Generation Zero (2019)

Systemic Reaction

PC (Microsoft Windows) · PlayStation 4 · PlayStation 5 · Xbox One

2.51 from 93 ratings

1352 members have it in their collection · 17 playing now · 885 backlogged · 56 wish listed

How long? Main story 72h (from 1 logged playthrough)

Generation Zero is a stealth-action shooter where you wage guerilla warfare against lethal mechanical enemies. Explore a vast open world map inspired by the Swedish Cold War era, take part in the resistance alone or with up to three friends in seamless co-op.
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Details

Developers
Systemic Reaction
Publishers
Systemic Reaction
Genres
Adventure, Shooter
Themes
Action, Open world
Event
Xbox E3 2018 Briefing
Steam
View on Steam

Release dates

  • Mar 26, 2019 (Full Release) (Worldwide) PC (Microsoft Windows), PlayStation 4, Xbox One
  • Feb 13, 2024 (Next-Gen Optimization Patch Release) (Worldwide) PlayStation 5

Related

Bundled in

DLC

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Featured in lists

Rating distribution

5 stars
3
4 stars
10
3 stars
35
2 stars
28
1 star
17
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Community All Reviews Statuses

V1CGaming

Review V1CGaming 2/5 · Jun 1, 2023

Generation Zero sports many of the components that you would expect to see in an open world shooter with online play. Whilst entertaining in short doses, and fairly interesting when it wants to be, the whole ordeal has a tendency of being massively undermined by its poor design choices and its several technical issues. Indeed, it’s a serviceable loot shooter …

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Generation Zero sports many of the components that you would expect to see in an open world shooter with online play. Whilst entertaining in short doses, and fairly interesting when it wants to be, the whole ordeal has a tendency of being massively undermined by its poor design choices and its several technical issues. Indeed, it’s a serviceable loot shooter at its core, but the developer really should have held the game to a much higher standard.

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John

Review John 1/5 · Jun 4, 2020

Generation Zero - Home, Bitter Home

I'd give it half a star higher for the nostalgia, but I can't.

Red cow-clad milk cartons and Volvo 740's aside, there's only so much a setting can do. The groundwork exists for something potentially decent. That potential is however not delivered upon, and that's a shame.

Excedium65

Review Excedium65 3/5 · Dec 26, 2019

A great idea ruined by poor execution

I'll start this off by saying that I'm an absolute sucker for survival fps island games like this one. Zombies are usually more my thing, but the idea of a game where you hide in houses from giant robots and fight them off seemed really cool to me, so I picked this one up.

For the first hour, I had …

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I'll start this off by saying that I'm an absolute sucker for survival fps island games like this one. Zombies are usually more my thing, but the idea of a game where you hide in houses from giant robots and fight them off seemed really cool to me, so I picked this one up.

For the first hour, I had a blast. Crouching in houses while scouring for loot and hiding from crazed robots was so much fun. The level design is also really well done. From really deep bunkers to cities full of houses, they did a great job designing the world.

That being said, I started to feel annoyed with everything after that hour. Once a robot sees you, that's it. They'll chase you literally across the map. And the weapons? Even when you finally have a good one (the smg is the only reliable one) it's extremely difficult to line up your shot before a robot can completely out you down with 5 quick shots. Make that a squad of robots? You don't stand a chance. When you die, you also have to spawn way far back to one of your old hideouts, which meant that the game just became me rushing out into the map, doing objectives as quickly as I can, dying, then repeating that same thing. I got so busy just trying to survive that the story just swept right by me. I couldn't concentrate on it while also dodging gunfire and praying I wouldn't have to walk all the way back from my spawn point again.

That leads me to the absolute worst part about this game. The loot. There's barely any to begin with, and when there is some, it's always stacks and stacks of ammo that I can't use. Health kits only regenerate around 20 health, in a health bar of 100, throughout a world where you can die in 5 quick shots from an enemy. I found myself praying to find just one health kit that would allow me to live a few extra seconds. "Forget the story missions, just give me a damn health kit PLEASE."

Overall, this game is fun as a concept, but not in its current state. They need to increase the spawn/drop rate of health kits and make the robots not so damn OP. That could easily be solved by implementing different levels of difficulty. Easy mode grants less enemy damage and more health kits, while hard makes the enemies super OP with barely any health drops. Now that would make this perfect.

If you're thinking of getting this, buy it for PC. I've heard they have cheats where you can get unlimited health and not have to worry about constantly being unable to heal. I'm stuck with the Xbox One version, so that's not a possibility for me. Guess I'll have to make do with what I've got.

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Alphadoriest

Review Alphadoriest 2/5 · Apr 3, 2019

Neither Hero Nor Zero

Triple-A presentation with the design/technical limitations of an indie - makes for a confusing cocktail. Luckily, as a robot fighting sandbox built for co-op, it makes for an engaging experience.

enter image description here Of course Sweden makes even a game of mixed reception look good.

It's so close. It's so darn close.

Generation Zero's devs had the kernel of a good idea - …

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Triple-A presentation with the design/technical limitations of an indie - makes for a confusing cocktail. Luckily, as a robot fighting sandbox built for co-op, it makes for an engaging experience.

enter image description here Of course Sweden makes even a game of mixed reception look good.

