State of Decay 2; Making Good On An Old Promise

 

 

State of Decay was a god send for fans of both open world games and zombies in general. I remember the excitement surrounding it at the time of its announcement, amongst me and my zombie loving peers. Developers Undead Labs in conjunction with Microsoft Studios released their offering in the summer of 2013 receiving many positive reviews from critics and players alike. But man, was I to be in for a personal let down, I was a victim of my own internal irrational hype machine with hope for the peak open world zombie experience in my heart. I couldn’t wait to play this game with my friends and this was the main reason I pre-ordered it, to play it with them.

Well as always with most things in life, the proof was in the pudding and it left a bitter taste in my mouth. I’m not going to say it was a bad game, objectively it’s a good game and to many it was even greater than, it just left me wanting more and I feel had so much more missed potential.

However I’m not exactly fully qualified to give a proper critique, as I gave up on it early on owing to how 2D it felt to me. It was a good enough game, ran well, looked nice and was pretty damn smooth, with some good mechanics. Where it was lacking meant it was not enough to hold me there as a player, I didn’t feel the urge to invest my time into it. The campaign seemed short as from what I know I’d almost finished it even with my lacklustre playing. What progression there was, felt almost pointless to me beyond my own personal progression I hadn’t seen any real fruits of my labour. Despite my fading memories of my 2013 gameplay I’ll try and explain what it did well but why that wasn’t enough for me personally.

 

 

Stumble Beginnings

The concept and story was all there and done extremely well. The zombie apocalypse survival fantasy was the best aspect of it, creating homesteads for survivor companions you rescue. Scavenging to feed and equip yourself and all those extra mouths you accumulate, even down to keeping the group happy with a morale system as well as upgrading your base to help raise their skill levels. That was pretty neat and something I liked very much, but to me it felt like it had little bearing on my game except for having an AI squad which could and should have been some of my human pals. I’ve been told if you died as your character it meant perma-death and you have to choose from one of the survivors for who you will play as next. I like that aspect of it thinking about it retrospectively, the problem was I never died. I played it long enough to know I wasn’t fully enjoying it despite it being decent but I didn’t play long enough to die, even though I completed quite a few missions.

The map was quite small and the game therefore felt quite limited in scope, it wasn’t very big for an open world map, although big enough for what the game was I suppose.  It was overall so limited that it almost made the great selection of vehicles seem a tad overkill when you consider the wastelands of say for example, Fallout, with their vastness and varied areas all traversed on foot. Take a look at the map below and you’ll see what I mean. Well if you agree with me that is…

 

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There was some great horde mechanics although sometimes at the beginning they would be already forming at areas you needed to go, which made it quite difficult at low levels. The special enemies were varied and fun to fight. Such as the Feral zombie and the Juggernaut pictured below. I think you can guess which is which, the feral was the highest threat in the game if you fell foul of their ambushes. The Juggernaut relies on brute strength and high health, naturally, slow but powerful. Some good variation there. Adding some nice variety in fighting style and tactics.

 

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To get to the point my humble opinions is, it was a good game with an even better concept that was squandered owing to not being wider in scope and depth, failing to deliver on its potential as well as one major promise. The promise of multiplayer and co-op was the very reason I had purchased this game so eagerly. Now I understand nothing about game development except it’s costly and difficult so I can forgive the developers, of course. However when I read the news that they had scrapped the multiplayer we were told would be a part of the game, it became terribly apparent there wasn’t enough to hold me there to play on alone. I had other multiplayer games to play and frankly far more engrossing solo campaigns. I personally enjoy living out a games experience with friends and it all felt a bit hollow from that point forward. It was just a few brains short of a zombie picnic without my friends and co-op mode in general.

