On the Xbox One X, it would be hard to describe gameplay as 'smooth'. That's due to the graphics as much as the performance. Restarting the game usually did the trick of allowing me to recruit someone else, but it's absolutely an annoyance that should be resolved as soon as possible.īeyond the bugs, anyway, there's generally the feeling of a raw experience. That's not all: I also wasn't able to swap said follower with anyone else at the base, effectively leaving me on my own for the time being. Even though the in-game map kept marking the NPC as following my character, there would be no one in sight. By that, I mean how at a certain point during a session my buddy NPC would seemingly vanish. Sadly, this mechanic seems to break way too often right now. Not only does this give you a much better chance of survival, there's also the added bonus of being able to store double the amount of items you've scavenged. When you're not playing with a friend in coop, you'll want to ask one of your fellow survivors at the base to follow you when going out. One in particular is worth relaying, in the hope it can be fixed as swiftly as possible. That's not really the case as during my playthrough I encountered bugs of the innocent kind (such as the flying zombies, as you can see below) but also of the annoying kind. ![]() The same was true of the previous title, but one would have hoped to find substantial improvements this time around. However, the latter is also true as the State of Decay 2 we got doesn't meaningfully advance the franchise, nor does it provide a cure for Microsoft's chronic lack of great first party exclusives.Īs I've just stated above, there are many technical shortcomings to be found here, sadly. The former applies because the main issues in this sequel are essentially of a technical nature and making a full-blown persistent online world would have only exacerbated them in all likelihood. Now that I've played State of Decay 2 rather extensively, do I believe they made the right choice? Yes and no. However, upon receiving feedback from those fans who enjoyed the first installment, the developers decided to change their plans and merely add an online cooperative mode for up to four players rather than make a true MMO title. As those who have followed Undead Labs in all these years know, the plan was to build a solid foundation with a single player game codenamed Class3 (the first State of Decay) to then take it all online with a follow-up game codenamed Class4. When Undead Labs was first revealed to the world, the studio's goal was, unsurprisingly given the expertise of its founder, to create a full-fledged online zombie MMO for consoles. The studio based in Seattle was founded in 2009 by Jeff Strain, formerly Lead Programmer on World of Warcraft at Blizzard and Programmer of the first Guild Wars at ArenaNet. ![]() Let's take a step back for a moment, though.
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