

Games often yell at you about all the lovely sub-quests you should be doing.

Yes, well, that’s quite apparent Lily, but thank you.

State of Decay manages to make it seem relevant again, by combining a sense of community survival with open world scavenging and the near-continuous, urgent, pressing need to prioritise actions. So many zombie-based games are just extra fodder for the argument that the theme is played out. The man who’d levelled up his fighting, cardio and weapon specialisation skills the furthest. Or personally rammed through multiple zombie hordes in a pick-up truck as they were encroaching on the community home. The times where he’d narrowly made it home after clearing out a nearby zombie infestation on State of Decay’s open world map. It wasn’t Marcus’ background as a clerk who loves hiking that made him such a loss in that last mission. They only begin to become truly distinct once the player has used them on a few missions. The characters are written with the broadest of strokes, defined largely by their starting skills and profession, so it’s not an attachment that stems from pre-written backstory or even through the limited dialogue exchanges. State of Decay is a delightfully janky game, with a few less delightful PC optimisation issues (more on that later) but god damn does it make you care about some of the survivors you control. All of that, and a smooth interrogator too.