 

 

Undead Redemption

That’s where state of Decay 2 comes in, set to be released on Xbox and Microsoft this coming May the 22nd. It really looks as if Undead Labs have set out to fix the issues I took with the original. To put things back on track (in my eyes) for the series, in a way that fulfils more of its potential and redeems itself for the hurdles its predecessor fell at. It’s a game where the survival horror fantasy aspect is once again key but most importantly, it’s going to be multiplayer, for real this time! Check out the video below, this game is all about co-operation with the games host controlling their own base and those who join their game having the incentive to help build up this hosts world as they get to keep items and resources that they scavenge. Meaning this game will have a mutually beneficial community focus and just add more dimensions to the experience of gameplay with a team of humans, as well as the option to solo play of course.

In the words of Doug Williams, Art Director at Undead Labs speaking on the upgrade in platforms and engines says this meant they could achieve more with this game overall as compared to the first;

“new maps, more characters, more cars, more zombies, more simulation everything was a huge bump up.”

Jeff Strain who is the Studio Head added;

“it does give us the ability to create a smoother richer more graphically pleasing world for the players to play in.”

Overall from what I’ve researched this is true, it is definitely going to be bigger, better and more of what State of Decay could have and should have been! There are three more areas than before all the same size as the original, widening it in scope and giving more to the exploration, scavenging and base building aspects. You can build outposts that work in tandem with your main base in the area, base upgrading now requires you defend it from hordes as the noise of the building work attracts the wandering undead. So it seems there are some cool development in mechanics that add to the survival simulation aspect of it all which was already pretty decent before although there was definite room for improvement. There are also enclaves of other survivors that you can meet, trade and garner influence with, which allows you to get access to drones and other such aid by radioing them. Further developing the necessity for interacting with the world around you where before you felt able to skirt around that aspect, now it seems too rewarding to ignore. Also the new night mode looks pretty damn terrifying and will surely add more to the horror side of things, something I welcome as it seems to have been done so well that perhaps I won’t even be able to go out from my base at night without a human companion, the big scaredy that I am.

 

If you’d like to see a more in-depth look at these mechanics check out these videos below on the base-building and new survivor system aspects;

 

 

 

It seems like it’s going to be an all-around improvement this time round so if you were a fan, you’re going to be a bigger fan. If you weren’t a massive fan like me, then perhaps this will satiate your ungrateful and unquenchable thirst for more to fulfil the hype in your head. Here’s hoping, as they have stated they are aiming for a less canned experience and more of a unique one chosen by the player and moulded by them and their peers. Something I believe the original would have benefited from massively.

Undead Labs have really taken on board a lot of feedback from fans on what has worked well and what hasn’t worked or was missing all together. It really feels like they’ve listened and are going to bring out a game that will be an even bigger hit, although I’m going to refrain from over hyping it until I get my first bites of game play. We’ll see if I gobble it up or spit it out and I’ll get back to you all on that one come its release. I’m definitely looking forward to it albeit in hesitant anticipation.

The British Are Coming (To Squad) And Other Developments

 

Now for something we’ve all been waiting patiently for! Okay, okay… maybe a massive bit of hyperbole there on my part, but to me the exaggeration is closer to the reality of how I feel about this.

Squad fans, especially those from the British Isles are excited after having been given more of a look at the upcoming addition to the conventional armies of the game. Something that has been in the works since the Kickstarter campaign first began back in 2015. Today I’m going to take a look at what is in store for us fans and what we can expect from the British army faction. I have to say it’s seeming very good to me indeed and it looks like the team of developers from Offworld Industries have been having some fun along the way;

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Alongside the new addition of the British army I’m going to check out a few of the other upcoming updates due this year, that I haven’t yet touched upon. As well as a couple of thoughts and suggestions my pals and I have had on what changes we might like to see implemented.

 

 

The British Army

Okay … yes of course I am biased but the British army coming to squad is a big deal. I now get to play around with the kit and weaponry that the army of my country uses, as well as some of their pretty cool looking vehicles! Despite my obvious bias, it has to be admitted that objectively this is going to be good for the game all round in adding more diversity to it.
Check out this sneak peek at the funky looking British army truck;

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Here’s a little preview of a run-around with a British soldier, showing off the SA80 sights (I believe) and the British LSW (Light Support weapon) with its SUSAT sights, a 4×4 magnified scope which was developed by and still largely used by the British;

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The uniforms are looking spot on as does the weapons and the truck, in fact everything I’ve seen so far. They’ve done great with the models and I can’t wait to get to a grip on the look and feel of their vehicles, equipment and weaponry to see how they all handle, look and sound. As well as what their FOB builds look like, I wonder how they’ll add a British touch to them. This is the update I am most looking forward to but now let us take a look at more great updates due to come this year.

