State of decay storyline ending relationship

State of Decay 2 - story arcs?

A big world of zombies and relationships. So there's a sharp irony inherent to the State of Decay series, in which I seek to survive a horrible. Such novella-worthy stories are typical in State of Decay 2, Resources had to be managed, relationship flare-ups had to be mended, and. State of Decay > General Discussions > Topic Details Or is it like, "play forever the never ending story and see how long you will last" kind of.

Melee weapon and firearms are further divided into sub-categories, which have different attack animations and effects. All weapons have a durability rating, and will break when used excessively without repairs. Besides weapons, the player can find or create various consumables to improve their chances of survival, such as painkillers and pipe bombs.

State of Decay 2 First Hands-On: Bigger, Better, and More RPG-y

Besides walking, the player has access to several types of cars, each with its own characteristics like maneuverability and speed. All vehicles can be damaged and destroyed when running over zombies or hitting obstacles, although they can be repaired at the home base.

Plot[ edit ] The story takes place in the fictional Trumbull Valley. The first playable character is Marcus Campbell, a store clerk. After returning from a fishing trip with his friend and a Trumbull local, Ed Jones, he finds that the world has degenerated into a zombie apocalypse. They acquire a walkie-talkie and make contact with Lily Ritter.

  • story arcs?

Following her direction, they make their way to a church called the Church of the Ascension, [11] where Lily and several other survivors have made a home base. With Ed wounded, the trio accept Lily's offer to let them stay. They soon learn that the army's top priority is not to evacuate the survivors, but to contain and try to find the cause of the outbreak. The players also find the local civic leader, Judge Lawton, has barricaded the courthouse with the local law enforcement.

'State of Decay 2' forces you to pick who becomes zombie food

She places citizens in her care under martial laws, planning to rebuild after the zombie incursion blows over. Finally, the players are also introduced to The Wilkersons, a group of hillbilly gun-runners who are using the apocalypse to profit and exploit other survivors.

Near the end, the courthouse falls to a zombie attack and Judge Lawton dies. Captain Montressor is evacuated, leaving behind Sergeant Tan and his men.

The player, along with Tan, discovers numerous dead bodies dumped at the reservoir, explaining the cause of the, "Black Fever," that has plagued numerous survivors in Trumbull Valley. With their only water source contaminated and long term survival no longer an option, they plan to leave the valley. I got to see the game in action here at Gamescom, and if you've ever wanted an alternative to The Walking Dead where anyone and nearly everyone could die, this is for you.

Despite that remake, it still had plenty of rough edges, and glitchy environments were de rigueur as you battled zombies, fortified your home and explored the game's measured-in-kilometers-squared world. However, it's sequel time, and developer Undead Labs has the full backing of Xbox Studios to ensure its new world of zombies is a little less messy -- and I mean that in a technical sense.

There are still plenty of zombies to run over, smash with a baseball bat and the rest. The original was lauded for the freedom it offered players, but it was just really, really glitchy. But the game is now on a new console as a sequel, and the minute admittedly hands-off playthrough had none of the environmental graphics hiccups that State of Decay was notorious for.

Leaving technical upgrades aside, creator and previously World of Warcraft lead programmer Jeff Strain stressed how the game doubles down on what made the first game so popular.

Instead of focusing on one "hero," you can control anyone in your motley survivor crew.

'State of Decay 2' forces you to pick who becomes zombie food

Each future zombie meal has its own strengths and weaknesses, ones that not only include medical skills or shooting proficiency, but the person's effect on camp morale. Naturally, those individual talents will also affect how you play the game. I'm doing all the side missions, sans the boozing enclave because I already did that one, just to see how the outcome is. I usually do missions more in the beginning and scout out traits I want to grow my community.

I also don't want enemies on every corner so I like to have allies. I figure in future play throughs I'll ignore them more. My first play through my community was miserable for a long time because instead of getting us resources I was giving them away. I definitely think the devs have patched in less missions. There was no cool down time in my first play through and now there is between missions. I think you should be able to toggle the radio and tell enclaves to hold tight when you're busy, but having to juggle requests is part of it, I guess.

WTF is that ENDING?! :: State of Decay: Year-One General Discussions

It is kind of part of the challenge, although I have noticed if you mouse over Basically, until they get pissed. This should help to gauge what should be your next priority. Although not all missions show these, those might be the more important missions, I dunno. There also seem to be a level of how "mad" they are. I'm assuming if you don't help them at all, they get pissed and leave.

I don't know what actually turns them hostile.