State of Decay 2 box art

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State of Decay 2

State of Decay 2

May 22, 2018

Main game

3.17 average rating based on 300 ratings

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The next installment in the critically acclaimed “State of Decay” franchise immerses you in an all-new, multiplayer zombie survival fantasy. Build a lasting community, working with other players or solo to overcome challenges while exploring your own unique story in a world that remembers the choices you make.
Release Dates
May 22, 2018 (Worldwide)
PC (Microsoft Windows), Xbox One
User Stats
1235
In Collection
183
Wish Listed
52
Playing
513
Backlogged
How Long Is State of Decay 2?
Main story: 50.8 hours
Main + extras: 103.8 hours
100% completion: 144.3 hours
Total completions: 11
Xuman
Xuman gave Mar 28, 2019
Xuman gave Mar 28, 2019
Final Thoughts - State of Decay 2 - A Review by Hunter Xuman

If there was ever a reason to own an Xbox One, this would be it!

[Pre-Read Info]

System: Xbox One S Played: Solo and Multiplayer

Time Played: Few Months Total, 1~3 hours at a time.

Final Score: 4/5 Should you buy this? Yes

Zombie survival, In my opinion, has been one of the most popular genres in many facets of media. You've seen the movies and shows, you've read and heard stories, and you've played the games. This game stands out from the rest because it truly puts you in a true survival mode.

There is a lot of freedom to explore, plan, and create in the towns within the game. I love being able to traverse large areas in a pickup truck and mowing down zombies that cross my path. The community building has you take into consideration how much you are able to do, and what you'd need to do to maintain it. I like that it limits you based on what can be done, forcing you to choose which facilities your community needs to stay alive.

The controls feel very natural to me when I play and I don't have any problem utilizing all the weapons and …

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If there was ever a reason to own an Xbox One, this would be it!

[Pre-Read Info]

System: Xbox One S Played: Solo and Multiplayer

Time Played: Few Months Total, 1~3 hours at a time.

Final Score: 4/5 Should you buy this? Yes

Zombie survival, In my opinion, has been one of the most popular genres in many facets of media. You've seen the movies and shows, you've read and heard stories, and you've played the games. This game stands out from the rest because it truly puts you in a true survival mode.

There is a lot of freedom to explore, plan, and create in the towns within the game. I love being able to traverse large areas in a pickup truck and mowing down zombies that cross my path. The community building has you take into consideration how much you are able to do, and what you'd need to do to maintain it. I like that it limits you based on what can be done, forcing you to choose which facilities your community needs to stay alive.

The controls feel very natural to me when I play and I don't have any problem utilizing all the weapons and items at my disposal. The different options you are presented with when it comes to traveling, combat, and scavenging make me plan my outings accordingly for what I need. I love the interaction with other survivor npc groups as well, as they can either help you as long as you meet their needs or become your enemies if you don't cooperate. This makes it feel like the world's resources are very scarce, and you have to fight not only zombies, but other survivors as well.

Over the few months of me playing it, the game does get eventually boring with the repetitive tasks once you've reached near the end of the journey. However that boredom was broken recently. The developers released a difficulty update allows us to play on much harder difficulties that, in my own experience, change your mindset on surviving so much more!

All in all I've had a very fun time playing and I always end up playing for hours at a time, an accomplishment that I haven't had on my Xbox in a long time. There is more content coming in the future as of the time of me writing this, so i'm excited to see what will come next.

[Video Gameplay Provided by Myself]

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andhen
andhen gave Jun 29, 2021
andhen gave Jun 29, 2021
Not good enough to keep me going
This review is for the PC (Microsoft Windows) version

I played this game singleplayer, maybe it's better online. There were so many things that bugged me that I couldn't keep playing after having spent about 10 hours in the game.

The world feels so bland, like a battle royale map kind of bland. The home base system is crap, it feels like a mobile game where I need to sit and wait for things to complete and activate some abilities every now and then. The god awful noise system. Why do 10 zombies spawn when I open a drawer? Jesus christ. And on top of this, it seems like the only thing you're doing is scavenging for stuff and then giving it away to some NPCs in randomly generated timed missions.

I can see what they were going for though and I like the switching character system, so it's not a 1 star.