 

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More Models For Insurgent Forces

Adding more variety to the models of the insurgent faction is a very important thing to do and I’ll tell you why. This will better reflect the look of these unconventional military groups, further adding to the realism of the game through mirroring the real world. These unprofessional military units are usually more of a rag tag militia of civilians turned fighters and so have random equipment and limited uniforms, if any. This will do wonders for the immersive realism in the visuals of the game and I can’t wait to see them out and about when they’re released.
Boy are we in for a treat as in my opinion the models are looking pretty tasty and capture the authentic middle-eastern militant aesthetic chic, if you will;

 

 

Insurgent 1

Insurgent 2

Insurgent 3

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Insurgent 5

Insurgent 6

 

 

As you can see from these pictures there is some nice variety that captures the truth of the forces much more distinctly. They truly look like the casual civilians turned fighters that a great many on the battlefields of today are in that sphere of conflict, swept up into the wars that have enveloped their nations.

 

 

Up-armoured Technicals

Another update for the insurgents this time with regards to vehicle types, with the adding of makeshift up armouring on some Technicals. This emulates the grim reality of the real world conflicts in the Middle-East, as these feature heavily in the arsenal of jihadist and rebel groups, using whatever engineering knowledge, equipment and scrap metal at their disposal to make their weaker vehicles stronger. Resulting in some mad max style post-apocalyptic looking armoured get ups. Allowing their vehicles to withstand more punishment as well as ensuring their VBIEDs (vehicle borne improvised explosive devices) get closer to the kill zone and in so doing, making them miles more effective.

 

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Here are some pretty tame and rational looking versions, but these vehicle creations that were spawned out of war necessity range on a spectrum of pretty well done as above, to just plain bizarre. Here let me illustrate that end for you;

 

 

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Seems more Star Wars than our wars don’t it?! So what are the developers of Squad offering for our insurgents’ vehicular arsenal? Let’s take a look and find out!

 

Technical 1.jpg

Technical 2

 

Pretty dead on and true to life looking, these vehicles will operate differently to how the less armoured bog standard techies work at the moment. Instead of being fast and unable to take much punishment, more suited for fast drop offs, careful support and extractions. These uparmoured versions will trade speed and handling for the ability to take more punishment. Making them much better for sustained support and perhaps even challenging the better armed and armoured conventional faction vehicles. That is … if you get the drop on them or drop in on them with an IED attached ready to blow.

 

 

Guided Missile Systems

Squad is getting its first guided missile systems introduced this year, in the form of the BGM-71 TIW, complete with a long distance magnification sight. It will be a bane for vehicle drivers but a much needed defence for infantry that will find them very useful on American FOBs, as the US are the faction these will belong to. All too often one vehicle can bring a badly or even well placed FOB to its knees even with anti-tank infantry, so perhaps these will give a bit more of a bite to FOBs under fire from vehicles. They can fire over a very large distance very accurately, can’t wait to see them flying through the air taking out the Russian 30mm BTRs. They’ve been destroying me recently and I am still holding grudges.

 

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Tow 2

 

Here’s a Gif of what the optics look like and how it fires;

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Heavy Machine Gun And SPG Optics

Both conventional factions are getting kitted out with better optics for their heavy machine gun classes. The US M2A1 Browning will get an M145 ACOG scope optic;

 

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And the Russian NSV will get an SPP optic for their heavy support weapon;

 

Machine gun optics 1

 

