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State of Decay: Lifeline

Written by: Adam "ManKorn" Korenman, CC2K Video Games Editor


Wonderful Toys

Unlike the scavengers from the previous State of Decay releases, the soldiers of Greyhound One pack some serious firepower. Artillery strikes, drone surveillance, and grenade launchers round out a powerful arsenal of weaponry. Unlike previous iterations of the series, firearms now play a much more prominent role. You’ll still spend a good portion of the day smashing in zombie skulls with your trusty crowbar, but the only way you’ll survive a Siege–a new gameplay mechanic–is with a fully-loaded rifle. 

The greatest weapons you have, however, are the soldiers themselves. Even before leveling up, these ground-and-pounders bring the hurt to the undead in a big way. They can easily take on four or more, and when you bring along an ally the road can seem a mite less dangerous. That doesn’t mean you should take their strength for granted. The enemy count of Danforth is substantially higher than in Trumbull County, and special zombies roam in greater numbers. On a supply run, I was surprised by two bloaters in rapid succession. I managed to escape to higher ground and endure the effects of its noxious gas, but my battle buddy was not so lucky. 

As in earlier episodes, permadeath is a constant threat. It doesn’t matter how powerful a character you’ve created, if you allow the zombies to get it, it’s game over. Well, in a manner of speaking. Losing one characters doesn’t end the game, but does cost you an ally and a large helping of morale. The best way I can describe the feeling is to compare it to X-COM. Losing a well-trained officer in the late game, especially one with a highly specialized skill, is downright heartbreaking. 

And death isn’t solely out to get you.