Dead State Combat Footage Shambles Online

Fanghawk

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Dead State Combat Footage Shambles Online

A demo video for DoubleBear's zombie RPG depicts an average day of zombie killing and supply scavenging.

Before Walking Dead and DayZ proved the zombie craze still had life in it (so to speak), DoubleBear Productions was working on <a href=http://www.escapistmagazine.com/news/view/93802-Designing-a-Serious-Zombie-RPG>a zombie-themed RPG called Dead State. The game's development has been slow in coming, but thanks to <a href=http://www.escapistmagazine.com/news/view/118041-Dead-State-Surpasses-Kickstarter-Goal>some enthusiastically supportive Kickstarter backers, the project is finally approaching its finished state. To prove it, DoubleBear has released some in-game footage of its protagonist making a supply run in a zombie infested town, controlled by developer Brian Mitsoda. The video provides some pretty conclusive evidence that the game has come a long way: Players can avoid zombies, scavenge supplies, pick locks, break down doors, and fight alongside AI partners. And once your supplies get low, you'll have to gear up and do it all over again.

Viewers should make note of the fact that Mitsoda doesn't run into town guns blazing. Outside of that action attracting additional zombies, he does this because in-game bullets are incredibly rare. Enemy humans can even run out of ammunition mid-combat, which means no ammo drops for victorious players after a long battle. If that detail wasn't practical enough for you, Mitsoda warns that Dead State breaks from RPG tradition by awarding no skill points for combat. Mission objectives and resource gathering are what count towards experience, so anyone trying to clear the map is really just wasting their time. That's not to say combat will always be avoidable, just that players can't simply fight their way to the top of the food chain.

For that reason, players are better off sneaking around the level to complete various objectives. The game won't make it easy; your base consumes a set amount of resources each day, meaning that large amounts of food, supplies, and luxury items are required to keep morale high. That means choosing buildings that contain priority resources, finding a safe entrance, and defeating opposition as quickly as possible. Throwing an additional wrench into the works are human enemies who aren't reserved about their own weapons, luring hordes of zombies to your doorstep faster than you can say Romero.

As good as Dead State looks, the footage is still representative of the game's unreleased state with several features requiring further development and tweaking. That said, the gameplay is coming together rather smoothly and should make for a great zombie survival experience once completed. And best of all, DoubleBear intends to have the game in player's hands this year with an unspecified release date in December 2013.

Source: <a href=http://www.kickstarter.com/projects/70755535/dead-state-the-zombie-survival-rpg/posts/428649>Kickstarter

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thiosk

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I've been keeping my eye on this one, mostly because of my interest in running base management sim, essentially.

I love base management.

Zombie based xcom is bonus.
 

Abomination

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thiosk said:
I've been keeping my eye on this one, mostly because of my interest in running base management sim, essentially.

I love base management.

Zombie based xcom is bonus.
wombat_of_war said:
im really looking forward to this. an actual zombie survival game thats about survival.

it obviously needs some cleaning up, but at first viewing it looks pretty decent
Just agreeing with both of you fine dudes. Managing a settlement or safehouse is what I would consider to be the most important part of SURVIVAL in such a setting.

Everyone wants to be "The Governor" in The Walking Dead, without being a complete sociopath and unhinged.
 

knight steel

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Bob: we've got another one over here
Alex: Another what?
Bob: Another zombie game
Alex:For fuck sakes another one already why don't these bastard die every time we kill one a another is made T_T.....
Bob: Just shut up and help me get rid of it, now lets destroy it brain doubleBear.
Alex: Bob watch out!!!!!! :O
Bob: what? OMG o_O ahsjfgjsgfsj!!!!!
Alex: Noooooooooooooooo!!!!!!
Bob: I....I don't feel to well......
Alex: *sniff* It's ok buddy it's ok
Bob: Whats happening.....to...[sub]me[/sub]
Alex: Don't go....please :(
Bob: pllllllaaaaaaaaaaay, muuuuuussssst giiiiive moneeeeeeey and playyyyyyyyyyy
 

thiosk

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[quote="Abomination" post="7.403576.16683190"

Everyone wants to be "The Governor" in The Walking Dead, without being a complete sociopath and unhinged.[/quote]

I'm with the other guy on this one.

I want my base to look like the branch Davidian cult in Waco by the time I'm through :)
 

Naqel

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wombat_of_war said:
200 years and things are still sitting in medkits untouched?
To be fair most places you find supplies in Falout games are either inhabited by someone who stored them there(after looting them someplace else), or by something that stopped others from looting the place before you.
 

Doclector

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For a moment there, I got this confused with state of decay.

Which is still "coming soon".

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK!
 
Dec 14, 2009
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I'd recognise that voice anywhere.

He was one of the guys who worked on Vampire the Masquerade: Bloodlines :D

I already knew he was a part of the project, but I always like hearing his voice, it makes me feel secure that the game will be awesome :D
 

ScruffyMcBalls

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I took a look at this a while back and for some (totally forgotten but no doubt trivial) reason I'd dismissed it. But now I'm looking forward to it. Gotta love base management.
My only hope is that it doesn't enforce an inevitable "end" to the game just to be edgy and cool, and instead has an end because the character's individual stories are complete. I hate it when a zombie story ends with everyone dying simply because having everyone die in a zombie story is apparently a feature of the genre.
 

chozo_hybrid

What is a man? A miserable little pile of secrets.
Jul 15, 2009
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Looks cool, I love strategy games like this so bring it on! Until then, I have other games to catch up on.
 

Zhukov

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Dec 29, 2009
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That was looking vaguely promising... until the AI partner started moving on his own.

Yeah. Uncontrollable party members. Whose bloody idea was that?

Say goodbye to plans, tactics or coordination. Want to leave a lookout outside the building while the rest of you clear and loot it? Nope! Want to have everyone covering different angles? Nope! Want someone with a gun on overwatch in case of surprises while the others melee zombies? Nope. Want to split up to cover more ground? Nope! Want to flank or surround an entrenched enemy? Nope!

Bleh.
 

Phishfood

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Zhukov said:
That was looking vaguely promising... until the AI partner started moving on his own.

Yeah. Uncontrollable party members. Whose bloody idea was that?

Say goodbye to plans, tactics or coordination. You're at the mercy of the bloody AI now.
I recall from long ago that you can give the AI orders, just there is no guarantee they will follow them.
 

EHKOS

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Feb 28, 2010
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Well, I don't like top-down, and I'm bored of zombies, but I hope this works out. Because Doublebear has some Trokia in it.
 

Abomination

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Zhukov said:
That was looking vaguely promising... until the AI partner started moving on his own.

Yeah. Uncontrollable party members. Whose bloody idea was that?

Say goodbye to plans, tactics or coordination. Want to leave a lookout outside the building while the rest of you clear and loot it? Nope! Want to have everyone covering different angles? Nope! Want someone with a gun on overwatch in case of surprises while the others melee zombies? Nope. Want to split up to cover more ground? Nope! Want to flank or surround an entrenched enemy? Nope!

Bleh.
Did say they were intending on you being able to give your comrades orders. I think the idea of not having direct control of them is so that aspects like morale, stress and panicking can come into play.

Then again I hope the developers realize that most gamers will want to turn their scavengers into a well-oiled machine that follows a protocol the player has developed.
 

Owyn_Merrilin

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As a retired HvZer who always made it to the final mission as a human, I can say that the picture of this game I'm getting from the article and this thread is pretty much exactly what a zombie game should be. Yes, even the part about one panicked individual turning an easy scavenge mission into a blood bath. I had that happen a few times as a squad leader, I hate it when things get messy.