Category Archives: Impressions
One of the most contentious things about Hearthstone’s main competition in the CCG space is its art. Shadowverse is primarily a mobile-optimized CCG that originated in Japan and closely follows typical Japanese gaming conventions style-wise. And while it may seem silly for the art of a card game to be a factor into its overall gameplay feel… let’s just say that it matters in Shadowverse’s case.
By the way, this post is probably NSFW – due solely to me posting Shadowverse cards.
While I am padding space for the NSFW warning, I also want to stress that I actually really enjoy anime aesthetic, generally. As you might have noticed in the sidebar to the right, I have a link to a MyAnimeList detailing pretty much every anime I have seen. Some of them are more graphic than others, but even the more tame ones typically have “hot springs” or beach interludes featuring rampant fanservice. This sort of thing does not turn me off (or on), but I do recognize that it limits the possible appeal of these shows.
On the other hand, sometimes (anime) fanservice is a reason to start or continue playing a game at all. There are undoubtedly individuals who choose Shadowverse for precisely that reason. And if so, good for them.
The real question then becomes the interval and degree of fanservice you are willing to accept. Luckily for you, I have some numbers: 62% of currently available Shadowverse cards are perfectly fine. This of course means that over one third of the remaining Shadowverse cards are either borderline or outright lewd. And, in fact, a full 26% of cards are total fanservice.
These numbers are fairly exact because I looked at all 624 pieces of Shadowverse artwork. Well, technically there are more than that, because each creature in Shadowverse has one normal and one Evolved state. Regardless, I went and looked at every card in Shadowverse and made a corresponding entry in this Google Drive sheet. Art is subjective though, so let me walk you through my thought process.
First, Normal cards are Normal. In fact, some of them are quite amazing:
I want to stress that Shadowverse isn’t just about anime. There are absolutely some cards in there that follow the sort of grand Magic: the Gathering style. The variety of art styles is decently impressive. Well… for at least two thirds anyway.
The second category are the borderline cards. I considered something borderline if it featured technically unnecessary cleavage/upper thigh but otherwise fit with the theme of the card. Or if the clothing was fine, but the pose deliberately sexual (which happens a lot). Some examples:
Some of the cards that were borderline borderline, are cards like Vampiric Kiss, Elf Prophetess, and Desert Rider. In those cases though, the angles and focus points appear both reasonable and in reasonable taste. With those, I erred on the side of Normal.
Others like Serpent Force might might be debatably lewd – the bare legs, the dragon tail coming through the crotch, etc.
At the same time, I didn’t get the impression that it was being deliberately sexual. Which might sound odd given how “phallic object coming through the crotch” is pretty classically sexual, but we really haven’t gotten to the actually overt lewd section yet.
If you want overtly lewd, Shadowverse has you covered. Or uncovered, as the case may be:
Among the lewd cards, some stand out on an egregious tier all their own. These I have marked with an entry in the Max column. Examples of those are:
While some of those may technically make artistic sense – Beast Dominator might be taking its theme a bit too on the
toe nose, for example, but it at least has a theme – many of them do not. Could you guess what Arcane Enlightenment does based on its art? It draws cards. Actually, it draws more cards the more spells you cast while it is in your hand. What that has to do with a dress made of belts, I have no idea.
And honestly, that’s one of my biggest problems with a lot of these cards. Yeah, I get it – a card called Succubus is probably going to “sexy.” In fact, it might be easy to give Bloodcraft in general a pass considering that class is all about vampires and demons and such. Overall, 45.68% of Bloodcraft cards are borderline or lewd, so that’s one hell of a pass, but whatever.
The problem is that Runecraft is also 45.68% borderline+. Why is Multipart Experiment and Fiery Embrace in competition with Succubus?
“What’s the big deal?” “Who cares?” A reasonable enough question. I personally care for two reasons. First, unless you are trying to take an ideological stance on a venture, it matters what kind of headwinds said venture might run into. Shadowverse has already grown into the #2 mobile CCG on the market, so it is probably fine over the long term. That said, the above cards limits the appeal of the game, period. Perhaps there are enough hentai whales out there to make up for it, but it is a strictly unnecessary risk nevertheless.
