Almost, that’s the message from Executive Producer Jeff Strain over at Undead Labs. Their first piece of DLC for State of Decay is almost with us. He went on to say;
First, our excellent QA team at Microsoft will spin up multiple teams on two continents for around-the-clock testing. Most of these guys were involved with State of Decay, so they are not only able to find bugs — which is always an essential task — but also help us understand where we are and are not hitting the mark for the survival experience we’re working hard to create. These guys are hard-working, passionate badasses, and we’re glad they’ve got our backs.
Through next week the QA teams will be playing Breakdown, logging any issues they find, and sending feedback to the development team. We’ll spend our (probably quite long) days reviewing, prioritizing, and squashing bugs, and incorporating the design feedback from the QA teams, members of our publishing team at Microsoft, and of course our own developers here at the Lab.
But, assuming no catastrophes, we plan on getting Breakdown into your hands by the end of October.
State of Decay is an open world Zombie survival title that took the Xbox Live Arcade populace by storm, receiving both positive and negative reviews from critics alike. Although we (well… mostly I) gave it a 5/10 on initial review I clearly stated I looked forward to seeing more from studio in terms of patches to fix bugs and of course DLC. Well here we go, the new DLC is build to add challenge to those that think they have mastered game. Full details can be found here as detailed by Geoffrey Card, one of the Designers on State of Decay.
Below is a list of all the changes and explanations as taken from the Undead Labs website. You never know, they may have forgiven us for our low score by now and even be willing to let us review this piece of DLC. We’ll keep you updated.
***Breakdown DLC Changes***
The first mark of great skill is how well you avoid mistakes. Thus, one of the best ways to test your skill is to ramp up the consequences of those mistakes. As difficulty rises in Breakdown, the damage you receive from zombie attacks increases. It is up to you to stay out of their clutches.
The zombies’ great advantage in State of Decay is their tirelessness. You experience fatigue. They don’t. As difficulty rises, it takes a little more effort to bring down each zombie, which requires you to manage your stamina more carefully.
In a typical horde, you have a large pack of lumbering slow zombies, and a small handful of fast-moving crazy dudes. If you want to flee, all you have to do is kill the crazy dudes, and you can outpace the ones that fall behind. But now, as difficulty rises, the number of fast zombies in the population will get higher and higher…until it gets kind of ridiculous.
Do you ever get that feeling that you haven’t seen a Feral in over four hours of play? As you progress through Breakdown, that feeling will very quickly disappear. (At one point, I did a brief test where I made one out of every six zombies a Bloater. It was a very different game. Don’t worry, I scaled them back…a bit.)
When we update the game to support Breakdown, everyone will get our updated resource system, which is designed to make scavenging fairer and more consistent across every player’s experience. As an added bonus, when you play Breakdown, the new system allows us to slowly drain out some of the Resources and items as difficulty increases.
We’re putting some limits on this, though — scavenging an empty house isn’t all that fun, and we never want the world to feel like a desert. So the resource drain will hit a floor and stop, while the zombies keep on getting tougher.
Remember all the sneaking around you did during the tutorial? Remember how little of that you did after you got your first car? Cars are super-powerful inState of Decay, and they’re everywhere. Smash one up ramming it into a horde, and you can simply trade it in for another.
But now, as difficulty rises, the number of available vehicles drops like a rock. Suddenly, cars become a rare resource that you have to use wisely or not at all, and you’re no longer as inclined to make a suicide run straight into a Juggernaut just for kicks. Sneaking around on foot, using your car as a last resort, becomes one of the best strategies.
And you should probably try to keep your Tools Expert alive.
Keeping Up With You
When I told Sanya about my plans for the difficulty ramp, she immediately told me to take my plans, and double them. Add more difficulty levels, ramp the challenge level higher and harder, because that’s what our players are searching for. So I’ve made it my goal to create a version of the game that gets so hard by the end, I can barely play it, and then let you folks show me how it’s done. Are you ready?