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Game News Dead State Kickstarter Update #25: Combat Video Released

Blasterhead

Educated
Joined
Nov 25, 2010
Messages
43
Every intention to buy this game as soon as it is released (it's the strategic layer that sounds the most fun) but mildly disappointed with the combat as far as the video revealed.

Will have to wait and see how grappling and bites change things, but having a zombie take its turn at point blank range without being disabled in some way should be life-threatening (or an automatic grapple, giving you one more opportunity to save your ass). I would like to see zone-of-control and attacks of opportunity on active hungry zombies to make team work and positioning more important. It seemed too easy just to run about the zombies, which in turned looked really silly just standing there while you did it. That's a presentation problem every turn-based game has, I suppose, but could be remedied mechanically.
I think it's possible to do all of this without the combat becoming complicated. Add me to the list of people who would prefer more lethal and over-and-done-with combat with zombies.

Likely a bug, but when he ran around that corner after the first indoor combat, and the zombie that he attracted was right there coming for him it should have been an oh sh-! moment. WIP, I know, but this is where it needs polish. Moments like that will really hurt the game, when they should actually be the moments that make it fun.


Eager to see how other defining-zombie-moments get implemented. Need to see how they handle hordes bashing down doors and the like!
 

Severian Silk

Guest
That's basically how Roguelikes with absolutely mindless combat mechanics far more simple than Fallout can work.
Yeah. If people can tolerate roguelikes why are they complaining about Dead State?

The combat looks like what you would expect from a TB game; it could be interesting if it's balanced, challenging and integrates well into the rest of the game. What happens before the mission, what happens in the shelter, how are enemies randomized, how much freedom do we have. If everyting works together nicely this could be great. But it's quite a lot to get strategic layer, combat, exploration and story to work together.
JA2 managed to pull it off, so I have hope for Dead State.
 

EG

Nullified
Joined
Oct 12, 2011
Messages
4,264
That's basically how Roguelikes with absolutely mindless combat mechanics far more simple than Fallout can work.
Yeah. If people can tolerate roguelikes why are they complaining about Dead State?

Rouge-likes don't have slow animations and can support more than a single enemy present on screen. They usually fake perception better, as well (note the zombie they were directly in-front of that ignored them, for example).

As it's currently presented, there's nothing special, or even good, about combat in Dead State.

I have hope that will change, though.
 

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