7 days to die review pc9/12/2023 You don’t really know what you’re doing or where you’re going, which I think adds an exciting bit of mystery into the game. When you originally wake up the first time in the game you have limited tools for survival and the randomly generated map you spawn on is largely shrouded in the fog of war (much like an RTS game). While story details are intentionally vague, the game takes place after a nuclear war which has destroyed most of the world apart from some areas such as the fictitious county of Navezgane, Arizona, the area you spawn in. You’ll also need to fight off the undead, who can be an easy slow kill when there’s only a few plodding around your general vicinity, but extremely difficult to deal with when it’s pitch black and you can hear a hoard of much faster and stronger zombies smashing through your defences. There is of course the obvious need to eat and drink, but you’ll also have to craft weapons and armour, scavenge around cities and desolate buildings and even construct your own fortress. In case you aren’t completely aware of the type of game this is or you aren’t one of the 1.5 million people who purchased it from Steam, 7 Days to Die is basically a game where you’re in what seems to be a post-apocalyptic wasteland where your only real objective in the vast area is to simply survive by catering to your character’s basic needs. Judging by the feel of the game I don’t think the developers were really aiming for a whole new gaming experience, more just a very multifaceted design that would target audiences who enjoy games like DayZ, Minecraft and Rust. But I’m not going to dribble on about how it’s different or the idea of it as being ‘new’ or ‘innovative’, because at the end of the day it just isn’t. In its current state it is incomplete, and after almost three years of slow progress I wonder when it will graduate to beta, or even a finished game.My initial response to any zombie MMO open-world survival crafting game is a positive one, regardless of how cliché that particular genre always sounds to the avid RPG enthusiast. Online communities seem to be exasperated with the slow patching. However, what feels off is the fact the developers released a port of a far-from-finished PC game to console before completing the game. Building a game like this is time consuming and complicated, especially with a small team. There is also nothing intrinsically wrong with a game being at this stage for around three years. There is nothing wrong with a game being in alpha, it’s a work in progress, and if you feel the developers are actively still crafting it then things like bugs and poor graphics can be forgiven. ![]() It doesn’t feel enough to just say “you know those people whose company you enjoy? It’s also enjoyable spending time with them while doing this.” However, if you’re playing online with friends, then most things can be enjoyable. I can understand the appeal in working with people to build up a fortress, then hunker down and work to defend it when night rolls around. There's PvP and PvE, but the latter seems to better fit the survivors vs. Anyone can create a server and invite their pals or let strangers join them. Multiplayer seems to be where most of the appeal lies. You can either slowly tear down existing ruins or utilise them in your building, although the most effective way to survive is to dig a big hole and create a series of burrows like a huge grubby badger. There is something satisfying about being able to destroy almost everything in the environment. Once you’re set up with the basics and you no longer have to punch your way through life, gathering gets a lot easier. You literally have to punch them in order to get the materials-a move seen in games like Minecraft, but looks decidedly odd when the game is at least trying to go for a more realistic tone. You’ll spend the first few minutes of the game punching trees, grass and rocks in order to make rudimentary tools and clothing. The changes in environment are welcome as they give a variation of colour to the scenery but the transitions between, for example, a green forest to a charred wasteland isn’t so much a transition as a line down the map. I’m not sure what kind of world existed before the apocalypse took it, but it was apparently one with identical cinderblocks every third step. The biggest problem is the over reliance on repeating assets. ![]() Even with all the settings on ultra, trees and buildings popped in and out of view, textures looked flat, enemies and animals clipped and flailed into the environment.
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