Ninjerk
Arcane
- Joined
- Jul 10, 2013
- Messages
- 14,323
rpg games
rpg games
No. While recolors are weak rpg design, it is what poor people do when they make a game and can only afford a few art assets. And while weak design, it illustrates that they at least know how rpgs function. They know that to do what the Mitsodas have done leads to a massive grind of Asian mmorpg scale, and without the social aspects to keep you glued to doing it. A few (mostly copy-pasted) boss monsters cannot patch over that fact.Recolor the zombies and make them ever more powerful? Is that supposed to be sarcasm?
Dead state only real problem is writing. Falls flat and fails to keep you interested. And this from the dude that gave us bloodlines? what the fuck.
"ok" is not good enough. The whole fucking point of the stupid game is its characters and its setting. Its easy to remember secondary unnamed characters in bloodlines but in dead state the only assholes that i sort of remember are lyric suite and the autistic zombie slayer, if i remember any other is because they were irritatingly bad.As for the writing - it was ok. Like someone already said, the game has dozens of NPCs, all of them more or less distinct in personality. So while I wasn't blown away by the writing, I appreciated the effort to include both standard zombie movie archetype characters, as well as more normal folks.
Definitively better. Better even in ways people might not even see until they were in game. Better not just in appearance, but in the sense that the design choices would actually support and reinforce the gameplay and story.Abandoning the RPG checklist power curve would have been way way better than escalating zombie stats. "Over here, these zombies are all level 10, you have to have tier 3 weapons to go there." Ugh.
You got me on the young zombies one (although they had smallish bodies IIRC). But no, I meant that zombies should have been able to attack diagonally, there's no need to change their animations, attack ranges or anything like that. That would have allowed them to truly attack in swarms and be really dangerous, as they're supposed to do. Incidentally, they are also unable of being able to walk through fire for some reason, in spite of lacking a sense of self-preservation (but that may be an issue from the game engine, since a tile on fire is a literal barrier for anyone, even if you have armor with 100% resistance to fire).* Dogs and humans are equally well-suited for pack hunting;
* Large weapons should have about the same tactical range as biting someone;
There would be another way to go. Which is make the theme the cheapness of life in hard conditions. Make the player decide who lives and dies all the time and constantly cycle in fresh blood. However, this game isn't deadly enough for that (and you're clearly meant to build up a community).Story-wise, an apocalyptic fiction tale needs intimacy. You can't have a huge cast of characters, because that's not apocalyptic. A small group of characters (mostly normal-moron in caliber) who struggle to survive in an ever-tightening nightmare scenario - that's what the form of this fiction is. This kind of story needs a very small cast, with few extras anywhere, so that the group faces a reality that there is no help coming. All so that the viewer feels how alone and isolated this group really are. It needs that; what it doesn't need is a weird when-wilderness-creatures-attack scenario, where you trip over people every minute. That isolation is the bit that is the horror part of zombie-apocalyptic horror. The horror is not the zombies, but the isolation, and the fact that the survivors are morons who will receive no help. Lose the isolation, and you lose the horror.
I'll only note the PC doesn't need to be the lead with this. It would be interesting if the PC wasn't making decisions and instead had to choose which leader he wanted to support who was making decisions and then deal with the consequences. Also, you'd get to see that character's story and perspective more. This would make writing work better I think as the player doesn't have 30 years of memories of the town built up to care about.Likewise, you need the sense of loss from the lead character. That is, for anyone not getting their apocalypse rocks off just being in a zombie apocalypse story, the lead is the one who expresses to the viewer why this apocalyptic vision that you're gazing upon isn't a perfectly normal situation for this imaginary world. His loss is what illustrates just how painful and broken this world is. His loss is the story.
Thus, for Dead State, the lead character needs to have been someone from the community. Such as, a police lieutenant. Possible scenario - The chief dies in the initial zombie attack. So, back at headquarters, while everyone still is shaken and doesn't know what's going on, the senior lieutenant takes charge and introduces you to the game. Then gets bit, and you have to shoot him. And so you, lowly lieutenant though you might be, end up in charge of headquarters and eventually the community, because you are the authority that's left. That's the kind of story that lays out for the viewer just what this apocalypse has cost everyone, and just what it's going to take to survive in this harsh new reality. And that kind of harsh, personal story is what makes apocalyptic fiction work.
Zombies cannot attack diagonally for the same reason humans cannot attack diagonally with small melee weapons either. It is a design choice. Not an elegant one, though, as human characters also had to jump through hoops to get into a cardinal attack position at times, wasting precious APs and it also lessens the zombie threat of swarming.
Another issue is that in spite of the AI's improvements, enemies clearly prefer to target your party no matter what. That, or military personnel and gangs have superhuman discipline in order to ignore 2/3 zombies chewing their faces, just so that they can keep shooting your guys.
shitty devs, shitty game, glad it flopped hard af