Now I absolutely love ‘laying down some hate’ with these high round capacity fast firing killing machines, they’re great for suppressing enemies who are attacking or those your squad are attacking. It’s a versatile support weapon and now with optics will become even more effective and accurate as it can be hard shooting with iron sights beyond mid-range. Especially if you’re as awful as spotting enemies as I am, that’s why I always favour optics and am looking forward to getting a go with them as I spray hot lead to better effect.
As well as the heavy MGs getting optics, the SPG is going to get a new optic that will make it much more accurate and easier to use at range. Something I find will be welcomed since your first shot must count, with the length of time it takes to reload and all. Now you can judge range and target better giving you more chance of getting that first shot on. Check out how the optics look and what looking down the sight looks like below;

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Realistic Armour Thickness

Another update for the realms of realism – relative vehicle armour thickness and how well it would withstand being hit by munitions. Meaning vehicle drivers will have to consider what areas are exposed and be mindful of enemy movements in efforts to reach a clear shot of their weak spots.

 

wastefulshockedasianpiedstarling-size_restrictedfantasticmajesticarcticfox-size_restrictedConversely anti-tank classes will need to be wary of where they’re hitting the target for maximum efficiency. A nice touch bringing more aspects of MilSim realism and tactics into play.

 

New Maps And Updates

It’s clear that Offworld must be perfectionists or at the very least care about their game and its fans enough to constantly be improving and updating things. I like this, as they stated in their press release ‘with a new year comes a new year of mapping!’ To those who play the same map rotation over and over again and possibly getting a little tired of them this will be a god send.

The map Kohat is being expanded to improve areas that are empty and providing more variety alongside more capture points. The most exciting addition I think is the proof that the plan to add helicopters is coming closer to fruition! A new US army FOB is going to be put in …. complete with HELICOPTER LANDING PADS!!!! Get in.

 

Kohat

A number of other maps are being expanded and retrofitted in areas, adding more in buildings and ruins as well as new roads to make vehicles more utilisable and able to move quickly with more options. A new map known as Kamdesh Highlands is also in development with the subject matter being a rugged area of Afghanistan featuring lush pine forests and hilly terrain perfect for ambushes.

 

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  There is also some news on what has been a project in the pipeline for quite some time, the map Fallujah. They are moving on to the second phase of creating the city working on large buildings that will reside in the city centre. Looking to be ready by the end of the year, so check for monthly updates. The layout below shows it’s a pretty urban map, with heavily built up areas.

 

 

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Thoughts And Suggestions

Sometimes my buddies and I like to play in smaller tight knit squads and not have to deal with the hassle of leading a full squad of random people who often don’t listen or are back seat squad leaders. We got to thinking perhaps there should be a number of different squad types and set ups. Say a dedicated 4 person Anti-Tank team or perhaps a 6 person vehicle squad with drivers, gunners and support infantry for two vehicles. Just an idea that might add a little bit more flexibility in what type of squad you can play as effectively with smaller numbers.  I don’t know what people think about this one, if you have any thoughts feel free to leave a comment.

Another thought was more randomised patterns and variants in capture point progression in already existing maps, this would keep them fresher and give a different playing experience with each different layout. Not a massive issue and seems to be something that the mapping team are constantly working on as noted above. However just a thought that would keep older maps feeling newer without having to develop or build too much, less work but with similar effects to tide us heavy players over between expansions and new maps.

 

 

Clearly Squad is an ever developing game that does justice in capturing the look and simulated experience of some of the biggest contemporary theatres of war. It really aims to be authentic with enthusiasm and zeal and just looking at what they have planned, they’re hitting the mark. I’m just so eager to see what else they’ve got envisaged for this game and its future with every announced update, I can’t wait for the next, despite the game being great as is Offworld Industries just keep making it better.

Warhammer Vermintide 2: Grim, Ghastly, Great

 

 

Straight off the bat it has to be said and is probably already well known by those of you it applies to, but fans of either of Valves’ Left 4 Dead franchise or the Warhammer fantasy world, especially fans of both, are going to absolutely love this corker of a sequel to Vermintide: End Times.

It’s a simple formula really, take the team based co-op and quirky escape style play of L4D add the world of Warhammer Fantasy table top games and you’ve got an instantly popular title. I reckon it can be easy to become lazy or complacent with such tried and tested gaming gold dust. However developers FatShark didn’t just lean on the popularity of the brand and style of game. In my opinion they have delivered a well-rounded playing experience that stands on its own merits and is just such a pleasure to play.

