
Lifeline maintains this system, but makes some significant changes. Lifeline reuses much of the content of State of Decay, including the endlessly amusing " on fire" animations As characters are hurt, fatigued or killed, the player shifts control to another - so, it is possible to finish the game with an entirely different roster of survivors than the starting group. Once occupied, a base could be adapted to supply the group's needs with gardens, medical facilities and so on. The player assembled survivors - some with backstories sketched out through dialog and character-specific missions, others with little more than a few personality quirks on their character profiles - and used them to loot abandoned shops, find buildings usable as refuges and persuade survivors from other enclaves to join up through acts of charity. State of Decay, along with its survival-mode expansion Breakdown, was in many ways like Romero's Dawn of the Dead, except set across a group of miniature towns in a valley in the American South rather than in a single mall. Although probably not as much as being torn in half by zombies. The most common killers in the world of State of Decay are overconfidence and exhaustion.Įvery physical action - moving at more than a jog, swinging a bat at a zombie's head or rolling out of the path of a charging mutant - drains stamina, and an exhausted character will struggle to fight off more than one zombie, risking being cut off from their vehicle, dragged to the ground and torn in half.Īn unwary warmbody can experience the fate of the bikers in Dawn of the Dead - from being amused by the clumsy, unthinking zombies to being amuse-bouches for the same zombies - startlingly quickly, And, with RPG-lite mechanisms offering improved health and stamina levels, boosted movement and combat abilities and weapon-specific special attacks, losing a favorite character can really hurt. Although the zombies are easy enough to kill individually, hordes, accompanied by mutant zombies with unusual strength or speed, or the ability to release paralyzing screams or noxious gas, can get dangerous. In classic style, the survivors have to find shelter, fortify a base and scavenge for supplies. The player controls a group of survivors, moving control from one to the other as they grow tired or wounded. Now, when they die, they get up and kill.

If a game like Techland's upcoming Dying Light is intended to be a "AAA" zombie experience - something akin to World War Z - State of Decay is probably the closest approximation to the classic George Romero splatterpunk experience, iffy production values and all. These should be pretty serious issues - this kind of glitching in a Call of Duty game would occasion howls of outrage, and that outrage would not be seen as unjust.
