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And the Screamers do an amazing Keith Richards impersonation that draws in reinforcements, making them an obvious priority target in any group they’re found in. Gas-filled Bloaters are easy targets, but they’ll sometimes lie down on roads and in fields waiting for you to drive over them, which is a dirty trick at night especially. The first encounter with a Juggernaut ended in victory, but not before he picked up my follower and tore her in half. The first time a speedy Feral zombie chased my car like a dog who knew exactly what he was going to do when he caught it was harrowing. So these encounters, too, become repetitive quickly.įour types of special zombies add some much-needed variety to the meat-grinder churn.
#State of decay 3 co op how to#
But once you figure out how to deal with them – by which I mean taking the frequently given hint to spam explosives at them – they become routine, and because the defenders all die instantly when you destroy the Heart you don’t even need an escape plan. These big pulsing globs of goo spawn in buildings all around the map, easily detectable by watching for a red fog around them or spending resources to have them pointed out to you, and you have to go in and hit them until they melt into pulsing puddles of goo while you fend off endless hordes of Plague zombies. The one place where Plague zombies made me reassess my tactics was when tackling Plague Hearts, the destruction of which is the main objective of the campaign. You unlock the cure as part of the tutorial, and the ingredients to make it are so plentiful (dropped by Plague zombies) that I didn’t fear the disease at all and rarely actually contracted it to begin with. They sound nasty, but in practice, Plague zombies are negligibly more threatening than their yellow-eyed brethren. Why can’t I just unload the whole thing if I park in one of the base’s designated spots? It’s a maddening waste of time. They sound nasty, but in practice, Plague zombies are negligibly more threatening.Aside from the ability to play the entire thing in co-op, the biggest new idea in State of Decay 2 is the Plague zombies: red-eyed versions of the same yellow-eyed zeds who are slightly more aggressive and gradually infect you with a lethal disease with every hit. There are lots of examples of this, from having to switch to controlling your AI-controlled follower to manage their slots (but being unable to do that during story missions because switching away from that particular story’s character aborts the mission) to having to unload resource bags from a car’s trunk one at a time, requiring up to eight trips from your parking spot to the drop-off point in your base. And the option to speed up looting at the risk of attracting – or rather spawning – nearby zombies is a constant temptation, since the default looting speed is painfully slow.Īt the same time, a lot of the inventory management is clunky.
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It seems simple, but so few games get this right (and what series is guiltier than Fallout of putting food in toilets and ammo in a baby stroller?). Food is found in restaurants and stores, fuel is in gas stations, construction supplies at construction sites, etc. Scavenging for resources to keep your community running is refreshing, though, because you can just look at a building and have a pretty good idea what you’ll find there. As long as you keep your people stocked with ammo and have a handful of them there, there’s no threat as far as I could tell, which made that whole system feel meaningless. Not that you need to – my base was attacked countless times and I never suffered any ill effects, whether I was there to help fend them off or not. And even though your base is constantly under threat of zombie attack (based on how much noise your various activities are making), there’s no option to customize your defenses beyond taking up precious slots to build guard posts.
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