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“We've been trained by other games to get as much loot as we can, level up as much as we can, max out our stats and abilities, and become a complete full-on zombie-slaying badass. In other words, while State of Decay is a game about making compromises, don't expect it to make any for you. And in 10 seconds that character is gone, because he got cocky.” “Like the YouTube videos of the guy who's been playing the same character for 16 hours, he's all buffed out, driving a pizza delivery car, just wading into the hordes with impunity and all of a sudden he gets jumped and ripped apart. Strain teases the possibility of being able to recreate “canonical zombie survival scenarios”, like the farmhouse in Night of the Living Dead, not that these setups will feature any kind of scripted encounters, because, as he points out, “it's the simulation that gives it the ability to shock, excite and delight people.” It's a pure simulation, rather than a definitive story, and the content is structured just to see how long you can survive, with leaderboards and achievements that measure your progress and allow you to compare with friends.” So, any hints on what form that additional content will take? “What we've been working on is the Sandbox mode which is now officially titled State of Decay: Breakdown.
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And we've planned a lot of additional content, and the benefit from the PC side is our ability to more rapidly iterate.” “The real question is what will the future look like. “We want that game experience to be what we released on Xbox,” says Strain. Still, those who've played the console version shouldn't expect any dramatic changes beyond the obvious cosmetic improvements. “It'll look better, there's just no question.” The PC version will support higher resolutions, have a better frame rate, with more sophisticated shaders and an improved lighting model. The alpha version on Steam will only support a control pad, but the devs are working on mouse and keyboard support and a user interface that will “feel like organic PC gaming experiences”. Strain is evidently thrilled that Undead is now able to build on the core game and promises a number of improvements for the PC release. But the flipside is that if you get it right, and tap into that gamer desire for something cool and different, then you can do really well and fortunately we did that.” I mean, look at State of Decay: there's permadeath, no save slots, very unstructured open world mechanics that frankly can get a little overwhelming to casual gamers.
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“It was a risky proposition, we were well out of our comfort zone, I understood why publishers. Not that Strain blames others for passing on it. That was incredibly fun for us.”įor precisely the same reasons, the game had been a tough sell to publishers, hence the partnership with Microsoft that saw the game debut on Xbox Live Arcade in June. “The majority of the first two weeks of YouTube videos were all about how people coped with losing their first character, how they dealt with that emotional loss and moved on and reset their thinking. “Do you scream and ragequit, or do you feel it was realistic and it not arbitrary, and do you understand the reason was because got cocky and that the game is teaching to be judicious and cautious, and that it's not a game where you run around spraying bullets but where you learn to put survival instincts to the test?”Īfter a fortnight, Undead realised that people were definitely getting it. Strain admits permadeath was a risky design choice, and that the player response to losing their first character would likely determine whether State of Decay would succeed or fail.