That little clip is from a little adventure my buddy, Wamdoodle, and I had this past Saturday. It was an exciting time, we were on top of the world. Then our world came crashing down around us. But our story starts a little bit earlier, it's one of luck, chance, and a lot of schadenfreude (look it up!). So much of DayZ relies on a lucky event, a singular moment where the winds of fate shift in your favor. All this is a nice pretty way to say; DayZ is awesome for a minute then grinds you underfoot the next.
A blog on video game culture, community, and growth. Reviews, deep thoughts, and nerd rage.
Showing posts with label Horror. Show all posts
Showing posts with label Horror. Show all posts
Saturday, August 11, 2012
Why I Love and Hate DayZ
That little clip is from a little adventure my buddy, Wamdoodle, and I had this past Saturday. It was an exciting time, we were on top of the world. Then our world came crashing down around us. But our story starts a little bit earlier, it's one of luck, chance, and a lot of schadenfreude (look it up!). So much of DayZ relies on a lucky event, a singular moment where the winds of fate shift in your favor. All this is a nice pretty way to say; DayZ is awesome for a minute then grinds you underfoot the next.
Labels:
DayZ,
gaming,
Horror,
Jerks,
schadenfreude,
Video Games
Thursday, June 28, 2012
DayZ: The Tension Builds
In a bit of a continuation from my last post on the paranoia over other players in the ARMA2 mod, DayZ, I'm going to talk some more about those jerks. Specifically, being one. My two buddies, Schwartz and Wamdoodle, and I were moving through the forests of Chernarus, going to investigate some gunshots near a large factory building. While not necessary for survival in DayZ, the factory areas contain things like toolboxes, razor-wire kits, and car parts, which can be used to defend areas and repair vehicles, which in turn, makes life a little bit easier. We take our time to get there, keeping on the other side of a hill, hiding in the shadows of trees, and generally doing our best to be stealthy survivors. Laying out on a hill, we spy down on the factory, with two unmoving bodies of survivors on the uncovered upper level.
"Let's watch for a bit, see if anybody else is there."
"Let's watch for a bit, see if anybody else is there."
Wednesday, June 27, 2012
DayZ: People are jerks
The internet is full of trolls. If you're reading this, you know this is just a fact of life. It applies to many video games as well, with players attacking teammates that get vehicles they wanted or the amazing con-jobs done on EVE Online. In general, with anonymity and the sheer masses on the internet, many people let the manners and etiquette they were taught (hopefully) and games can turn into bloody free-for-alls. DayZ is no exception, but rather than attempting to try and keep these trolls and jerks under control, DayZ feeds the trolls.
Because DayZ forces you to eat and drink, you have two options: scavenge or steal. Though stealing usually results in dead bodies. You could ask somebody for food and water, but there's nothing that will ensure they won't just shoot you as soon as your back is turned and vice versa. There's no police, there's no laws, it's the zombie apocalypse. Occasionally you might find people who are friendly, but this is a rare event and tenuous at best. Let me give you an example:
Because DayZ forces you to eat and drink, you have two options: scavenge or steal. Though stealing usually results in dead bodies. You could ask somebody for food and water, but there's nothing that will ensure they won't just shoot you as soon as your back is turned and vice versa. There's no police, there's no laws, it's the zombie apocalypse. Occasionally you might find people who are friendly, but this is a rare event and tenuous at best. Let me give you an example:
Monday, June 25, 2012
DayZ: Nights of Terror
Continuing my discussion on the DayZ mod of ARMA2 and its survival horror aspects, we're going to talk about things getting dark, but first I need to say this: ARMA2 is rather pretty all things considered. Released in 2009, with Operation Arrowhead (the expansion required for DayZ) released in 2010, it's had two to three years to fall behind in the graphics department but it still looks amazing. See for yourself:
He wears his sunglasses at night. |
That's my teammate and gamer buddy, Wamdoodle. He's helping show how good this game looks. The models are a little dated and I've turned off some of the post-processing and shadows to help improve how smoothly the game plays but as you can see, it's a long way from DOOM or the original Resident Evil. As Wamdoodle is nice enough to point out in the photo, it's 6:50 server time, so there's a good bit of daylight left.
