This is a little different from our standard Power Hour Reviews not only in that I’m revisiting a game we’ve already looked at extensively (in an earlier version), including reviews, but in that I’m exploring the basics and changes in all three modes. It’s an extra-double-bonus look at the update of one of my favorite titles from the last few years, State of Decay Year One Survival Edition. And what an update it is! The refreshed version may or may not be great shakes for those playing on PC, but for Xbox 360 originals, the leap ahead is monumental on several levels with this new State of Decay.
The first, most obvious change is the graphics. New little atmospheric touches have been added, you can see farther, there’s more variety in cars, environments are brighter, characters are more detailed, and the zombies are much creepier than in the original. What a difference details make.
I love this guy with glasses, too, and I’d like to think I’ll find him at some point, but assets for the original game also included character skins I’ve never seen, so I wonder if they aren’t skins used by the development team (maybe based on real people?). Still, after my other piece exploring diversity in State of Decay, I hope we get a few new skins eventually, but it isn’t the biggest deal in the last. Just look at that feral’s eyeless face! Yikes.
Speaking of new skins, there have been some shakeups in the roster: several characters from Lifeline are now available as Breakdown heroes, and they are great. Every character has individual traits, ranging from the weakening effect of a bum knee to the ever-useful mechanic, and the Lifeline heroes are loaded up with great traits, like marathon, one of the most useful around for Breakdown for the stamina boost, and great radio abilities. Re-purchases of the game also yield the added character Gurubani Kaur, a very useful athlete who comes equipped with sweet weapons (see her in action!). If you were on the fence about rebuying an Xbox 360 game for prettier graphics, know it’s more than that.
Other differences included some of the military grade weapons from Lifeline turning up in other maps, which is a nice surprise. Combat after a recent update seems a little skewed, with some actions related to specialties bugging out, but despite that the new additions, like a knife when you find yourself unarmed in a hostile situation, are great improvements. Combat never felt bad to me in State of Decay, but with streamlined menus and the addition of knives, it’s even better. And speaking of the streamlined menus: at first, I found the change jarring, but I very quickly became accustomed to the updated interface. The menus are structured similarly to the old menus, but easier to navigate; an improvement all around.
Changes and adjustments to the original game are still present — the new vehicle storage feature is in place, making scavenging a lot easier, and I haven’t yet had anyone get sick, which is a boon considering how often that used to happen. I will say, however, it feels as though the difficulty or game balance has been tweaked in some way. Maybe it’s just that I haven’t played in a while, but zombies seem a lot more responsive to sound than they were before, and when they’re disturbed, they keep coming for quite some time. I found myself adjusting my old play style and doing things I didn’t rely on much before, at least not until higher levels of Breakdown or tense moments in Lifeline: using fireworks, sneaking, driving less when possible. One of the new features, a supply drop mission, definitely requires a little careful play. You’re sent out to investigate a beacon that turns out to be a crate of goodies — great weapons, lots of supplies — but because it beeps, there are lots of zombies around. Beware the beacon. [UPDATE: I also found out, after investigating a beacon in a bad spot, and deciding to go resupply before taking it on, that they’ll expire, and fast. Alas, supplies, I never knew ye.]
But I found Lifeline harder than I remembered because of the never-ending zombies; with so many delicate moments in that mode already, fighting an endless stream of the undead is difficult and cost a few civilians and others. In Breakdown, I started struggling at levels 6-7, when before, 8-9 were the beginning of tense moments. Maybe I’m just rusty, but those zombies seem awfully sensitive, and I’m curious about what others have to say.
Another addition in YOSE for Xbox One is the Game DVR that automatically records deaths and spectacular escapes for players. I think this is a wonderful addition (though I’d keep an eye on it) for marking those epics moments (of failure and success, both).
I did encounter a few bugs during play, especially after an update yesterday, some good and some bad: characters were unable to use purchased skills at times, while at other times suddenly had skills they hadn’t earned. Little things, too, like zombies getting stuck in the environment, but overall, nothing too major (unless the sudden loss of a skill gets you killed…).
Overall, despite some early issues — kinks I think will be worked out, because Undead Labs listens well to their community — this updated version of the game is more than a thin veneer of glass. In its original form, State of Decay is a robust, impressive game by any standards, a game that offers different approaches for different players and a real chance to make your experience your own, and that’s still here. It’s just prettier and with some better weapons, and I’m betting more opportunities for future updates.
As a final (personal) note, a brag of relief: as of last night, I was still clinging to the #2 spot on the (surprisingly packed) Breakdown leaderboards after having been #1 for a while. That screenshot is preserved as my Xbox One background; after the scoring snafu I experienced when Breakdown first released, that was a particular point of pride. Aaaat laaaaast, my reward has come along.