Second? I find the game kinda embarrassing to play. I am not offended by the titillation, but I still wouldn’t actually want people to walk by and see that shit up on my screen. There is something to be said about how videogames and anime in general only became normalized by the people willing to subject themselves to derision by admitting they partake in it. Still, Shadowverse as it is, is not the hill I’m willing to die on.
If you want to defend cards like Shrine Knight Maiden, go ahead. The newer sets might have fewer extreme examples, but the most recent Bahamut set still has Sadistic Night, Luxhorn Sarissa, Necroassassin, and so on. I think it is safe to say that this type of art is part of the Shadowverse aesthetic now and going forward.
As for Shadowverse gameplay, that will need to be saved for another post.
My early impressions of Divinity: Original Sin (D:OS) is that this is the funnest tactical game I’ve played in years… in those few moments the game allows me to play. And I don’t mean that the game is crashing or anything – it’s just a few battles interspersed with long periods of fetch quests/running around town. Which is a real shame, because the combat is amazing.
Right from the start, I knew the D:OS battle system was for me, as it seemed to blend a whole bunch of mechanics from my favorite games. First, it’s character turn-based with a prominent display of upcoming turns, which reminded me of Final Fantasy Tactics or even FFX. Second, it uses Action Points just like with the old-school Fallout games. Third, speaking of Fallout, the movement system is non-grid based, as with Fallout Tactics. Finally, unused AP from the end of your turn is carried over to the next, providing additional tactical considerations.
What really takes the cake though, are the relatively novel innovations. For example, right from character creation I was able to learn the Teleport ability. Now, this is an offensive teleport whereby you drop someone (or something) from 20 ft in the air, but the sheer number of uses is extraordinary. In the beginning town, there was a joke about how a rope was preventing my character from reaching a treasure chest. Teleport it over to my area. Spellcaster hiding behind melee? Teleport him in front of your own. Considering how a main component of D:OS are environmental combos – shooting a lightning bolt into the water to electrify everyone standing inside – it is extremely convenient to be able to place people where you want them.
The other thing I appreciate? Spells have cooldowns. This prevents spellcasting from being too OP in combat itself (e.g. Teleport), while still giving you amusing out-of-combat options – aforementioned Teleport, casting a Rain spell on a boat on fire, etc. While this does affect game balance quite a bit in the sense that healing spells are effectively infinite, the sort of D&D/Baldur’s Gate style of resource management just means you can’t do fun things.
While I am enjoying my time thus far, D:OS does have some annoying design decisions. Inventory management is a righteous pain in the ass. The designers were very generous in the inventory slot department, for example, but they also went the Skyrim route of having nearly everything lootable, e.g. dishes, soap, individual gold pieces, etc. That’s on top of the baffling decision to make it so that inventory isn’t combined when selling things. Start a trade and realize you dumped the expensive goods on your mule partner? Can’t switch characters during a trade. Ooooookay… let me just manually shuffle items around and get right back into the dialog later.
As I mentioned, the pacing is weird too. There is a tutorial of sorts with enemies and traps and treasure. And then you are just kinda dumped into a city to investigate a homicide. The Witcher series has this exactly same issue, actually, but Witcher’s combat was awful so I enjoyed not having to slot through the nonsense. With D:OS, I’m hoping for fights.
In any case, this is fairly early on in the game, so I’m hopeful that things improve from here.
I’m not sure if I’m necessarily hooked on Total War: Warhammer, but I do happen to have spent 100% of my gaming time playing it this week. And going to bed much, much later than I have any rational reason to.
Basically, I’m treating the game as a Warhammer Civilization. Civhammer, if you will. Every army clash is resolved via auto-complete, for good or ill. The reason for that is because I still have no idea how these battles are supposed to go. Scratch that, I know how they are supposed to play out, but I am having an incredibly difficult time actually getting my troops to behave that way. Selecting multiple units already in a formation and clicking 100 feet forward causes them to disperse in a huge line. Why? I have no clue.
There is also an incredible amount of cheese I have organically discovered and am exploiting judiciously. By default, there is a “reinforcement” mechanic that allows you to combine one or more armies for a particular battle as long as they are nearby on the campaign map. Makes sense, I guess. The issue is that the reinforcement army might not have had any movement ability left, e.g. not had the ability to actually attack the army themselves, but now they can contribute their military might in 3+ nearby battles. The AI in this game uses this quite often.
