative seriousness of Dead Island or The Walking Dead-esque attitude – but the finished
product is a fantastic blend of all of the above, a perfect craft made from the
greatest source material.
Unfortunately, the story and its missions become somewhat
peripheral due to the overwhelming amount of side- missions involving
babysitting on others’ scavenger runs, looking for ‘missing’ members of your
group that turn out more often than not to be cowering in a corner, or
repeatedly exterminating hordes of undead that reform 2 minutes later. More
time is spent collecting supplies for the group rather than plodding through
the story. It’s not a bad thing by any means – the game boasts the most
realistic survival dynamic ever encountered in video games – resources are
finite (looted buildings will never replenish stock, a broken down vehicle
stays broken down), playable characters are mortal (once they’re dead, they’re
dead and unplayable for good), and ammo will eventually run out (which isn’t
universal – the wrong calibre won’t cut it). The only infinite resource,
unfortunately, are the walking dead (here called ‘Zeds’). State of Decay is as good practice for the real thing as flying
simulators are to the aspiring pilot.
GAMEPLAY & GRAPHICS
At first it looks like Read
Dead Redemption: Undead Nightmare, and handles a little like Dead Rising. But as enticing a survival
simulation filled with zombies sounds, it isn’t without its hitches. The
fighting is relatively clunky and unfriendly, and annoyingly repetitive when
considering how much of it you’ll be doing. Graphics are decent enough, but
frame-rate bugs and bad physics are rife. Zombies grab you through doors and
walls and occasionally appear to be waist deep in concrete and housing
foundations. Survivors will request a vehicle ride from inside a fenced-off
warehouse, or ask for a rescue due to injury and then exit a car in the middle of
a field dotted with zombies. Cars themselves appear to have tyres of ice, family
members or pals of characters who die non-canonically don’t bat an eyelid after
their dearly departed is ungraciously torn in half by a ‘feral’ zombie, they’ll
get burned through walls, stand in the doorway blocking your exit, and irritate
you in multiple other ways. They also won’t go for scavenger runs for resources
your fellow survivors direly need – that’s your job, and you’ll be doing it alone.
That said, the general gameplay mechanics are almost perfect. You
can ask survivors in other enclaves to join your group, making them playable
characters, call out for them to collect food or ammunition you cannot carry, establish
outposts to provide a breather on a long scavenging run to resupply, all the
while staying out of sight and sound from the looming, ever- present zombie
threat. A clearly Walking Dead-
inspired radius of noise pops up whenever a player fires a shot, bashes a door
in, or starts up a car’s engine, inviting all undead in the vicinity for
dinner. Looting buildings makes noise, as does caving in the enemy’s rotting
skull – there’s no rest besides the comfort of your home base. It’s all
pleasantly accompanied by a memorable soundtrack scored by Jesper Kyd of Assassin’s Creed fame.
SoD tends to punish those with little free time,
too. Social engagement? Sorry, half your group are missing or dead by the time
you return. It’s a nice idea that the characters continue surviving while you
aren’t there, but it’s a stab in the back to the casual audience. A character’s
death, particularly a favourite, actually turns out to be affecting (since the
only return upon starting a new save file) In addition, SoD likes to leave the player to figure things out for him/herself,
omitting instructions on upgrading home bases, creating outposts or managing
resources properly. There are some quirky remarks, yes – running over a zombie
might trigger a comment from a passenger like “You got red on you” (a nod to
Shaun of the Dead) – but it sure ain’t funny the 18th time. It’s
also weird when conversations take place between the same person, since there
seem to be just a handful of voice actors. Initial versions were also riddled
with hiccups, now partially fixed.
For 1600 Microsoft Points (approx. £13.70/$20.00), you can’t go
wrong. If you’ve ever theorised or fantasised about whether your post
apocalyptic strategy is the more effective, State of Decay offers the chance to
try it. Better to remain low and suppress your weapons, or go out all guns
blazing, grenades at the ready? A small group, therefore minimizing resource
consumption, or a large band of hardened survivors? Wonderfully, the experience
is tailored by you.
VERDICT: Developed by a team of media- saturated film/game geeks with a deep passion in their craft, State of Decay is an easy contender for the best Arcade game this year – certainly the summer.
RATING: 9/10
N.B: Keep a sharp and nerdy eye out for expansive
pop culture and zombie-related references throughout Trumbull Valley.