I haven’t played Vermintide: End Times, the first game in the series, but I had to try out the second as did many others it seems. This release has been bringing new fans to the desk as it outsold its predecessors’ lifetime sales in just two weeks!

In this article I will go over a few of my first impressions, looking at what aspects really struck a chord with me and what I thought made it an enjoyable experience, based on my first day of playing. I would also like to dedicate this article to a good friend Spawndex whom loves the Skaven and will probably be angry to know I still haven’t tried them in Total War: Warhammer 2 and that I much prefer dismembering them in Vermintide 2.

 

Character Progression, User Interface And Crafting

There are 5 heroes to choose from a Witch Hunter, Dwarf Ranger, Waywatcher, Bright Wizard and my personal favourite an Empire Soldier. Each have different abilities and can be levelled up with equipment and cosmetics gained, as well as skill choices to be made that are unlocked as higher levels are reached. There are 25 levels for each character with 3 perks unlocked every 5 levels, these can be mixed and matched as and when you please in the skill section of the inventory. There are also 3 unlockable career paths for each hero which give them different passive and special abilities. Each hero of course has their own play-style, strengths and weaknesses that you must get to grips with, some nice variation there but I won’t bore you with the intricacies and let you find out for yourself.

You can gain loot through completing missions or levelling up and can get better loot boxes through completing a variety of tasks and challenges in-game. I like this as there is no micro-transactions so the game is all about the rank up grind and not buying your way through the gameplay. Essentially robbing yourself of the experience.

Some of the items you get really add to your fighting style, mainly the weapons, which can have their own properties and add to your heroes overall power level known as hero power. As well as weapons you get necklaces, charms, cosmetics and trinkets to outfit your character with that also contain perks and give an addition to this level.  You can also unlock deeds with harder challenges from crates, which give you xp bonuses for completing them. This progressive customisation of characters is nice as it gives you something to aim for and doesn’t feel too unreachable nor too fast, it’s a nice balance.

However there has been some criticism levelled on the specifics of hero power which I have yet to experience with my limited time in the game. Essentially your power level effects the way weapons fundamentally work and some have said it makes for inconsistent gameplay, having to unlearn and relearn your weapons intricacies depending on difficulty and power level. If you’d like to know more have a watch of milkandcookiesTWs’ YouTube video on the subject;

 

 

Before missions start players join into an interactive lobby known as the Stronghold where you can open your loot crates and rewards, view your inventory, crafting options, choose skills you’ve earnt and customise your loadout. It’s a preparation room, as well as being a generally fun and nice place to dick around in before the match starts and all players are ready. However there is also a bit more functionality to it with potions and bombs to test out, as well as dummies you can hit to test your damage power to find your best set up. Another comment on this Stronghold is that it is that from clicking the play option on the main menu to being in the stronghold is pretty much instantaneous, no load screens.

 

DICK ABOUT 1

 

All the actions mentioned above are carried out through a user interface which is simple and easy to use,  feeling very natural in no time at all. The UI even has nice sound effects which is a nice touch. Below is a little video of me just showing a bit of it off.

 

 

The crafting system allows you to break down and salvage unwanted lesser and useless loot and combine the scraps to create new items, upgrade existing ones or re-roll the properties on them. Meaning the crappy rewards too have their uses and don’t just sit there idly. The crafting is easy to use also, which I like as I don’t enjoy fumbling around and am easily confused. But confuse me this did not.

Currently the cosmetics seem to be very limited but the developer has stated they will be adding more to the currently scant array. Which will do them well as there are even forum posts imploring for more unlockable and buyable (why they want to have to pay I don’t know) cosmetic loot. But it appears the developers are pretty adamant that they are to keep micro-transactions out of the game as can be seen by this blunt response to a question begging to throw money at them …

 

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This character progression is brilliant for players like me who like to feel they’re going somewhere, giving a feeling of achievement and decision making flare to the game. Adding more to the playing experience and replay value through giving you 5 different classes to hone and equip.