That said, there is an ability that your army commanders can learn around level 6 called Lightning Strike. This ability allows you to attack armies without the benefit of reinforcements for either side. As noted before, the AI leans on the Reinforcement mechanic pretty heavily, and so Lightning Strike can (and did) completely change the battle calculus.
Just recently, for example, I was fighting the last strongholds of the Vampire Lords, but was unable to siege anything because of their two full-unit armies kept combining with the garrison to smoke me out. Unfortunately for them, only one army can occupy a city at a time, so I used Lightning Strike on the army left outside the walls and slaughtered them. Then I attacked the survivors again – Lightning Strike has unlimited uses – completely wiping them out.
At this point, I’m in the endgame of my first playthrough of Total War: Warhammer, with all victory conditions engaged aside from stopping the Chaos army advance from the North. While there is a part of me that is interested in starting another round up once this is done – to check out the other races and their armies – the other part of me wants to move on. We’ll see how things go.
P.S. If anyone knows of some good Total War: Warhammer (or prior titles, for that matter) videos showing how exactly to manually control armies to unlikely victories, it would be appreciated.
People say that the definition of insanity it doing the same thing over and over and expecting different results. This is precisely me when it comes to strategy games.
After hearing about all the crazy stories with Crusader Kings 2, I got it on sale and… played all of two hours before uninstalling. Total War: Shogun 2 was a similar situation, which was quite disappointing as I enjoy that setting. Enter Total War: Warhammer.
Verdict? …probably the same.
The first few hours were awful. Then I got hooked after some early victories. Then pissed when the AI started marching armies out of the fog of war and then razing my cities to the ground with zero chance to react. I know, I know, I’m supposed to have expensive hero units roaming about to keep tabs on my borders. But then there’s bullshit like an army moving to a city, killing the defenders and looting the place, moving all the way to a second city, then killing and looting that one, all in one turn. How the shit does that work, temporally? Were they all riding unicorns?
Don’t get me started on Hero units, which have to be the most outrageous bullshit I’ve seen. These are units that can run around with impunity and get a 20-30% chance to assassinate your leader, delay your armies, damage some buildings, and all sorts of similar nonsense. Huge army with 20 divisions? It’s fine, park your hero right next to it and get turn after turn of a chance to murder their high-level leader. The other counter-play appears to be deploying heroes of your own to roam about and try to counter-assassinate. But as we learned in Overwatch, heroes never die, they just go AWOL for 5 turns before getting back to their usual shenanigans.
It wouldn’t have been so bad if I were not trying to wipe out the last of the Crooked Moon goblin clan. Razed their capital and another city off the map, but the final city was way, way to the South. Every army I send down there ends up headless, as I had neglected to counter-hero the spider-riding goblin spy, who is now level 14. I am currently sending two full armies and three heroes down there to try and get a handle on things, but now I’m nervous that the Emperor himself is going to get whacked before that leg of the campaign is done.
As for the combat system itself, I couldn’t tell you much about its improvement or not from prior titles. All I particularly know is that I suck at macromanaging. Micromanaging individual little units? Sure, it’s fine. Directing the calvary around and flanking with the sword troops and moving generals and getting the archers to turn the fuck around what are you even doing ohmygod… not so much. I’m using auto-complete on most battles and things are mostly going well.
So, we’ll see. Maybe I stick with it, maybe I don’t. The game was $12 in a Humble Monthly bundle, so I’m not out much either way.
With my dead 970 graphics card just now reaching the RMA warehouse, I am having to seriously sort through my gaming library for titles that will boot up on a 560ti. WoW runs fine, for example, but 7 Days to Die maybe pushes 20 fps if there isn’t anything going on.
Enter XCOM 2, which I purchased for $12 whole dollars in a recent Humble Monthly Bundle.
I started my first game on “normal” difficulty with Ironman enabled, as I did with the prior title almost four year ago. A few hours later, I abandoned that game and started anew without Ironman.