KSMaster
KSMaster gave Jan 4, 2026
KSMaster gave Jan 4, 2026
Fun but repetitive
This review is for the PC (Microsoft Windows) version

The basic gameplay loop is fun: kill zombies, scavenge for resources, help other survivors, rinse and repeat. Lethal difficulty provides a satisfying challenge, and the threat of losing survivors lingers even into the late game.

However, State of Decay 2 demands a lot of repetition from its players. There are five campaign maps, five difficulty levels, and four leader questlines to complete. Each completed leader questline unlocks a boon, which can only be used in your next new community on the difficulty you unlocked it on or lower. This means that if you’re a new player and want to experience everything the game has to offer, you’ll need to play through at least five times to unlock all the boons for your final community. And that’s assuming you start on lethal difficulty.

At some point in this long, repetitive process, killing plague hearts loses the heart‑palpitating tension of your first few fights. Killing zombies becomes a chore, as they wear down your weapons and vehicles. Random missions start repeating, and they no longer feel fresh or interesting.

The lack of a clear overarching storyline further contributes to the staleness of the gameplay loop. For most maps, except Trumbull Valley and …

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The basic gameplay loop is fun: kill zombies, scavenge for resources, help other survivors, rinse and repeat. Lethal difficulty provides a satisfying challenge, and the threat of losing survivors lingers even into the late game.

However, State of Decay 2 demands a lot of repetition from its players. There are five campaign maps, five difficulty levels, and four leader questlines to complete. Each completed leader questline unlocks a boon, which can only be used in your next new community on the difficulty you unlocked it on or lower. This means that if you’re a new player and want to experience everything the game has to offer, you’ll need to play through at least five times to unlock all the boons for your final community. And that’s assuming you start on lethal difficulty.

At some point in this long, repetitive process, killing plague hearts loses the heart‑palpitating tension of your first few fights. Killing zombies becomes a chore, as they wear down your weapons and vehicles. Random missions start repeating, and they no longer feel fresh or interesting.

The lack of a clear overarching storyline further contributes to the staleness of the gameplay loop. For most maps, except Trumbull Valley and the Heartlands DLC, there isn’t much of a narrative to follow. You’re mostly there to destroy plague hearts and complete your leader mission before moving on. You get fragments of story, but they never come together into a coherent whole.

Make no mistake: State of Decay 2 was a fun experience, and I enjoyed playing it. But by the end, it felt too long and overstayed its welcome.

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DanMaul
DanMaul gave Aug 25, 2022
DanMaul gave Aug 25, 2022
I cannot stop thinking about this game

Last paragraph = TLDR. Topics are also in bold.

These are my thoughts for the Juggernaut Edition all the way up to patch 29. I had no idea how the game played before this point, and lets face it, SoD2 is probably one of the best showcases for the benefits of being a patient gamer.

I keep obsessing over this game. Truly. I spent 50 hours on one map of the main campaign alone, and before I dive into Heartlands I decided to try a few games that were leaving Game Pass to see if they were something I wanted to play. But all I keep thinking about is which map to choose next. Which legacy survivors to take with me. Which new strategies to try. Which custom difficulty to go with. Which leader type to choose for my next run. Which builds to experiment with. State of Decay 2 has me hopelessly hooked.

There is something about its gameplay loop that is hard to pin down, since on the surface, most of its ingredients have been explored, and at times better executed by other games. But if I had to guess, I’d say the permadeath feature, just like its …

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Last paragraph = TLDR. Topics are also in bold.

These are my thoughts for the Juggernaut Edition all the way up to patch 29. I had no idea how the game played before this point, and lets face it, SoD2 is probably one of the best showcases for the benefits of being a patient gamer.

I keep obsessing over this game. Truly. I spent 50 hours on one map of the main campaign alone, and before I dive into Heartlands I decided to try a few games that were leaving Game Pass to see if they were something I wanted to play. But all I keep thinking about is which map to choose next. Which legacy survivors to take with me. Which new strategies to try. Which custom difficulty to go with. Which leader type to choose for my next run. Which builds to experiment with. State of Decay 2 has me hopelessly hooked.