 

Gameplay And Mechanics

It has to be said that it is primarily a hack and slash game with ranged weapons taking a secondary but important role, you just have to use your ammo wisely. Whilst hack and slash games can become boring and repetitive button clicking at times, the game mechanics are just so smooth and intuitive that you feel much more in control of your character. Therefore you’re more involved instead of button mashing as there is variation in moves. Even a fool like me picked it up easy enough, not to say the game is easy, far from it, I was just playing on recruit which is the easiest out of 4 difficulty settings and apparently equal to L4Ds’ hardest setting. This game has done a good job of making the fighting and movement feel more natural and the gameplay so intense that it’s gripping and involving, you always have to be on your toes with there being a lot of enemies!

Furthermore the chopping up the enemy lark is very visually and audibly rewarding, giving good and most often graphic feedback, if you love gore in games, this will get your bloodlust pumping. Sometimes you can even cut a Skaven rat clean in half at the waist and see its entrails, check out a pretty tame example of the audio visual feedback below…

 

And now an example of Skaven guts and legs teetering over …

 

The use of dodging, blocking, parrying and melee fighting are just a delight to play, it’s been built spot on. This can also be seen in the shooting of bows and guns, they’re not at all clunky as you’d have come to expect at least a little of from playing other similar games. It’s just not there, you feel like a well-oiled fighting machine all round.

You can tag items using the T key which helps show others where any spare gear is, simple I know, but  it makes things nice and easy. The mission loading pages are pretty brief and have nice tidy little cut scenes to introduce the story arc for the certain Acts you are working on, they’re speedy and keep the pace of the game moving nicely. The storylines and missions are varied and fun and do not feel repetitive and played out even when playing them through over again as there is enough difference in between to make it feel somewhat fresh again. Besides I reckon this one is just too fun to get stale quick, if at all. Although I do hope more and more will be added, what we’ve got does suffice though. But you always want more of a good thing …. right? Well we’re in luck as the developers have been quite clear with their roadmap and plans for the first 3 months since release, in which they state aims to achieve;

‘Regular DLCs and updates … Dedicated Servers … Mod Support.’

As well as listening to feedback from us the players and their fanbase, pretty nice approach if you ask me.

The enemy types are numerous and it is fun to engage with their different fighting styles and qualities. Some that will pick you off and drag you away, others who are shielded and better at combat, gunners and flamethrowers. As well as wizards that suck you into a green vortex spell they cast, just to name a few. It’s a joy to engage in combat with all of them. The bigger monsters and bosses  are great too, though sometimes repetitive but varied enough and always a fun challenge when they rear their ugly heads again. Especially that one whose weakness is a little Skaven rat baby thingy on its back …


The Bile Troll also has an apparent weakness … but isn’t that area a weakness for us all?

 

Aesthetics And Level Design

Now for some more words that I’ve already used regarding this game, intuitive and varied. That is exactly what the level design is. There are so many different settings in this vast fantasy world, Reichland towns, Skaven strongholds in the mountains, Dwarven holds and the fortresses of men that I’ve seen so far. They are well made, good looking, easy to follow but with enough room for searching and exploring. Allowing you to take slightly different routes for good replay value.

Also the gear around the map you need is randomised so you have to be explorative and I like the fact it encourages that. I could see myself enjoying these maps and missions over and over again combined with the gameplay it’s just so enjoyable.  They also have replay value added by the fact that loot boxes earned can be upgraded by hunting for the hidden Tomes and Grimoires scattered around the map. Giving you better gear, and cosmetics the better your box is upgraded. I like the way that carrying these books give you a health penalty as they are cursed and that they disallow you from carrying any healing potions or otherwise depending on the type of book. Making things more challenging when you run the risk in hope of better loot.