On the one hand, the decision was easy. XCOM 2 is filled with such crazy amounts of bullshit that I didn’t even feel bad for opening the door to save scumming. The third enemy type you face in the game, a Sectoid, has the ability to Mind Control your units through walls. And create zombie troops from dead bodies. Which is great when your squad consists of only 4 people and you lose one of them to Mind Control off the bat, and that one ends up killing another (who then turns into a zombie). Killing the Sectoid breaks the Mind Control and (re)kills the zombie troops, but that gets a little difficult when one of your guys is Mind Controlled.
Or how about that mission with the Faceless ones? Rescue six civilians… oh wait, one of them morphs into a putty creature with claws and you just ended your turn in melee range. Hey, six damage to your 6 HP dude, that’s convenient. Then you have the snake creatures that can move, then grab a sniper off the top of a train 30 feet away with their tongue, then instantly coil around them, permastunning them and dealing 2 damage per turn. I mean, I suppose I should be grateful there isn’t a chance I could shoot my own coiled guy when I shoot the snake, but I was absolutely expecting that to be a thing. Because fuck you.
None of these things are insurmountable. They just happen to be inane, “gotcha!” bullshit that artificially increases the difficulty of Ironman games. And not even permanently, as once you (the player) know about the existence of these abilities, you can play around them in the future. Which is the point, of course, but I see no reason to structure a game this way while also punishing you long-term for these same blind pitfalls.
On the other hand, after playing a few more hours in non-Ironman mode, I started to wonder about the philosophical ramifications of Save Anywhere.
Fundamentally, a Save Anywhere feature makes eventual success a forgone conclusion. Even in extremely skill-intensive or luck-intensive sections of gameplay, any incremental progress is permanent progress. Some tactical games have RNG protection, e.g. all dice rolls are determined in advance, to dissuade save scumming a 15% chance attack into a critical hit, but that doesn’t prevent you from simply coming in from a different angle or using a different ability.
The other problems with Save Anywhere are the player behavior ramifications. If you can save the game at any time, there is an advantage to doing so, which means there is an incentive to. Tapping F5 is not onerous, but I consider the mental tax of “needing” to remember to do so… well, taxing. It’s not that saving after every attack ruins the game (it does), it’s that I now have to devote constant attention to an out-of-game mechanic. Is there anything worse than thinking you hit Save before turning the corner, but realizing later on that you didn’t, and now you’re stuck with a poor outcome “unnecessarily?” Feels completely different than if the designers make that decision for you.
I feel like there is a middle way, especially in games like XCOM. Specifically: saving inbetween missions. This lets you avert complete disasters like the mission that eventually scuttled my Ironman attempt – a total squad wipe one square from the extraction point – while still disincentivizing save scumming inside each mission. At least then you can weigh the option of losing an elite soldier to some bullshit versus 30-40 minutes of your time.
Short version: survival… underwater.
You know, it’s easy sometimes to get jaded with videogames. Go around the block a few times and it will feel like you have seen it all. Same mechanics, different textures. Then, something manages to catch you by surprise. Subnautica is precisely that something.
The premise of Subnautica is that you are a survivor of a spaceship crash on what appears to be a complete waterworld. Your lifeboat contains a Replicator, a Medical Replicator, a locker, and a damaged short-range communicator. Good luck.
I played version 42313 (Dec-16), and already the game looks goddamn amazing. More importantly, the game feels amazing. This is important because you will be swimming underwater 99.99% of the time. Initially, you are slow and clumsy, and have to stick to the safety of the shallows to find scrap metal to turn into Titanium. Over time, you can craft some swim gear, extra oxygen tanks, and eventually vehicles to travel with greater style.
The surprising part of this game, to me, was how… new everything felt, mechanics-wise. In Minecraft, Ark, Rust, 7 Days to Die, and countless other games, the beginning is always the same: look around, punch trees, collect rocks, build a fortress of doom. I spent the first 15 minutes of Subnautica in that same mindset, and filled my inventory with anything I could grab by left-clicking. Which ended up being a whole lot of relatively useless Acid Mushrooms that, while they can be made into batteries later, did nothing in the survival department right now.
That was when I realized that I needed to let go of what I knew before. Subnautica is its own game.