There is something about its gameplay loop that is hard to pin down, since on the surface, most of its ingredients have been explored, and at times better executed by other games. But if I had to guess, I’d say the permadeath feature, just like its predecessor, is a big part of SoD2’s secret sauce. To me, this design choice deserves a lot more praise than it gets. Off the top of my head I can’t think of many single player games that do community permadeath aside from XCOM and Darkest Dungeon, but for me, the very specificity of SoD2’s world, combined with the fact that its combat is far from a turn-based experience, elevates it above all else. I can’t express how much I adore the feeling that every supply run, every mission, every single outing can be my last with a character that I developed, nurtured and got attached to. And that’s one of the main things that SoD2 does better than the first title: even though characters are RGNed, they make sense. They come with their own ‘backstories’. If a character has a fondness for dogs, he’ll be talking about it often when you venture out together. If they had knee replacement, they will never be able to get past a certain level of physical ability. If they’re optimistic by nature, you’ll often hear them spreading good vibes around your community, and everyone will react to it. If they’re miserable sods, they’ll be picking fights with others more often than not. They’ll often have a small string of personal missions related to their former lives. You grow attached to these personalities, you learn to care for them, and when they die, you mourn not only the time you spent building them up, but the person that is now gone.

Additionally, I really appreciate how the world gets progressively yet subtly harder as your community evolves. The manner in which this game lures you into a false sense of security, only to often, and violently, pull the rug from under your feet, is beautiful. In a way, I find it fascinating how this permadeath system can simultaneously feel less punishing yet more emotionally gruelling than the usual, single character type, and there’s no doubt in my mind the SoD franchise would be a much less enjoyable game without it.

This, however, is far from being the only thing I love about this game. Almost every single one of my criticisms of the first SoD have been addressed one way or another: the game is now much more polished, and even though you still find the occasional bug, my experience was almost never hampered by it (though almost never is the keyword here); visuals have also received a needed overhaul, both in texture work and in aesthetics, and the nights finally strike a perfect dark tone that makes flashlights essential (most encounters are tense when you’re unprepared, but some are truly terrifying after dark); the fact that you can customise the difficulty of your playthrough is a game changer; you can now directly access your community members’ inventory, even if they’re not following you at that particular moment, and you no longer spend any influence when you ask someone to venture out with you; combat is clearly improved in gameplay, animation quality and engagement options; outposts are greatly expanded, and they now serve important purposes beyond just creating a safe area around them; fences are now destructible, as they should’ve been from the start, greatly improving navigation; the existence of hostile NPCs, which can be really tough cookies if you lack the proper confrontation tools, adds depth to your combat experience; speaking of NPCs, they are not much more cautious about shouting out stuff near zombies, which mechanically means nothing but significantly helps immersion (voice acting is also better by the way); skills are now communal, meaning that even if your specific skill member is away from base, you still have the exact same options when improving, building or customising your base; survivors are now much better RNGed also in terms of starting level, and you sometimes get some with a few skills already properly developed unlike in SoD. I could continue, but suffice it to say SoD2 really does a phenomenal job improving the aspects that were lacking in the previous title.

Not that I'm done complimenting it, though. One thing I honestly thought I would miss from the original SoD was the lack of a story to anchor the experience. I didn’t, not one bit, and this was in great part because (not even mentioning the narrative added by Heartlands) the story is there, at least in the vein of the first one. The tutorial starts off pretty much in a similar way to SoD, there are general guidelines from there on, you have a final goal, and so on. I don’t understand those who claim the first game has a story and this one doesn’t, because to me they are both exactly the same in this regard - I don’t really think the military stuff adds all that much to the first game except for maybe the very last scene. To me, SoD2 undeniably offers similar story beats within the massive sandbox of smaller personal tales it comes with - this is, after all, a game in which you create your own narrative as you see fit. Besides, the ability to craft your own narrative completely eclipses the need for an actual involved story, something that, as a narrative-driven player, never thought I would enjoy as much as I did.

A big chunk of this is also due to the degree of customisation this game has. The staggering amount of clothes, weapons, consumables and skill specialisation on offer means you can now experiment with a ton of different builds (stealth, melee, assault, explosive, etc). This translates to base management as well. Bases are limited in the number and types of slots they come with, but you’re able to create a ton of different facilities, customise them with an even bigger ton of mods, and choose from a variety of big, visually distinct maps. On top of this, different leader types offer different goals and benefits to both your base and your community. All of this combined adds great individuality and replayability to your experience. A testament, then, to SoD2’s level of expansiveness, and again, to its effectiveness in allowing the player to craft their own narrative without the need to anchor it to any specific storyline.