Here are some screenshots from various levels;

 

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MAP 1

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It’s very atmospheric, especially in the areas of grim, morbid and foreboding. You’re fighting your way through the ruin and horrors that the inhabitants of this world have suffered through at the hands of the Chaos realms and the Vermintide of Skaven. The aftermath is truly a horrific and gripping experience to play through and I commend FatShark for capturing the terror of this fantasy world so well, they’ve spared no expense in the areas of bloody grimness. Lynched corpses littering trees, hanging from rafters, flesh tents … they’ve really pulled out all the stops, so much so that at points it actually had me shuddering. Really doing the source material the justice in capturing its essence.

 

Missing 3

 

MEAT TENT

 

There’s a level where you have to help relieve a besieged fortress under attack from the Skaven and break out through the gates. It’s a very atmospheric battle as you fight your way to the castle, you can see cannon burst, rockets and the green Skaven energy bursts firing to and fro in the sky. Makes you feel you’re part of something larger and so making it very immersive and … what’s a cooler word for epic? Lets just say, extremely satisfying.

 

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You get to a cannon and must destroy the enemy catapults, aiming it, firing it and finding more ammunition for it before finally destroying them all and sallying forth.

 

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Another level starts out looking like an epic Dwarven hold but soon turns out to be a nest of filthy vermin, it has clearly been taken over and turned into a Skaven enclave in the mined out depths below. This map stands out to me as it just looks astounding and breath-taking in size, scale and attention to detail.

 

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Finally I’d just like to comment on how well they have implemented good lighting, there are dark parts in missions (notably when you are following a mine cart by torchlight,) which are done really well. My friend I was playing with even exclaimed mid-game ‘This is how you do darkness!’ He was not wrong the lighting in this game is exceptional.

 

Dialogue

The dialogue is often hilarious and not monotonous at all, except maybe when it comes to using your special powers which can become repetitive. Although take this with a pinch of salt as this was my first time playing of course. The characters react to each other and have a bond and are constantly in friendly rivalry and competitive banter whilst the fighting is going on. The dialogue and accents suits the characters well and of course it features the Dwarven and Elven rivalry we all have come to expect. Even though I’m not a super fan of Warhammer I think they capture the lore well in this and the game as a whole. Those who know the lore more in-depth than I can be a better judge of that but i generally feel those folk will be satisfied. As a whole the dialogue does a good job of adding to the immersive experience coupled with the level design, character progression and gameplay it’s another big old thumbs up from me. And it  has been getting chuckles out of me so far so I’m loving it … see this example below….

 

As well as being immersive it makes the characters more 3D and equips them with some nice personalities. Even if I hate that slimy sounding smug Witch Hunter bastard, at least he makes me feel something, instead of just being a throwaway flat nothing. Each character is their own person and it comes across.

 

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Kerillians fine by me … sort that other geezer out first!

 

Slight Bugs Or Glitches

Just a couple minor things to mention here which really don’t detract from the game at all. I had a dual monitor phantom mouse clicking off the screen issue with windowed or bordered full screen. But was easily fixed when I set it to full screen with no borders.

Of course there are some minor AI model bugging issues but they’re few and far between.

Sometimes the bosses’ health meter doesn’t show up for a while if at all in the time it takes you to dispatch the foul creature. Which can be a bit jarring when you have no feedback for how the fight is going, but usually it’s only for some of your party and rarely all of you. So no biggy there really.

 

Concluding Remarks

All round it’s a fantastic game in my eyes,  even if you’re not a fan of either aforementioned franchises but just like team based escape games and hack and slash with tactical team gameplay. This one is still for you as I think this is just an objectively enjoyable game for the most part.

One slight remark that isn’t really a criticism just a suggestion, even though there is already enough in the game to make it worth the money. I just got to thinking perhaps there could be a different game mode in the form of Stronghold defense and through this you could upgrade your Stronghold cosmetically and functionally. More of a suggestion and wish on my part more than anything, as I would like to do what it says in its name and hold it strong. Geddit? Har-Har.

A solid effort with very little criticism to be levelled, if any, thus far from my 15 hours or so of experience. Which is good, so I’d say I’d give it 10 somethings out of 10 somethings on my first playing. Going to be playing this one thoroughly, we’ll see if my first impressions hold true.