It's so close. It's so darn close.

Generation Zero's devs had the kernel of a good idea - that waging co-op guerilla warfare against killer (coffee) machines in a gorgeously rendered 1989 Sweden would be a fun proposition. They weren't wrong!

Perhaps Zero's biggest crime is that its triple-A presentation belies the indie scope of its design. Zero's issues are twofold - technical and in its minimalist approach.

Technically, it's salvageable. There are the crashes that don't overly frustrate thanks to frequent autosaving. Then there's the severe clipping. Enemies can find themselves ignore walls and objects entirely - getting trapped within. The sheer size of the world leads to similar sloppiness with frequent clipping, floating and other aberrations. The stealth-enabling awareness indicator frustratingly has you disturbing robots both above and below ground in bunkers constantly. The limits of enemy perception can be abused with a sniper rifle, rendering them easy static targets. A tank-type enemy even teleported from the ground to the top of a cliff at one point. All that said, this is mostly the game not showing its best face rather than any big issue with playability.

enter image description here What a bizarre looking scene. Those Swedish houses aren't nearly big enough.

Zero makes its priorities clear from the outset when it foregoes anything more complex for an opening text crawl before unceremoniously dumping you on a beach. Its hands-off modus operandi has more than a whiff of the first Dead Island/Borderlands to it, or dare I say as well, Fallout 76. Quests remain log book textual, there isn't an NPC in sight and the world feels largely grounded and indifferent to entertaining you. What it does offer is the promise of ammo, healing items, weapons and new fast travel safe houses. With every lootable compartment randomised in offering between players, new locations can just feel like another dice roll rather than genuine exploration. The gargantuan map size, initially dizzying in possibility, leads to the much maligned similar looking buildings and interiors demanded by its more indie limitations - that too undermine exploration. Unlike the aforementioned games, Zero is also cautious in the expression of any real personality. The 80s setting feels reserved for the character customisation, music played on distraction boomboxes and emotes. You'll have to be mighty content with its less bombastic brand of looting and shooting as a goal in itself - in the absence of most any other sources of forward momentum.

enter image description here Sweden's coffee culture is getting ridiculous.

You can see the upside of world-building being pushed to the background, however. It shifts out of the way of gameplay but is accessible to those that seek it out. It lays a mystery trail and doesn't undermine the seriousness of the situation with the in vogue levity of most FPS games. Its very un-Ubisoft world that doesn't spray a thick mist of activity two minutes in every direction is a novel one. Navigation doesn't insult your intelligence and you have to use your map and compass to find areas of interest. There's no enemy levelling or number rolls. There are just areas you'll be ready for and those you won't be. Whilst there's perforce reuse of assets, areas themselves can be very distinct - like the extensive frosty open fields surrounding the airbase that melt into the skyline or the sun bathed autumnal woodlands skirting the coast. Have I mentioned the vistas are mindbogglingly good?

I bifurcated my experience into pure solo play and playing with matchmaking with others outside of my game, and my god was it night and day in terms of fun factor. In a move I can only think is to incentivise co-op play, there is no enemy adjustment whatsoever. This leaves playing solo an exercise in masochism, and, with long stints through forests and fields - unbridled boredom. Equally, an advantage of solo play in the absence of an ability to steamroll bots with sheer numbers is that you gain a feeling of tension and self-preservation that gives stealth a more prominent role and dovetails better with the fiction. I think the truth is that this is a perfect blank canvas PVE game. In the absence of direction (or compelling direction at least), the sizable environment and bots to hunt provide their own fun.

enter image description here Skyrim with suns.

The robot designs and fighting them is where Zero truly shines, even if it could have perhaps done with more. The standouts have to be the mini-boss Tank and Harvester - two juggernauts which reverberate the land with their steps and create great emergent co-op moments. The runners, clearly inspired by Boston Dynamics' big dog, feel both scarily grounded and convincing hunters. Shooting rewards landing shots tactically - removing armour and hitting fuel cells. Distraction items mess with their sensors and either buy you time or set them against each other. Perhaps biggest failure here isn't just that Zero doesn't communicate subtleties enough - like that the dynamic weather can mask your movement or affect visibility for bots or that by not damaging parts on a bot, you can get better loot - it also doesn't make them necessary. Particularly in co-op where hardly a second thought can be given to assaulting any pack or smattering of droids. Everyone can self revive with their 20 backup adrenaline shots anyway! That aside, it becomes clear what the blood and sweat were put into. Zero is a fun combat encounter sandbox for good and ill.

enter image description here Sweden is flatter than this - even more so than Zero's sense of personality.

For every crash or bug, there is still an inspired moment. Stumbling across a gas leak, fumbling in your inventory for a gas mask until you realise it's functionally incorporated into the player customisation. Getting launched into the air by a Tank's repulsion. Finding a secret stash in a village behind a locked door. With its constricted interests, though, this isn't necessarily a game of highs, but something that might need friends to give life to or a big spoonful of patience and motivation. I'm encouraged by the commitment to free updates by the team, though. Neither zero nor hero, I'm hoping I'll one day get a taste of the latter.

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