Of course, these are also the hidey holes for zombie infestations, which must be eliminated through combat. Abandoned stores and half-finished building sites offer resource caches that I plunder in order to feed myself and upgrade my base. I climb a tower and survey my surroundings, creating a map of possibilities. Whereas the first game was a linear narrative of fetch quests and fights, this sequel is an open-world game of, well, more fetch quests and fights.īased on playing a few hours at a recent press event, I’d say that the game’s open-worldness is generic stuff. State of Decay 2 sticks resolutely to the formula. I mark my progress in State of Decay games, not by defeating enemies - there are always more zombies to be killed - but by establishing a new utopia in my converted garden-mansion.
The rest of the fantasy is all about organizing the living into pods of resistance, with all the human challenges that entails. Reviewers of the time correctly pointed out that slaying zombies is only half the fun of an undead apocalypse. When the first State of Decay came out in 2013, this was a welcome idea, a novel twist on the humdrummery of mass cadaver carvery.