Thursday 9 January 2014

DayZ Alpha - Review and Suggestions

G'day there guys and gals!

Taking the entire world by storm and still be in the early stages of development, DayZ has captured the attention of both PC and Console gamers alike around the globe, with the team at Bohemia Interactive and Dean "Rocket" Hall setting a new milestone in the Horror genre.
In a short summary, DayZ is set in a fictional Post-Soviet state Chernarus with players being one of the few survivors after an outbreak of zombies. It's not yet known what has caused this change to happen but players must survive in the brutal new world.

Now before I continue this, let me just say for the record, this game is in Alpha form and there are A LOT of bugs that I'll be pointing out but that's simply to warn you and the developers about. 

DayZ will see players in a massive free-roam world and the goal is simple; survive by any means necessary. Players can create their own characters, choosing gender, clothing and skin colour, with the customisation taken even further the more time players explore the world, such as weaponry, items or even new forms of clothing and equipment. Upon entering the world, your character will spawn in a random location around the map, at night or day, with only a flashlight and battery. From there it's purely up to you to survive. 

However, you are not alone in this new apocalypse. Up to 40 players can join to your server, but not all will be friendly and choices must be made. What truly makes the game is the realism: The slightest choices in what you pick up, eat, drink or do can hinder or help you over time. Eating rotten food will eventually lead to your death, sometimes even a single blow from a zombie or hostile human will cause a fatal injury or perhaps a stranger will be kind enough to part with some water to save your life.
Regardless, searching houses, bunkers, outhouses and more will further your survival.

The following are suggestions and revisions purely to aid the development crew.
1: Current bugs: Doors seem to be a bit of an issue, especially while exploring smaller houses. Most of the time this can lead to spawning outside the house or useable doors becoming unresponsive. This also applies to some ladder issues, the climbing action will not take place but characters will automatically spawn to the highest point.
2: Level height: While only a suggestion, furthering the world height limit would be grand. Although I do not know the exact location, there is a Radio Tower where players can climb to gain some sight advantage. The ladder however continues up the tower. The same can be said for the crane near the beachhead. Allowing players to reach that height to see further would be excellent.
3: Quantity of items: The desperate hunt for items is a great feature of the game but perhaps a risk factor effect could be used. For example: more homes in a town could equal more zombies risk, but each house having a good item to have such as backpack, large amount of food, weaponry ect.
Out in the mountains with only one house, perhaps have fewer zombies with less necessary items such as clothing, ammunition ect.
4: Careful spawning points: More than a one time occurrence, I have spawned near feet away from a zombie or face first with one. Randomising them more (such as in the mountains or in a barn) may reduce this problem.
5: NPC/Backstory? I only recently discovered a "Pride and Prejudice" book inside the game. If this is possible, perhaps maybe adding in some paperwork or civilian backstory could bring in emotional attachment from players. Imagine if while raiding a house if a player found a child's note with a bloody doll next to it with drag-marks all along the floor...

These are simply the thoughts and ideas of a fan of the game and the work Dean and Bohemia is doing is beyond indie titles. I expect great and brilliant things to come from DayZ and I highly encourage you to check it out too.

For more information, check out their website here: http://dayzgame.com/
DayZ is out now for $29.99 and price may increase with further development.

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