There are flaws in this game, of course, as with any game. Like I said before, there are still the occasional bugs - humans turning hostile if you speak to them after negotiating a peaceful outcome, or having to reload a save for things to sometimes register or reset properly, for example. LOD and zombie pop in aren’t ideal. Cars sound really weird this time around and I have no idea why. From the first game I miss the barricades, the runners, the environmental kills and the fact that you didn’t have to restart your searches when you got interrupted. There is also a much steeper learning curve here, especially with how minute and overly intricate the skill/trait system can be, which is bound to put some people off. These are all real and all there, but as negative as some might look, the incredible amount of things this game gets very right more than makes up for some sparse frustrating moments.

I can’t remember the last time I played such an addictive title. Is State of Decay 2 the ‘best’ game I played this year? No. That accolade probably rests at the feet of New Vegas or Mass Effect 2. Is it the game that offered me the most positively tense experience? No doubt. Is it the one I personally enjoyed the most? It might very well be. Flaws and all, the undeniable fact of the matter is that after day 2 I was hooked. I went to bed thinking about it. I dreamt about it. I woke up aching to play it. The potential to create your own smaller, personal stories within its broader world in a masterfully realised post-apocalyptic backdrop resonated with me in a way I hadn’t anticipated at all. It is by far the most impactful representation of a survival sandbox I have ever experienced, one of my absolute favourites over the past few years, and a franchise that I have now come to love more than I ever thought possible. 9.5/10

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SondreDrakensson
SondreDrakensson gave Apr 24, 2025
SondreDrakensson gave Apr 24, 2025
Uncanny Zen
This review is for the PC (Microsoft Windows) version

The simple goal of clearing each map of static threats, while collecting and fighting in this survival game with smooth gameplay, makes for an uncanny Zen-like experience. However, for those who didn't expect the game to be so, little else lies beyond this routine. And while a character pool and wardrobe slightly makes up for no character customization, it isn't sufficient to prevent this game from getting a higher score than 7/10

PenetratorGod
PenetratorGod gave Feb 22, 2024
PenetratorGod gave Feb 22, 2024
The idea is good but the execution is very bad

Although the game is owned by Microsoft, it looks like an Indie game. It's been updated for years, but there are no noticeable changes. The biggest problem with the game is that it doesn't have a story with a cinematic presentation that can be followed. The game was made entirely for online purposes. The only objective is to build a base and then defend it against zombies after upgrading it. When you play alone it gets boring and repetitive very fast. There's really nothing to do in the game because everything feels pointless. The game only looks good as an idea on paper. They didn't have the budget to really develop it, so as a real game they couldn't really make it reflect the way it should. What I'm most curious about is the budget of this game. I've seen much better work come out of indie games developed with Kickstarter donations. Not only do they not care enough to allocate a budget for this series, but they've been releasing updates and trying to improve it for years. The contradiction the developers are in seems funny now. I don't know how the third game will be, but it's sure to …

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Although the game is owned by Microsoft, it looks like an Indie game. It's been updated for years, but there are no noticeable changes. The biggest problem with the game is that it doesn't have a story with a cinematic presentation that can be followed. The game was made entirely for online purposes. The only objective is to build a base and then defend it against zombies after upgrading it. When you play alone it gets boring and repetitive very fast. There's really nothing to do in the game because everything feels pointless. The game only looks good as an idea on paper. They didn't have the budget to really develop it, so as a real game they couldn't really make it reflect the way it should. What I'm most curious about is the budget of this game. I've seen much better work come out of indie games developed with Kickstarter donations. Not only do they not care enough to allocate a budget for this series, but they've been releasing updates and trying to improve it for years. The contradiction the developers are in seems funny now. I don't know how the third game will be, but it's sure to feel very dated compared to the year it was released.

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UnTipoSerio
UnTipoSerio gave Apr 3, 2023
UnTipoSerio gave Apr 3, 2023
Una secuela en estado de descomposición.

State of Decay dejó unas bases muy simples, pero que consiguieron dar en la tecla para muchos de los fans del género zombie. Mundo abierto, gestión de bases y recursos, muerte permanente... Todo estaba ahí para una secuela cuya única meta era profundizar en esas ideas y expandir el patio de recreo para sus jugadores. Porque eso era todo lo que se quería, un clásico "más y mejor", no obstante State of Decay 2 ofrecía un gameplay más tosco (que ya es decir), un multijugador decepcionante y disfuncional pese a ser lo más pedido, y unas mecánicas que seguían siendo superficiales con apenas cambios. Encima el apartado gráfico también supuso un bajón con un rendimiento terrible. Sin duda es todo un paso atrás respecto al primero.

