I liked it at first too, but I've soured on it quite a bit as I've gotten further into the game. I think it's OK as long as you don't think about anything too hard. That works in the early game when all you're doing is smashing zombie skulls and the platforming isn't too taxing. As you play more and the game makes you do more and more advanced stuff however, there are a ton of small problems that get more and more annoying until they just sort of overwhelm the experience. To wit:
1. You can platform up just fine, but going down is a major chore. First of all, it's stupid that you can't climb back down anything, but are instead forced to do this sort of controlled fall thing that usually forces you to take at least a little damage.
This is exacerbated by the fact that the level design frequently doesn't give you quick ways of descending. Most of the really tall points with the flags on them provide no means of getting back down quickly - all of the ziplines/trash piles must be reached from several levels down. Your only recourse is to fall to the lower level, hope that doesn't kill you, and then descent the way they want you to.
Also, the fast descent methods themselves do not always work. The zip lines frequently do not provide a button prompt unless your cursor is on the exact pixel the game wants it to be on. The trash piles also seem to work inconsistently. Sometimes they break your fall, sometimes you jump into them and die. This inconsistency has caused me to stop using them entirely and just look for other ways down.
2. The combat is really fun at the beginning until you realize there is zero reason to craft due to both the way the weapons you find magically get more and more powerful as well as weapon degradation making your add-ons useless after a time. Overall, I though the weapon degradation stuff was handled really poorly. I don't have a problem with the concept, but I don't see the point of giving me a limited number of repairs. It's just sort of a useless system. The amount of time it takes to repair is negligible and usually puts you at a negligible risk even when in combat. All it serves to do is stop the gameplay flow, which is never a good thing.
It would have been simpler to just make the weapon last three times longer. I feel it also would have been better had there been some sort of "professional repair" option that allowed you to keep weapons more permanently, and make that the only way to repair weapons. Then you would have had to balance the wisdom of using your "favorite" weapon in a pinch at the risk of destroying it entirely, versus saving your better weapons at the risk of being less effective in combat.
3. I agree that the voice acting is actually pretty good, but its too bad there isn't much of a story to back it up. Unfortunately, the plot relies on all the characters acting in the DUMBEST manner humanly possible. For example:
- I was given a quest to pick out some super-powerful UV bulbs from a quarantine checkpoint so they could be repurposed to protect the Tower. I'm told I need to do this at night because not all the bulbs actually work and going during the dark is the only way I can know which ones to bring back. All of that is perfectly fair. That is, until I'm told that while I'm safe while the lights are on, removing them will cause zombies to congregate, making the mission SUPER DANGEROUS!!!!
Yeah, or, I could just go to the location during the day, wait for the lights to come on, mark the lights that are still good, chill in a guaranteed zombie-free zone until dawn and then take the lights that I had marked back to the Tower during the day while it's safe. You know, the smart way to do things?
- Anyone else find it strange that these giant cargo planes the world is using to drop supplies seem to be able to carry - at most - two crates? Maybe if that's all that's going to be in a drop they should use helicopters. That would allow them to actually make drops directly to survivors as opposed to dropping them in the middle of a zombie-infested wasteland.
I dunno. I'm probably being too harsh. I suppose after 2014 I should just be glad the industry managed to release a game that actually functioned with a consistent frame-rate and doesn't appear to have any game breaking bugs in it. Still, it feels like a lot of this stuff, the platforming in particular, was something that easily could have been hashed out with a little thought.
Log in to comment