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‘State Of Decay’ Review: Survival Of The Fittest

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The zombie genre is bustling right now. You can’t turn a corner without bumping into a Resident Evil, The Walking Dead, DayZ, Lollipop Chainsaw, ZombiU, The Last of Us, Dead Island, etc. Some might even say there are too many zombie games out there right now, that the market has, or is about to become, oversaturated with the undead.

With that said, even if all of the above is true — and it may very well be — if we keep getting games like State of Decay, I’m completely okay with it.

When developer Undead Labs first began work on that game that would eventually become known as State of Decay, it was known as Class3. They were vocal about their goals to start small, with a simple idea — a single-player zombie arcade game — as a concept, before releasing a more ambitious game called Class4. If that mysterious game is still in the works, I have some ideas for it that we’ll get to in a bit.

First off, let’s talk about this game.

For the unfamiliar, this is a XBLA exclusive action RPG set during a zombie apocalypse. You control a survivor — one of many — who’s been tasked with gathering your fellow survivors so you can all survive together against seemingly endless hordes of the undead.

I’ve sunk roughly twenty hours into it and I still feel like I missed a lot. The amount of content Undead Labs has thrown into this game is extremely impressive. You have the main quest-line that progresses the story, but in order to complete that you’re going to have to spend quite a bit of time with the side quests.

The side quests include helping defend neighboring groups of survivors, or enclaves, lending a hand to individual survivors, scavenging for supplies when your base is low, clearing dangerous infestations, and much more. The optional missions are randomly generated, and they don’t last forever. That means if someone is in trouble and you can’t find the time to assist them, there’s a chance they’ll die.

In State of Decay you have a home base that can be fortified with a shooting platform, dojo, library, shooting platform, garden, workshop, kitchen, etc. Each base can only support a certain number of buildings, so you’ll have to decide which ones you choose to build and upgrade for even better bonuses.

To keep the area surrounding your home base clear it’s necessary to claim outposts. This can be done by clearing out a building and sending in a Runner — more on these guys later — to fortify it with traps so it’s safe from the hordes.

Oh, did I forget to mention the hordes? Essentially, they’re groups of zombies that walk, er, shamble together. If you make any noise near them, they’ll all be alerted at once. Unless you’re in a car, if you alert a horde it’s best to run.

When you first start off, the hordes are very intimidating. My first couple hours with the game involved a lot of me waiting out hordes as they passed the house I was exploring. However, as you continue playing and your characters become more capable, you’ll eventually become more confident.

There aren’t skill trees in State of Decay. Instead, you have basic skills, like combat, fighting, shooting, and leadership. You become more adept with guns, melee weapons, running, and managing fellow survivors the more time you spend doing it. There are also random features that are unique to your character and are determined by their personality. I met a soldier whose friend had been killed by dogs, so one of her traits was a “Fear of Dogs.”

There’s an incredible layer of depth in State of Decay that you don’t see in many retail games, much less arcade titles. I’ve only scratched the surface.

On top of all that, you have the human element to keep in mind. When you’re not busy scavenging for supplies, fortifying your base, completing side quests, making progress on the main quest, or just driving around hunting for hordes to run over with your car — so fun, by the way — there are people you’ll need to manage.

First off, you’ll need to keep everyone happy. You can accomplish this by being good at everything I mentioned in the previous paragraph. If someone starts to get angry or afraid, you can step in and take a walk with them to calm them down. Finding new survivors and making sure everyone gets enough sleep and plenty to eat also helps. Basically, it’s like managing a 10-20 Tamagotchis at the same time.

On one hand, I liked this. It kept me busy at all times, and that’s how a post-apocalyptic scenario would likely play out (only if I were the one in charge we’d all be living in a Best Buy playing video games and eating Cheetos. We’d also all be dead in about a week.) On the other hand, there were many occasions where I’d embark on a mission and by the time I returned three people would be sick or injured, two would be missing and a horde would be at our doorstep.

You won’t be the only one who gets tired of all this. The character you control will become fatigued, lowering their maximum stamina (and health, if they take enough damage). Thankfully, you can switch between the survivors in your community who you’re friendly with so they take over. This is a neat way to break things up if you’re getting sick of playing as the same character for so long. Just switch to someone else and play from their perspective for a bit.

It’s intense having so many virtual lives in your hands, but at times it can border on the frustrating. All I want is that damned illusive achievement for getting fifteen survivors in my community, and it took way longer than I wanted it to because these idiots kept getting lost or killed.

