Dead State Information And Screenshots
Well there are Zombie themed first person shooters and 3/4th view games. There is not however a zombie themed RPG – until now! Well now being hopefully next year or whenever this game comes out.
About The Game
Dead State is a compelling, high-tension RPG set at the beginning of the zombie apocalypse – a deadly illness is rampaging through the world, turning those infected into the walking dead. As society is beginning to fall apart, the player must organize a scant handful of allies, working on fortifying a shelter, scouting for food and supplies, making uncertain alliances with others, and attempting to hold together a group as humanity teeters on the brink of extinction. And although the zombies lurk as an ever present threat, the biggest obstacle to the player may just be other humans with the same goal: survival at any cost.
- Strategic turn-based gameplay: combines single-player character control with streamlined ally AI management, allowing for innovative party control
- Lush graphics: expansive maps and detailed character models brought to life through the power of Torque 3D
- Unique perspective: Combination of classic isometric perspective and field of view based on character line-of-sight allows for a tense and exciting game experience
- Open-ended gameplay: Large explorable world and non-linear storyline allow players to explore the landscape of Dead State freely, and encounter new challenges each time they play
- Engaging story and characters: Story and characters written by veteran game developer Brian Mitsoda (Vampire the Masquerade: Bloodlines) – features realistic and compelling dialogue and expertly-woven story elements
- Compelling player choice: Players not judged by a linear morality scale, but asked to make difficult and challenging decisions to keep themselves and their fellow survivors alive
- Complex and reactive character AI: Allies react realistically in combat situations, human enemies employ variable tactics against other character, zombies follow frightening mobbing behavior
- Innovative mechanics: Noise mechanic affects how zombies track prey by sound, resource management within player shelter allows for streamlined upgrades and organization of ally tasks
Currently being developed for PCs (Release date TBA)
From The Rock Paper Shotgun Interview
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RPS: Can you elaborate on your vision of zombies? What are you trying to evoke in the game? What kind of things have influenced you?
Brian Mitsoda: On paper, our zombies are really not supposed to be threatening. They’re dumb, they’re slow, they’re unorganized – your very basic shambling corpse. They’re only dangerous when you forget about them. Make too much noise, get cornered, ignore them – that’s when they get dangerous. Most games deal with a Night of the Living Dead scenario where you have to survive one night, one wave, one map. We’re dealing with a long-term zombie threat, where you have to worry about keeping people fed, friends getting bit and infected while scavenging, and the desperation of other human beings. Honestly, the game is not about the zombies, but about how people react to a crisis and what they are willing to do to other human beings and even members of their group to stay alive or protect their own. The zombies are just a cause, like economic collapse or a massive earthquake, and it’s really the human self-preservation instinct and the survivor mentality that we’re interested in portraying.
I think the interesting thing about a disaster is this mentality that everything is going to be okay – that “someone†is going to come in and save me, of course. This idea that as long as you aren’t in immediate danger, you can keep your head down and hope the problem will go away. We’re short-term thinking creatures and we don’t like to think of the big picture implications of our actions – global warming, borrowing money, cutting education/space spending. I think rationally we want to believe the governments of the world would mobilize quick enough to stop a zombie plague (only infected people rise from the dead in our game) but I think that generally we’re only mobilized when we are directly threatened. By the time people start to notice the dead walking in their neck of the woods, the problem has spread beyond containment. The zombies in Dead State are a faceless (sometimes literally) force and dealing with the zombie problem is a lot like waging a war on an ideal.
They elaborate a lot on their vision for the game in the interview and it’s definitely one you should check out!
You can find out more about the game at the official Dead State Website.
[All interview quotes and pictures are from Rock Paper Shotgun.]