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It would seem that the curse has come down to games licensed to build on popular comics and license for The Walking Dead series. First, Telltale Games, a study focused on the success of episodic adventures, ended up closing. After that the Overkill and Starbreeze action game ended in a pile after just three months on the go because Skybound Entertainment, the rights holders, was not satisfied with the degrading product quality.
The first is a learning lesson. They are always interesting in VR games because they show how developers have enhanced interaction with the environment through motion controls. In this case, it is clear from the start that Skydance has invested time, coconut and effort into the central mechanics. The fact that you can hang or attach weapons and equipment to different parts of the body (bullets, rifle holster, backpack) is something we already saw with titles such as Blood and Truth, but we found the first surprise when they asked us to sell our arm Realistic movement to heal wounds. In addition, the act is natural and recognizable, and they have also put a lot of care into the handling, prevention and response of weapons. For example, there is an automatic rifle that should be thrown to prepare it, or the target victim has to be loaded with bullets into a drum. Naturally, the target can also be stabilized using both hands. And as for white weapons, which are used for stabbing or clinging to cuts, you can choose between twisting the front or back.
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In addition to movement (which involves puffing or riding) and combat actions, the game also features its own communication system, which allows you to choose between several options set. As the Saints & Sinners look like Talktale & # 39; s The Walking Dead in a visual style, we immediately wonder if the show will once again take on complex moral decisions. The response was awaiting us in the media mode, a campaign that could last from 12 to 15 hours (and more, depending on your style of play), which is not the norm in VR titles.
At the beginning of the game we had to fall to a dark grave in the New Orleans mansion, and that's where the first zombies attacked. At this point we were relieved that the drawings were somehow written, reminding the comics who started it all. A real breakthrough would lift our stomachs because the action can be very bad at times. It's a very physical confrontation, much like the ones made with the latest VR Boneworks, with things that are reasonably conflicted and well-weighted. In fact, it is possible that invisible hands are incompatible with real objects because some objects cannot cross here, as objects can collide with many objects.
It all takes time to get used to, but it eventually makes for so many immersive experiences. Battling these pedestrians ends up being a spooky experience where you have to hit the screwdriver on a zombie skull until your mind explodes and eventually collapses. Maybe the gun stuck: it was hard for us to pick a victim from the enemy's head … during the next blow. Even the most ambitious actions are handled with intuition, such as when you stop a zombie from biting you by grabbing your forehead with your free hand while using the other to accomplish the purpose of rebellion. The Walking Dead: Saints & Sinner puts in front of your eyes the most obvious and obvious violence we have seen in recent years, so it doesn't mean you don't have to meet the +12 age limit for Eye-Sharing: +18 is inevitable, and also a warning.
Continuing the game, we soon saw each other on an impromptu basis with an old school bus and some work tables to make our weapons and equipment, something almost obligatory in survival games today. As an outsider in New Orleans, residents call the player a "Visitor" in that game. Those structures, according to a more in-kind, are divided into a few opposition parties. And just like in the "few dollars", these groups earn more or less and allow you to do other jobs, even though sometimes these claims involve difficult issues. The main goal is to find a "Repository", a fairy tale store, and to get there it is necessary to make some deals along the way.
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From the hiding place you are likely to visit different New Orleans areas, almost every little place and with two or three lanes that really pass. That is to say, there are also corrupt buildings where they have to dig into the shelves and paintings of dead workers, using a torch in the dark, constantly listening to the ears that can alert the presence of enemies, whether pedestrians or other people. The intensity of these complex parts is so inspiring that it awakens us to our dreams in the real world every night.
Increase the realities of the game, the game includes hard & # 39; The most common form of survival, such as being unable to get out of the shelter, is the fact that it should not catch you in the dark, the lack of resources or the scarcity of weapons. If you die, you have one chance to recover your property or you will lose the entire inventory (as in the first case Zombie U). As if that is not enough, with each day's transmission disappears and zombies grow in number. Reload the previous game After that many things will have changed places.
If in the middle of an adventure you find the NPC will be killed by travelers, you'd better blow his brain to keep him from coming back to life … It's situations there, too, thank you for looking like figures or artificial figures, and not so much about a person, because their bodies that give spasms already support sounds. bad enough. Well, did we tell you that in this rotten world, food is always so? Your resistance may increase, but perhaps it will take over your life and you should look for medicines or make your own snacks. Survival depends on inventory, career development and meeting orders. Armed with killer trails and katana-style swords you will feel safer as the game goes on, but that unparalleled intelligence is well compensated for the price.
In general, The Walking Dead: Saints & Sinners reaches a universe similar to other survival horror zombie games, such as Dying Light or State of Decay, only here there is a greater appreciation for virtual reality. Its detailed and meticulous world, as well as intelligent design decisions, contributes to that resilience, and we were pleased to be able to tackle problems in many different ways using the open world. You can search for secret paths, take out traps or crawl on the floor, or you can come in with everything, including two bombs to clean a room. Obviously, that of the Saints and Sinners refers to some decisions you will have to make when traveling, whether you like it or not. They are not as deep as in the beginning of Saytale, but they also do their part in the feeling of being immersed.
In other words, this new Walking Dead game has lived up to our expectations. Well, we would like the maps to be bigger, that the NPCs are smarter or we can customize more controls. However, we can only praise the work of Skydance for knowing how to make agility critiques, which is why we unknowingly forgot how they released The Walking Dead curse, because it seems outdated and couldn't include footnotes and other past promises. However, his enthusiasm is clear and we hope future updates will continue to enhance the experience. That's not to say that in this current state of affairs we have panicked in New Orleans and that, playing with the Oculus Rift CV1, we didn't run into some serious technical problem. Anyone who can digest their violence should try Saints & Sinner, a landmark game about The Walking Dead in VR.
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