DayZ: Survival Horror Done Right
Creepy ambient sounds, darkness, a flashlight, and zombies. The mainstays of a survival horror game but so many of the mainstream games are moving away from that creeping terror to have a more action-oriented and 'engaging' game. Enter DayZ, a mod from the combat simulator ARMA2.
I say combat simulator because ARMA emphasizes realistic combat and tactics. One or two bullets and you're dead. Groups organize realistic scenarios with actual objectives rather than a flag to capture or bomb the objective situations. I've not played it personally though, I bought the game and it's expansion (together called Combined Arms) just to play the DayZ mod. I suggest you check out DayZ Mod for more information on the alpha of this fantastic total-conversion mod.
DayZ discourages you from running because the Zed spot you easier the faster you move and the taller you're standing. And hear. See zombies only look forward in about a 60° arc, but they can hear in all directions. So this emphasizes your desire to move stealthily and not attract zombies. Gunfire attracts nearby zombies, and the bigger the gun, the louder, the farther they can hear you. Also, these aren't Romero zombies, they know how to run. In fact, they run at a full sprint, the same as if you were standing up and sprinting. Of course, they aren't worried about alerting nearby zombies, but you are. So if you alert a zombie, they come at you SCREAMING, they don't always run in a straight line (some of that may be pathing issues, but I like it) so you can't always line up an easy shot before they get to you. So you have a focus on avoiding zombies and to not just pop a cap in each one of the undead that you see. And that's if you have a gun.
See, when you start up in DayZ, you spawn on the shore of a 250 square-kilometer zone with a backpack, a bandage, painkillers, and a flashlight (We'll talk about that little bit of terror in the next post!) and anything you need or want beyond that, you'll have to scavenge. Sneak through towns and check inside sheds, some homes, even outhouses. Of course, all these places have zombies nearby. In fact, any place that spawns items also spawns zombies, the system is tied together that way. And this isn't to say every place has worthwhile loot. Often you'll find empty cans or whiskey bottles and some road flares. They have a use, but you can't eat or drink them and they sure won't let you kill any zombies or other players.
Tomorrow, we'll talk about the nighttime and flashlights!
I say combat simulator because ARMA emphasizes realistic combat and tactics. One or two bullets and you're dead. Groups organize realistic scenarios with actual objectives rather than a flag to capture or bomb the objective situations. I've not played it personally though, I bought the game and it's expansion (together called Combined Arms) just to play the DayZ mod. I suggest you check out DayZ Mod for more information on the alpha of this fantastic total-conversion mod.
DayZ discourages you from running because the Zed spot you easier the faster you move and the taller you're standing. And hear. See zombies only look forward in about a 60° arc, but they can hear in all directions. So this emphasizes your desire to move stealthily and not attract zombies. Gunfire attracts nearby zombies, and the bigger the gun, the louder, the farther they can hear you. Also, these aren't Romero zombies, they know how to run. In fact, they run at a full sprint, the same as if you were standing up and sprinting. Of course, they aren't worried about alerting nearby zombies, but you are. So if you alert a zombie, they come at you SCREAMING, they don't always run in a straight line (some of that may be pathing issues, but I like it) so you can't always line up an easy shot before they get to you. So you have a focus on avoiding zombies and to not just pop a cap in each one of the undead that you see. And that's if you have a gun.
See, when you start up in DayZ, you spawn on the shore of a 250 square-kilometer zone with a backpack, a bandage, painkillers, and a flashlight (We'll talk about that little bit of terror in the next post!) and anything you need or want beyond that, you'll have to scavenge. Sneak through towns and check inside sheds, some homes, even outhouses. Of course, all these places have zombies nearby. In fact, any place that spawns items also spawns zombies, the system is tied together that way. And this isn't to say every place has worthwhile loot. Often you'll find empty cans or whiskey bottles and some road flares. They have a use, but you can't eat or drink them and they sure won't let you kill any zombies or other players.
Tomorrow, we'll talk about the nighttime and flashlights!
Subscribe to:
Posts (Atom)