There is no better example of this than the Subnautica take on weapons. Basically, you have a survival knife. That you have to craft first. As far as I am aware, that is it. Stalkers and Sand Sharks and other carnivores have little issue taking a bite out of your scuba suit, so there is absolutely a sense of danger in the game, above and beyond the mundane (yet omnipresent) risk of drowning. Poking one with the knife will get them to retreat for a while, but this is a game where discretion is pretty much the only part of valor. Which, again, is completely refreshing.
I’m not entirely sure how much of the “game” game is implemented yet, but I am impressed by what I see thus far. I just hit what I imagine to be the mid-game: constructing underwater bases. This allows me to craft where the resources are, instead of having to swim back to my lifeboat each time. The crafting isn’t terribly complex, but yet still feels involved considering your limited inventory, which is limited further by extra oxygen tanks (which take up 4 cells). At the moment, I am trying to nail down additional debris fields so I can scan technology to build better vehicles/base structures.
Overall, Subnautica feels like… a breath of fresh air.
Yeah, I went there. And you should too.
Short version: Survival Horror, with more of an emphasis on Survival.
Right from the start, I just have to say that the Forest is one of the most visually impressive games I have played, and it’s still in Alpha. Specifically, I played Alpha version 0.52
The game starts with you on an airplane with your son. The plane crashes on an island, you see a dude in red paint and loincloth take your son away, and… action. Loot some airplane food for sustenance, grab the emergency hand axe from the body of a flight attendant, and you are in the middle of the forest. Good luck.
While The Forest initially plays out like your standard Survival game, it diverges in interesting ways. For example, most Survival games limit the amount of items you can pick up either by weight, or fitting into grid, or something like that. In this game, you are limited by type. For example, you can only carry 8 sticks… but can also carry 8 rocks, 20+ arrows, a half dozen medicinal herbs, four melee weapons, a few bombs, a bunch of animal skins, and so on.
The other interesting bit comes in the form of logs. Logs are the basic building component for pretty much any structure, but they are much too large to carry around in your inventory. So… you carry them on your shoulders, one at a time. You can craft a “Log Sled” pretty easily, which allows you to store and easily move up to 8 logs, but the physicality of it all adds an unexpectedly potent bit of immersion.
Also, dude must be ripped and/or a lumberjack.
The main hostile force in the game are the cannibals. While I have not spent a whole lot of time testing things, the cannibals are absolutely not the sort of mindless enemy that traditional Survival games utilize. Sometimes they rush at you and attack. Sometimes they rush forward and stop when you don’t make some move to retaliate or run away. Sometimes they just get on their knees and worship you a bit.
As time goes on – and as you destroy the forest around you building tree houses – the cannibals get more hostile. And that’s when you start building traps, walls, and stocking up on armor made of lizard skin and leaves. Or perhaps you chop the cannibal corpses into pieces, and construct a burning effigy to establish your dominance.
It was around hour 10 when I descended into a cannibal cave, confident I had enough supplies and arrows to face what was down there. That’s when I saw it, while I was dangling off the end of 50 feet of rope:
That’s enough Forest for me, for now. I’ll… yeah, I’ll wait for Beta. Or release.
Or the heat death of the universe.
Since that last screenshot is too dark, here is what the creature looks like via an in-game photograph:
Can’t quite tell if it is supposed to be two women fused together, or three. Probably three.
Okay, now I’m (probably) done with 7 Days to Die.
The one thing I really wanted to do was try and succeed at a randomly generated world. Which is kinda weird, since I’m not exactly a huge fan of procedural entertainment for its own sake. The issue in the absence of randomness is that… it’s not random – you know exactly where everything is. The specific loot might vary from seed to seed, but you’ll always know where the police station is, where there might be a gas station, ect.
Of course, random maps often end up like this nonsense:
I almost abandoned my attempt within the first 30 or so minutes, simply because of how annoying it is starting back over. In my prior save, I already had crossbows, iron sledgehammers, and nearly all gun recipes. The real meat of survival games happens in that inbetween time where you are desperately scavenging for supplies while establishing a base. So while it’s fun stepping foot into zombie town for the first time, loot possibilities endless, it’s also highly annoying trying to break down doors with a stone axe. Oh, a gun safe? I’ll just break the lock… ah, right, Stone Age.