Speaking of stupidity, the AI isn’t particularly smart. Enemies and friendly NPCs would get caught on objects in the environment, or in one case, a survivor I had just saved got stuck on my car’s rear bumper. Nothing else was nearby, she just couldn’t seem to wrap her mind around the whole “go around the car” bit of our hasty escape plan.

Overall, the game looks great. The day/night cycle is a fantastic addition. I would’ve liked a bit of weather, too, but that’s not a big deal. The enemies are moderately unnerving to look at, even if they’re a little too familiar. You have fat zombies, fast zombies, zombies that explode, zombies that scream, alerting nearby zombies, etc. It’s not particularly original.

Adam’s Wish List For State of Decay 2/Class4:

A Mass Effect style conversation system. I hated every word that came out of my survivor’s mouth. Give me the option to choose.

Dawn of the Dead style car customization. I want to be able to reinforce my car with kneecappers, a stronger frame, more lights, a cow/fat zombie/ catcher, etc. I also wouldn’t mind a little weapon customization.

Give me something else to hunt. Zombies get boring, even when they come in a variety of flavors. Outside of birds, there’s zero wildlife in this world. I want zombie bears, cougars, whatever.

Co-op. The entire time I was playing this game all I could think about was how much better it’d be if I had a friend to experience it with.

Deeper combat. The combat in State of Decay is deeper than I thought it would be. You can distract zombies with loud noises, evading attacks is easy, and you can easily push them away. There’s a light attack, strong attack, lunge attack, executions, but even with all that I often found myself knocking a zombie down so I could finish it with an execution. If I had an arsenal of moves to choose from, possibly ones I learn from the dojo, that’d give me a way to mix things up.

State of Decay is a fantastic game. The issues I have with it are minor, because in the end, Undead Labs has made a true survival game with a dash of horror, RPG, and human drama. It’s insanely addictive, sounds great — thanks in large part to an incredible soundtrack by Jesper Kyd — plays exceptionally well, and for $20 (1600 MSP), it comes packed with more than enough content to keep you busy for a very long time.

The Final Word: This is a zombie fan’s dream. State of Decay expertly combines elements from RPGs and survival horror, mixing in human drama and an engrossing story into a neat post-apocalyptic package.

This review is based on a code for the XBLA version of State of Decay, which was provided by the publisher.

Have a question? Feel free to ever-so-gently toss Adam an email, or follow him on Twitter and Bloody Disgusting.

Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

Editorials

What’s Wrong with My Baby!? Larry Cohen’s ‘It’s Alive’ at 50

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Netflix It's Alive

Soon after the New Hollywood generation took over the entertainment industry, they started having children. And more than any filmmakers that came before—they were terrified. Rosemary’s Baby (1968), The Exorcist (1973), The Omen (1976), Eraserhead (1977), The Brood (1979), The Shining (1980), Possession (1981), and many others all deal, at least in part, with the fears of becoming or being a parent. What if my child turns out to be a monster? is corrupted by some evil force? or turns out to be the fucking Antichrist? What if I screw them up somehow, or can’t help them, or even go insane and try to kill them? Horror has always been at its best when exploring relatable fears through extreme circumstances. A prime example of this is Larry Cohen’s 1974 monster-baby movie It’s Alive, which explores the not only the rollercoaster of emotions that any parent experiences when confronted with the difficulties of raising a child, but long-standing questions of who or what is at fault when something goes horribly wrong.

Cohen begins making his underlying points early in the film as Frank Davis (John P. Ryan) discusses the state of the world with a group of expectant fathers in a hospital waiting room. They discuss the “overabundance of lead” in foods and the environment, smog, and pesticides that only serve to produce roaches that are “bigger, stronger, and harder to kill.” Frank comments that this is “quite a world to bring a kid into.” This has long been a discussion point among people when trying to decide whether to have kids or not. I’ve had many conversations with friends who have said they feel it’s irresponsible to bring children into such a violent, broken, and dangerous world, and I certainly don’t begrudge them this. My wife and I did decide to have children but that doesn’t mean that it’s been easy.

