State of Decay 2 Upgraded Itself to Death
The zombie apocalypse won’t go away. The rotting corpse of The Walking Dead television show and the long shadow cast by Max Brooks’s Zombie Survival Guide seem to have fundamentally warped our media culture toward , well, walking and rotting corpses. We can’t shake it, and in most instances this fixation on zombies, the end of the world, and those who live on afterward to fight for the existence on a torn-down planet are boring and trite. 2013’s State of Decay released in a more lively zombie time, and it was an important game for me. Story-light, focused on looting and basic survival, and punishing when it came to failure, State of Decay was one of the most interesting and rewarding games I had played at that point. Now we have the sequel, State of Decay 2. It needs to crawl back in that grave.
I can clearly remember the exact location where I lost my first survivor in State of Decay. I was on the eastern side of the map traveling from one side of the region to the other. The winding, rocky canyon wasn’t normally a place where I would have trouble in a car, but the stark blackness of the night and my impatience about returning to my home got me into trouble. I swerved, my car flipped over on its top, and my survivor had to hop out of the car to make his way home.
Normally that wouldn’t be a problem. I slowly started sneaking my way toward home, knowing that if I moved quietly enough and sprinted at the right moments that I could make it back after some trials and tribulations. Sadly, my survivor met a feral between the crash and home. A ravenous, violent zombie, the feral made short work of my survivor, leaving him dead on the asphalt.
I can remember that so vividly because that’s the kind of encounter that State of Decay delivered constantly. You put so much time into your survivors and had so many close calls that a loss, a real loss, was devastating. You felt it when you took an L.
State of Decay 2 aims to be a slight upgrade from the first game. Mechanically, it is basically an expansion pack that expands what you can do and how you can interact with the same kinds of explorable houses, drivable cars, and hordes of zombies that populated the world of the first game. To be clear, I think that this is a good thing; State of Decay is not a thing that needs to be reinvented. An expansion is exactly what I was looking for. I wanted more opportunities and new kinds of rewards, both narratively and in relation to what the game asked of me, and the sequel does that.
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