I kept at it though, and before I knew it, I had an impenetrable zombie base. Actually, I knew exactly when I had such a base, because I recognized the weird structure that lays atop a “hidden” bunker, and also knew that zombies can’t dig anymore, so the game was effectively over. I mean, there was still the very real chance at death due to zombie dogs, which I encountered several times while venturing about. But as far as Horde Night goes? I could effectively just go AFK while browsing Reddit while it occurred in the background.
Later, I created a zombie cage with bars and spikes such that I could shoot/stab through the bars and even loot while the zombies couldn’t do much. I have yet to encounter the Screamer or Cop Zombie types, so perhaps increasing the difficulty could engender some additional feeling of danger.
Alternatively, I might be effectively done. Which is fine, considering I have been obsessively playing it for the last two weeks and have racked up nearly 60 hours at this point. Not bad for a game in Alpha. Indeed, the next update is supposed to have a Behemoth zombie that will topple structures with ease. Unless they let zombies aim at the ground though, bunkers will still be an I-WIN button.
In any case, I highly recommend this game.
I might also recommend waiting until at least Beta to get the most enjoyment out of it. But hey, if you catch it at $5 or $10, it’s worth the money if you think you might like zombie Minecraft.
I technically wrote my last 7 Days to Die (7DTD) post last week. As of today’s post, I have more than 30 hours in the game.
Things were dicey there for a bit. As mentioned, I had a wooden house on stilts on top of a gas station. While I survived the 7th day zombie horde with ease – whose zombies automatically see you through walls – there was a night where some zombies made it to the roof and were mucking about, seemingly ineffectively.
When I tried to repair a bit of the damage they dealt, I noticed that 3-4 of my roof blocks kept falling down. As I was walking around on the remaining roof tiles trying to figure out why… the entire wooden structure collapsed. Which destroyed my forge and two wooden chests, instantly destroying all of the items inside. Apparently one of the stilts had been destroyed, destabilizing the structure.
It is the nature of these sort of games that such a setback is enough to justify starting a new map.
Although I wanted to give up right then, I decided to pack up what little I could salvage and then strike out into the world. If I was going to give up, I may as well poke around and get some additional experience with the game world, eh? After walking around for a while, I suddenly saw it:
Yep, a football stadium. Score.
Over the next in-game week or so, I holed up in a makeshift structure on the roof of the press box, making traps and speeding along the crafting path. I might have just stayed there permanently, but I had no source of Potassium Nitrate, which is a key component of Gunpowder. While I understand that this is good game design, e.g. not having all resources in the same biome, it was nevertheless extremely annoying. So, I packed up some supplies, and struck out into the world again.
In the course of my journey, I came across a burnt forest biome. While scavenging a destroyed house, I noticed a well. With a hatch. Hmm. Opened the hatch and descended down, only to see a bunch of wooden stake traps in front of a bunker door. I spent the waning hours of Day 21, e.g. horde day, tearing down that metal bunker door with increasing trepidation. I had no backup plan; it was either this or death.
When the door finally fell, I walked in and… yeah: Loot for days.
I created a makeshift barricade down near the bunker entrance, but it did not appear to be especially necessary. The zombie AI had little issue attacking me on top of the gas station or even the stadium, but they have significant issues with underground bases, apparently. Indeed, none of them even really got to the well itself. I have read on the forums that there will eventually be digging zombies or something, but it’s hard to imagine them being able to get through ~10 blocks of dirt and then the concrete bunker itself.
Ironically, this was another logical end point. All my resources were back at the stadium, but I had effectively found a zombie-proof base. It reminded me of the endgame of Civilization matches, where winning is a foregone conclusion and you are left with just the drudgery of going through the actual motions.
Nevertheless, I’m still playing. I ended up leaving the bunker and trekking to a snow biome to finally get some Nitrate. By the time I got back to the stadium, I sat through Day 28’s horde with relative ease. At the point I stopped, I had a mini-bike (7DTD’s only vehicle) all but completed, and was considering the logistics of moving all of stuff to the bunker, including fertilized dirt since the burnt forest biome is kinda depressing. But… nah.