A pesar de esto es posible recomendar State of Decay 2 y es que aunque está lejos de ser tan bueno como la primera entrega y funciona regular a veces, es un buen añadido en el género para quien le guste y lamentablemente no tiene mucha competencia en lo que a su propuesta jugable tan concreta se refiere.

Como la tercera entrega no sea una pasada me voy a cortar los ******.

Chovus
Chovus gave Jul 3, 2018
Chovus gave Jul 3, 2018
First impressions based on a short free trial

State of Decay 2, for Xbox one

Rating: 8.0/10

State of decay 2 is the same type of game as the first in the series. I can best describe the game by comparing it to the Grand Theft Auto series because the controls are fairly similar; stealth, melee combat, shooting and driving are all important elements of gameplay. On top of that, you must build a base, train survivors, scavenge resources and manage the well being of your team. You do not play as a specific character, but rather can directly control anyone on the team, though any character can die permanently.

The game started off with a tutorial mode to teach the basics of controls, base building and so on. I did not like the starting team options. There are 4 to choose from, where you start as the lead character who has an emotional attachment to the second character. This attachment serves as a hook to get you to care about the other character and try to save him/her. However, this attachment means nothing outside the tutorial and is not mentioned. For example, I played as the lesbian couple and one time I took the girl that …

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State of Decay 2, for Xbox one

Rating: 8.0/10

State of decay 2 is the same type of game as the first in the series. I can best describe the game by comparing it to the Grand Theft Auto series because the controls are fairly similar; stealth, melee combat, shooting and driving are all important elements of gameplay. On top of that, you must build a base, train survivors, scavenge resources and manage the well being of your team. You do not play as a specific character, but rather can directly control anyone on the team, though any character can die permanently.

The game started off with a tutorial mode to teach the basics of controls, base building and so on. I did not like the starting team options. There are 4 to choose from, where you start as the lead character who has an emotional attachment to the second character. This attachment serves as a hook to get you to care about the other character and try to save him/her. However, this attachment means nothing outside the tutorial and is not mentioned. For example, I played as the lesbian couple and one time I took the girl that I started as for a follower and she mentioned her recent boyfriend. I did not like these teams because out of 8 characters only 2 of them are Caucasian; with the guy being the secondary character you have to save, so if you want to start off as Caucasian you have to play as the girl. As a Caucasian man, I want to play as a Caucasian man, and was thus not pleased by the game forcing otherwise. There is no reason not to have additional starting pairs.

After starting the tutorial, if you go back to the main menu to start a new game you unlock the ability to create your own custom team. Why was this not unlocked initially, and why was there no notice about the feature? The character creator is woefully inadequate though, because all it does is randomly generate characters. You have no control over looks, name or traits. Instead you must click the button over and over hoping the RNG gods give you what you want. This is not good gameplay, in fact this is not even gameplay! You should instead be able to fully customize every aspect of the characters, whether for the ultimate in powergaming or roleplaying yourself or characters from other media. It also fails to describe what effects traits have.

The original State of Decay was tremendous fun; going around scavenging and trying to keep everyone alive; but it was too easy. 2 makes several changes that improve challenge and gameplay. The most significant change is that you no longer gain currency for putting stuff into your storage. Instead, you must find other survivors to trade with. This puts a massive delay on establishing outposts, moving to new bases and using special abilities. Resource consumption is higher, forcing you to prioritize scavenging for resources and choosing outposts for rare resources. For example, medicine is consumed to allow health and injury recovery, ammo is consumed to defend the base, and fuel is needed for vehicles. Not having enough resources to cover costs leads to penalties. It all leads to a more challenging and satisfying experience.

I particularly like the ability to freely swap control of characters. For example, if you go scavenging with a follower you can freely switch between the 2 characters. This can be used tactically to help keep health high or by having a stealth character and combat character tag team. More importantly, it doubles your carrying capacity (the original game did not allow this kind of swapping as you could only swap to someone who was safe in base). Other interesting features include revamped skill level up and selection (though I did not play enough to determine whether it is better), learning new skills from books, stronger red zombies which have bases that are difficult to destroy, and combat with humans. There are also character quests and the ability to choose a leader for your group.

