State of Decay Is The Perfect Wanker

Hello, today I would like to discuss with you one very remarkable zombie apocalypse-themed game. Namely State of Decay. Let's start. Plo...

Hello, today I would like to discuss with you one very remarkable zombie apocalypse-themed game. Namely State of Decay. Let's start.


In terms of the plot of the story, the game does not stand on ceremony and immediately throws us into the thick of things (although in this case, this is a bit loud). The story begins with the fact that two friends, returning from a campaign, discover that in the valley in which they lived there was an invasion of zombies. The heroes quickly join the group of survivors and begin their long survival.

There isn't really much more to say about the plot, in this game it exists rather nominally. At least some kind of conditional setting of the story is felt only in the first and a little in the last hours of the game. And although sometimes the game throws us some mini stories, like saving our friend’s brother, who is hanging out with a guy from a family of bandits, or finding a doctor to cure our infected friend, or helping the military, who, contrary to the orders of their superiors, decided to save survivors that are in trouble, by and large, all this is just an excuse for gameplay.

But nevertheless, the story company performs its function, events develop poorly, and the ending puts a more or less full-fledged point in history.


For a more convenient story about the gameplay of the game, I will talk about each of its main mechanics separately:


And let's start, perhaps, with one of the main features of the game, or rather with the characters. Throughout the passage, you will manage a group of survivors, which can both expand and decrease. It can increase for several reasons: you can just find a lone survivor somewhere, or maybe someone will join you in the story, or one of your neighbors decides to become part of your team. And to decrease due to deaths (how unexpectedly).

So, the bottom line is that you can play as any member of your group, literally. Each of them has its own small features (like the fact that if there is a cook among them, then the kitchen at the base will function better). Also, each character can be pumped according to its characteristics, choose a weapon type specialization, and a couple of active skills. And although everything described above is done quite primitively and there is no question of any depth, in the end, this is enough so that you can set up a certain character for a certain style: one shoots better, the other is tanker, and the third is nimble. But at the same time, there will be no cardinal differences in the gameplay between them, so when switching between them there will be no problems with rebuilding to a certain style. But if the character dies, then he dies permanently, and it will not be possible to restart, because the game autosave. So you have to keep an eye on your staff and think about who is worth going on a story quest or clearing a zombie nest, and who is better to grind and pump for.

And although the characters are mostly just NPCs, the developers tried to give them a little character. Again, all this is limited to small replicas and rare dialogues between them at the base, but it creates the necessary sensations. And you really feel that you manage a group of living people.


We mention that the character has a very small inventory, so weapons and consumables before the battle should be chosen wisely.

 And now to the battle itself. One-button close combat is diluted with a kick, a running kick, and a jump kick, as well as various firearms and a variety of explosive consumables, plus new moves that are unlocked with pumping. All this can be combined into not-too-tricky, but pretty good combinations. A bonus to this is a good dismemberment of the zombies: the hands come off, and the heads from the shot or finishing blow spectacularly in a bloody fountain.

In general, the combat, although monotonous, due to a good number of variations of techniques and entertainment, as well as sufficient hardness, does not bother.

There is also primitive stealth in the game, which consists of the ability to sneak up from behind and one-shot the enemy, but there is nothing more to say about it.

And since we're talking about killing zombies, let's move on to them.


There are six types of enemies in the game:

Ordinary-standard zombies, not too frisky and alone do not pose a danger, but three of these can already bite without any problems.

Screamers are slow and personally pose no danger to the player, but as soon as he approaches them, they yell at the whole district, calling a crowd of zombies to him. Better to wet from afar.

Special forces are standard zombies but in armor. Invulnerable to shots and slightly denser than the standard ones. Alone, they don't cause any problems.

Gnilyak is a classic kamikaze. Upon approaching the player, they explode with poisonous gas that takes away health and stamina. Like screamers, it's best to kill them from a distance.

Zhirtrest - this can be called a full-fledged boss. A huge slow carcass with a lot of health and the ability to one-shot. If you don't have a car to run him down or a lot of ammo, then it's best not to mess with him. Of course, there is a chance to defeat him in close combat, but not the greatest.

The Ferocious is the most dangerous enemy in the game. A fast creature is capable of one-shotting. He has less health than a fat trust and it is possible to kill him in close quarters, but due to his speed, as a rule, he simply tears the character apart faster.

Open world, base, and grind

The open world in the game is not the largest. You can drive around it all by car in about twenty minutes. It consists of three large settlements and territories between them, namely: an urban-type settlement, a city, and a military base. Between these settlements, there are vast fields, and forests, as well as small buildings or houses.

There are plenty of things to do in the open world. Mostly it's missions: kill a certain type of zombie, clear a zombie nest, save a survivor, help a nearby group of survivors, collect resources, protect some area from the infected, and so on. In addition, you can search for resources for yourself or for the base.

We have our own base, which we can equip. You can build an infirmary so that there are always first-aid kits at the base, a gym so that the characters pump melee or a garden so that there is no shortage of food, and other buildings that will make our life easier. Also on this basis, you can order requests to search for certain resources. You can also buy consumables and weapons there. The base can be moved, there are about five places on the map for a possible base.

Also around the world, you can equip a certain number of outposts, in buildings that you have already cleared. In them, it will be possible to buy supplies without reaching the base.

But in order for everything to be good at the base, it must have resources that need to be delivered there. And here I would like to point out one thing. Despite the fact that most of the game, when you are not busy exterminating the dead, you will be engaged in gathering and cleaning out local houses, as such, there is no grind wall in the game. If you complete all the story and additional quests, then you will never be short of resources. And you can generally score on everything except the plot and stupidly run through it for ten hours if not less, it will certainly be difficult, but quite possible.

Clearing the open world is not boring (at least for me), as there is real excitement here. The dilemma of whether to go to a dangerous place for valuable resources or to a safe place with a smaller prize arises very often. A pleasant, but at the same time hard combat, combined with a good arrangement of enemies, makes traveling around the world moderately intense, but at the same time exciting.


I would also like to note the pleasant atmosphere of autumn in the game. The visual of the game is not the most expensive, but quite pleasing to the eye. The environment is fairly well designed (with the exception of the repetitive houses). Fields and forests covered with golden leaves look very pretty. Somewhat depressing music sets the right mood. In general, the game has an atmosphere and is well done, whether everyone will like it is already an open question.


In conclusion, I would like to note that the game, in my opinion, is quite unique. No, of course, speaking in general, it is not very different from its other colleagues in the shop. But the authors of the game tried to combine the classic open world, survival horror, strategy, and leveling elements in it. And they did it all. Yes, all these elements are made in it rather primitively, but they are competently combined with each other, and I would like to praise the developers for this.

Of course, the game also has its downsides. This is the same weak plot and in general a weak technical condition. As such, no critical bugs were noticed, but otherwise, not the largest budget is visible to the naked eye. Identical faces, and clumsy animations, but I generally keep quiet about the animation of faces. And in general, those who do not really like jerking off have nothing to do here.

But for me, this is one of the best wankers. I like to go into this game, collect resources, kill zombies, and upgrade the base and characters. For me, this is the perfect time killer and I hope I explained why.

All good. Be there.



Bemarks: State of Decay Is The Perfect Wanker
State of Decay Is The Perfect Wanker
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