Am I done with the game for now? Probably. Maybe. Who knows? Unlike many other #ForeverAlpha games, 7DTD’s forums have active developer commentary and updates scheduled. The next build, for example, is supposed to include electricity, wires, automated traps, and some base-destroying behemoth zombies for all your endgame needs.
The game is fun and compelling in a visceral way for me, but I’m definitely heading towards the tail-end of novelty and optimization. If I play some more, I’m abandoning the default seed (of which I downloaded a map; cheesy, I know) and heading to randomly generated worlds. I’m just worried that this game will go the same way as Minecraft: a fantastic sandbox that I play in Alpha/beta and then never go back to, even after they add all the good stuff by release.
In short: zombie Minecraft.
7 Days to Die (7DTD) is a fairly robust post-apocalyptic survival sandbox game that features deformable terrain, zombies, and the titular over-the-top weekly attempt on your life. I played version 15.1, and the game itself has been in alpha since December 2013. I just purchased it in the recent Steam Winter Sale for $10.
As with most survival games, you start out mostly naked with limited supplies. Run around, punch some trees, craft a Stone Axe that will be your primary tool for most of the game. The nice thing is that just about every single thing in the game world is able to be manipulated or destroyed. Craft a Stone Shovel early on and you can pretty much dig to bedrock. Or just dig a large moat around your future fortress. Then fill it with wooden spikes.
The zombies in this game are fairly standard walkers and runners, at least as far as I have seen. There is supposedly a “heat” system in place that determines whether the zombies will be attracted to your location, and the zombies themselves apparently can hear you (including the noise you make opening your inventory). Oh, and smell you too, if you happen to be carrying any meat. In practice, there will basically be zombies around at night no matter what you do.
Speaking of zombies, there is an interesting interaction with them and the game world. Everything is destructible, remember? That also means by zombies. While they can certainly try to break their way through windows and doors, there is nothing stopping them from literally banging their way through the walls either. Even elevated positions are not immune, as zombies with readily take their rage out at anything near your location, including any sort of support structures.
Oh, and have I mentioned that there are (rudimentary) physics in the game? Alpha is alpha, so there are some goofiness like floating candles and such, but buildings can absolutely come tumbling down if enough supports are destroyed. (Cue ominous foreshadowing.)
Mechanically, the game is… in an interesting place. The early game feels fantastic. Looting feels extremely rewarding, as you can get some rather extreme rewards from any random pile of garbage. Things get weird in the mid-game though, around the Iron stage of crafting. At that point you are going to need a standard, defensible base to craft a forge, and then start harvesting a ton of resources. If you haven’t looted some critical tools before the Forge though – such as a Cooking Pot – you almost might be better off resetting the game. You can craft such things, but it is so far along the “tech” tree that most of the benefit is moot.
Speaking of tech trees, there is a rudimentary leveling system in the game, somewhat similar to Ark. Honestly, the implementation needs some considerable iteration, as it is not intuitive at all. There are some “big” skills that cost 10 points per rank, and grant you thinks like faster Stamina regeneration or bonus damage to blunt weapons. There are also skills that only cost 1 point each, such as Mining, which are naturally raised by performing the skill in-game, but can be purchased outright. Then there are other ones, such as Leather, which just straight-up grants you the ability to create leather. But there are also schematics in the game that are required before you can craft certain items.
Like I said, the Skill/Leveling system needs some work. It feels good seeing your crafting skills naturally improving, but you also run into the Oblivion problem of incentivizing, say, crafting a hundred wood clubs to power-level your way to the next unlock. It also irks me a bit that Iron and Steel take the same materials, with the latter just being kinda arbitrarily locked behind “Construction Tools X.” Some kind of progression system is good, but I’m not sure this one is the right one.
Overall though, I am both impressed and pleased with 7 Days to Die thus far. I put in around 10 hours in two days, and will probably be stopping here. On my second character, I built a sort of wood treehouse on the roof of a gas station, and survived the 7th Day horde attack with relative ease. As I started digging a moat around the perimeter in anticipation of the next one, it occurred to me that playing any further was likely to result in me extracting all of the fun out of the game before it is fully implemented/tweaked.