Review of State Of Decay 2: The Limping Dead

State of Decay 2 sometimes feels like a too real representation of the mundane reality that comes with the survival of a zombie apocalypse. Being constantly on the lookout for food, resources to build ammunition and survivors to reinforce your ranks does not always translate into a captivating game circuit, especially when you face horrors other than the innumerable undead that roam around you. 19659002] Like the first Undead Labs game, State of Decay 2 registers infrequently with a general narrative. You have the option to choose between three pairs of survivors, each with their own basic stories. Those stories do not really matter, but their decision defines their starting area and the preliminary survivors with whom they will join to fight a growing disease called the Blood Plague. The plague is the singular objective for you to work against, as your community strives to eradicate it from your city and build a brighter future.

That mission is reduced to finding settlements with zombies that you will need to explore first and finally destroy, with the grotesque, hit hearts of the plague in the center. These fights are the only real way to measure progression through the open State of Decay 2 campaign. Each agreement you conquer strengthens the rest, forcing you to step back and regroup before attempting to fly the next. They are the toughest challenges the game has to offer, too, in the service of waves of enemies for you to fight while valiantly throwing another Molotov to the heart, waiting for it to vaporize and take all the undead nearby with it. Unfortunately, they are basic pieces of action in their core, without much variety to help shake out garbage that would otherwise be monotonous.

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State of Decay 2 is primarily about survival, and has all the baggage for which it is known the gender. Although you are spared the stress of dealing with individual meters for hunger and thirst, you will instead commit to those that affect your community. Food, medical supplies and craft materials are factors that influence the stability of their community, and the general mood of their survivors depends on how well they are doing. The provisions are scattered around the ruined and abandoned settlements that surround it, which are easily explored with a bit of elevated terrain. Your targets will hardly deviate from going out, clearing an area of ​​enemies, and looking for consumer items, equipment and large backpacks for the most pertinent supplies you'll need to keep settlers happy.

The act of collecting these supplies is rarely gratifying, however. Although initially your settlement requires quick work to get on your feet, State of Decay 2 almost does not feel like it will fail you for not fulfilling your routine duties. Certain base structures, for example, have daily resource costs that can deceive you and make you think you will need a constant supply. But because the days go by so slowly (I finished my main goals in the first 10 days), this never becomes a real concern. Resources only become problematic when you need them to create something specific, such as ammunition or plague cure. However, they are short-lived problems that hardly force you to stop and think about how you are organizing your agreement. It is rare that State of Decay 2 makes you feel pressure on the decisions you make, which makes all your subsystems less profound.

It's a shame, too, because many of them could have added a much needed strategy layer. As an example, its base presents a threat level that determines the probability of attracting a zombie attack. Creating new structures or feeding them with generators creates noise and, in turn, increases the likelihood of an attack over a certain period. But even at the highest level, a community of only six members is sufficient to avoid these attacks without the need for explicit intervention on your part. Of the few moments when my character received a radio call to return, the fight was over when I arrived. All the structures intact, all the survivors unharmed.

State of Decay 2 squanders systems like this by not giving you a reason to seriously commit to them. If your objective is to continuously attract new survivors to an agreement, but also to worry about their well-being, your encounters with each new face should count on greater scrutiny as to what they bring to the table. Their different abilities distinguish them from each other, but not in a way that forces them to make difficult decisions about whom to invite to their settlement.

The friendliest survivors you meet are injected with a sense of individuality thanks to numerous advantages that come pre-badigned to them. One skilled in sword management will be more effective with a sharp weapon, while another with computer skills can help you expand your base of operations. The wide variety of options offered can deceive you and make you think that badyzing every possible new addition to your agreement is key, but that is not the case. Frequently, State of Decay 2 informs you that confronting personalities are giving rise to fights in the home, but they never escalate to the point where they are required to act. You will never feel the need to exile an existing character or to deny entry to one based on their lack of specific abilities.

Graphic snags are common, including enemies that cut through the environment and sometimes have entire hordes trapped in a single piece of the environment.

The combat is not as dynamic as some specific abilities of a character may suggest, but it is satisfactory nonetheless. A single button is used for attacks, which depending on your weapon of choice could inflict forceful backwash damage and force an enemy to the ground or cut it slowly at one end. Each approach has its advantages and disadvantages. Sharpened weapons deal with larger groups of enemies more efficiently, but tend to be much less durable than a hub or tire rim. These bulky weapons require you to take additional action to kill the enemies on the ground, which may leave you open to be surrounded. Either way, the bloody finalists and the gruesome sound effects really add weight to the melee action, even if you're just crushing without thinking the same button until your endurance expires. Firearms also appear, and the ammunition for them is much more abundant than one would expect. The shots attract more zombies (even with silencers), but it is the slow target that is ultimately more frustrating in practice.

State of Decay 2 does a good job of mixing things up with the introduction of new types of enemies. While some less interesting additions, such as the explosion of Bloaters, present more than they deserve, other two agitate the combat in delicious ways. Ferals will shake at great speed, avoiding melee changes and turning firearms into a nightmare to connect. In the same way, the Juggernauts are the biggest enemies you will face on the border. They absorb the blows of vehicles and ammunition before giving you the opportunity to defeat them with satisfactory execution. Combined with regular and heavy enemies that will quickly surround you, the Juggernauts make more fights over intelligent crowd control.

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Often, however, it is the game that will do everything possible to prevent you from playing instead of lack of depth. State of Decay 2 works extremely poorly, even on Xbox One X. If you do not excel graphically in any aspect, the frame rate will often fall below your target of 30 frames per second, sometimes locking momentarily when the action is thick on the screen. As a result, tickets can often feel incredibly slow and insensitive, which simply becomes annoying when you try to get out of a supply race that has gone sideways. Lighting can sometimes be striking, especially in sunrise and sunset situations, but State of Decay 2 lacks a visual theme to join and simply ends up boring and monotonous. Everything is stacked on top of a movement blur so aggressive that even the slightest movement turns the environment into an unattractive spot.

Errors are also prominent and can range from annoying to almost breaking the game. Graphic hooks are common, including enemies that cut through the environment and sometimes have entire hordes trapped in a single piece of the environment. Enemies also fall routinely from the sky if you are running around the map quickly, which you will often do when you are traveling in any of the vehicles present on the map. Physics will calculate poorly, starting your vehicle in the air with a light touch at low speed. The partners are also particularly thorny. Some of those who follow you on missions will disappear for no reason, while I personally had a single instance of a member of the community disappearing completely and being removed from my group of characters at the beginning of the game. In another case, one of my characters was blocked so that it would not be used in perpetuity for no apparent reason, while others would be stuck in an endless cycle of the same boring dialogue for an entire mission. State of Decay 2 is in poor condition as it is.

Perhaps if State of Decay 2 had the kind of depth that attracted you, these technical flaws would be easier to miss. But it is due to the lack of significant motivations that stand out predominantly. State of Decay 2 is set at a pace that can be easy for you to spend a few hours, but it's never a trip with genuine surprises, excitement or purpose. There is a promise in many systems that it presents, but unfortunately they are not used to create space for repetitive activities that are not so exciting as to interact. State of Decay 2 feels like the heavy enemies that populate the mountains of your country. Without aim, wandering and out of place.

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