There were only a few bad things that I noticed. If a character has a personal quest available, swapping to them either starts the quest or forces you to abandon it for a morale penalty (your choice). You also cannot swap from that character if you start the quest without abandoning it. There is also too much to do, with your group complaining about threats and other groups asking for help and then complaining if you do not get to them in time. You can only control one character at a time, and can only do one thing at a time. It would be nice if you could assign tasks to the characters you are not controlling with appropriate risk/reward, and radio other survivors to let them know that you are not ignoring them but are just too busy right now.

I will be buying this game at some point in the future. However, I would recommend playing the original State of Decay first and then playing it again with mods.

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Bigdaddyred
Bigdaddyred updated their status Feb 2, 2022
Bigdaddyred updated their status Feb 2, 2022

Whew there were some grindy achievements in this one! Playing 343 total waves of Daybreak made me hate myself. Loved this game and am excited for the series moving forward. Just hope the devs make less grindy achievements.

Gangreen
Gangreen updated their status Aug 14, 2021
Gangreen updated their status Aug 14, 2021

I regularly think about this game and after seeing the Nextlander crew jump into it I finally decided to get back in. And I still love it. It feels this is a run based game in disguise, but with permadeath, since each time you go out you have to decide how far you push it.

The Juggernaut update is great, with tons of quality of life improvements and finally a real reason to go after the plague hearts (zombie epicenters) since they prevent you from taking over outposts.

I am convinced this is one of the games that will benefit in the coming years from improvements to AI directed storytelling (like the nemesis system). I am hoping we see more individualized narrative games in the future such that the game will react to your choices and create content for you.

Gangreen
Gangreen updated their status Jul 14, 2018
Gangreen updated their status Jul 14, 2018

Finally “beat” this game. I enjoyed it quite a bit. The combination of looting and combat and base management was enough to keep me really engaged. I am hopefully that DLC or another full version of the game will continue to iterate and make it better.

Ideas I liked: The open world nature with events that expire. Buildings with random loot that you need to investigate. Loot doesn’t come back forcing you go farther and farther away as time goes on. Random factions that ask for help. If you don’t help someone out then they may turn against you or simply leave. Constantly having to decide when to push the risk/reward for more loot. Characters get injured so they can’t regain their full stamina or health and you must rest them. You can wreck your car and get stuck far from base, which makes for neat emergent gameplay.

Not so great things: There are far too many systems without much explanation in the beginning. Switches bases feels like it should be a major event with a convoy or other risk/reward. There is no reward for taking on the juggernauts. Feels like there should be some riskier missions that have better …

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Finally “beat” this game. I enjoyed it quite a bit. The combination of looting and combat and base management was enough to keep me really engaged. I am hopefully that DLC or another full version of the game will continue to iterate and make it better.

Ideas I liked: The open world nature with events that expire. Buildings with random loot that you need to investigate. Loot doesn’t come back forcing you go farther and farther away as time goes on. Random factions that ask for help. If you don’t help someone out then they may turn against you or simply leave. Constantly having to decide when to push the risk/reward for more loot. Characters get injured so they can’t regain their full stamina or health and you must rest them. You can wreck your car and get stuck far from base, which makes for neat emergent gameplay.

Not so great things: There are far too many systems without much explanation in the beginning. Switches bases feels like it should be a major event with a convoy or other risk/reward. There is no reward for taking on the juggernauts. Feels like there should be some riskier missions that have better rewards. Pretty buggy.

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Chovus
Chovus updated their status Jun 27, 2018
Chovus updated their status Jun 27, 2018

Played a couple of days on xbox game pass free trial. Will eventually get it on PC.

Gangreen
Gangreen updated their status Jun 17, 2018
Gangreen updated their status Jun 17, 2018

I am really digging this game now. It was tough to penetrate in the beginning with all the systems and mods and competing demands. I actually managed to get through some tough times with my community: running out of medicine, morale very low, driving around nearly out of fuel trying to scavenge for items. I decided to help another group of survivors only to have them turn on me and kill my only doctor. The silver lining was that we killed them and took their medicine, thus alleviating one problem. This chaos was like something out of the Walking Dead and made me really dig the game.

Ultimately there is an intriguing narrative all driven by my actions and what I choose to do.