Tobar said:
State of Decay is only $20 bucks. Everyone that I know who's played it has said it's amazing and would have been worth a $60 dollar purchase. Currently it's the fast selling Xbox Arcade game of all time. I'm kind of interested in it but I'm also tired of zombies. It's supposed to be coming to Steam so I'll probably wait and see.
I was saying that when I first started playing it. Now that I am really close to the end, I would have been really disappointed and annoyed had I payed $60 for it. It is definitely worth $20, and with some polish and some fleshing out, it would be a very worthy full price game.
The graphics are about on par with GTA IV, but are a little ugly for 2013. I've heard lots of complaints about glitches involving clipping, items falling through the floor, zombies passing through solid objects, that sort of thing. Personally, after spending a shameful near 30 hours on the thing since its release, I haven't run into too much of that, and when I did it wasn't really that big of a deal.
The real thing that makes it not worth much more than $20 bucks is that it is short, the world is small and lacks variation, and the mission system is more or less broken. For example, I spent over four hours playing the game today, and I was only able to beat two short story missions. One was on the map when I first started playing, and I had to wait around hours to get another one to pop up, then waited hours more for another one before finally deciding to quite and come back later.
Some extensive searching online seems to indicate that there is no surefire way to trigger them. You just have to wait around and keep playing the same redundant zombie hunt missions, survivor rescue missions, and moral missions over and over and over again. These are all essentially the same, one of the survivors from your group goes out and gets over run by zombies and call for help, then you save them. Or someone from your group is determined to kill some special mutated zombie and calls you on the radio to help them. Or someone in your group gets depresses, discouraged, angry, or some other emotional meltdown, and you make them go for a walk with you and kill a few zombies together so that they feel better. After doing each of these over a dozen times each, they get downright annoying.
In the four hours I played today I did pretty much nothing. The two missions I did play account for less than half an hour of playtime. Earlier this week I had my base setup perfectly and well fortified, my survivors live in good conditions, and we have more than enough of everything. I've explored the area thoroughly and am ready to progress the story, but the game only seems to give you that opportunity when it damn well feels like it. I am sure this is intentional, making it a little more realistic where exciting events don't always happen back to back, making you wait several in game days between events. But I feel like if someone wants to grind through the missions one after another, they ought to be allowed to. Not everybody has endless hours of playtime to waste at a time.
It is starting to feel like the Sims + Zombies now more than GTA + Zombies like it initially did. I am getting tired of having nothing to do but worry about my teams emotional states.
Still, for all of its flaws, it is pretty awesome and totally worth the $20 tag. It is basically the demo for its eventual MMO sequel, which I am very interested in.
As for being tired of Zombie games. Yeah, me too. This still managed to suck me in. It seems with every zombie game I've played I've always thought, "This is fun, but it would be really great if you could do this or that." Playing State of Decay for the first time was like playing that zombie game I had always wished I was playing while playing every other zombie game I have ever played.