Immediately following this scene comes It’s Alive’s most famous sequence in which Frank’s wife Lenore (Sharon Farrell) is the only person left alive in her delivery room, the doctors clawed and bitten to death by her mutant baby, which has escaped. “What does my baby look like!? What’s wrong with my baby!?” she screams as nurses wheel her frantically into a recovery room. The evening that had begun with such joy and excitement at the birth of their second child turned into a nightmare. This is tough for me to write, but on some level, I can relate to this whiplash of emotion. When my second child was born, they came about five weeks early. I’ll use the pronouns “they/them” for privacy reasons when referring to my kids. Our oldest was still very young and went to stay with my parents and we sped off to the hospital where my wife was taken into an operating room for an emergency c-section. I was able to carry our newborn into the NICU (natal intensive care unit) where I was assured that this was routine for all premature births. The nurses assured me there was nothing to worry about and the baby looked big and healthy. I headed to where my wife was taken to recover to grab a few winks assuming that everything was fine. Well, when I awoke, I headed back over to the NICU to find that my child was not where I left them. The nurse found me and told me that the baby’s lungs were underdeveloped, and they had to put them in a special room connected to oxygen tubes and wires to monitor their vitals.

It’s difficult to express the fear that overwhelmed me in those moments. Everything turned out okay, but it took a while and I’m convinced to this day that their anxiety struggles spring from these first weeks of life. As our children grew, we learned that two of the three were on the spectrum and that anxiety, depression, ADHD, and OCD were also playing a part in their lives. Parents, at least speaking for myself, can’t help but blame themselves for the struggles their children face. The “if only” questions creep in and easily overcome the voices that assure us that it really has nothing to do with us. In the film, Lenore says, “maybe it’s all the pills I’ve been taking that brought this on.” Frank muses aloud about how he used to think that Frankenstein was the monster, but when he got older realized he was the one that made the monster. The aptly named Frank is wondering if his baby’s mutation is his fault, if he created the monster that is terrorizing Los Angeles. I have made plenty of “if only” statements about myself over the years. “If only I hadn’t had to work so much, if only I had been around more when they were little.” Mothers may ask themselves, “did I have a drink, too much coffee, or a cigarette before I knew I was pregnant? Was I too stressed out during the pregnancy?” In other words, most parents can’t help but wonder if it’s all their fault.

At one point in the film, Frank goes to the elementary school where his baby has been sighted and is escorted through the halls by police. He overhears someone comment about “screwed up genes,” which brings about age-old questions of nature vs. nurture. Despite the voices around him from doctors and detectives that say, “we know this isn’t your fault,” Frank can’t help but think it is, and that the people who try to tell him it isn’t really think it’s his fault too. There is no doubt that there is a hereditary element to the kinds of mental illness struggles that my children and I deal with. But, and it’s a bit but, good parenting goes a long way in helping children deal with these struggles. Kids need to know they’re not alone, a good parent can provide that, perhaps especially parents that can relate to the same kinds of struggles. The question of nature vs. nurture will likely never be entirely answered but I think there’s more than a good chance that “both/and” is the case. Around the midpoint of the film, Frank agrees to disown the child and sign it over for medical experimentation if caught or killed. Lenore and the older son Chris (Daniel Holzman) seek to nurture and teach the baby, feeling that it is not a monster, but a member of the family.

It’s Alive takes these ideas to an even greater degree in the fact that the Davis Baby really is a monster, a mutant with claws and fangs that murders and eats people. The late ’60s and early ’70s also saw the rise in mass murderers and serial killers which heightened the nature vs. nurture debate. Obviously, these people were not literal monsters but human beings that came from human parents, but something had gone horribly wrong. Often the upbringing of these killers clearly led in part to their antisocial behavior, but this isn’t always the case. It’s Alive asks “what if a ‘monster’ comes from a good home?” In this case is it society, environmental factors, or is it the lead, smog, and pesticides? It is almost impossible to know, but the ending of the film underscores an uncomfortable truth—even monsters have parents.

As the film enters its third act, Frank joins the hunt for his child through the Los Angeles sewers and into the L.A. River. He is armed with a rifle and ready to kill on sight, having divorced himself from any relationship to the child. Then Frank finds his baby crying in the sewers and his fatherly instincts take over. With tears in his eyes, he speaks words of comfort and wraps his son in his coat. He holds him close, pats and rocks him, and whispers that everything is going to be okay. People often wonder how the parents of those who perform heinous acts can sit in court, shed tears, and defend them. I think it’s a complex issue. I’m sure that these parents know that their child has done something evil, but that doesn’t change the fact that they are still their baby. Your child is a piece of yourself formed into a whole new human being. Disowning them would be like cutting off a limb, no matter what they may have done. It doesn’t erase an evil act, far from it, but I can understand the pain of a parent in that situation. I think It’s Alive does an exceptional job placing its audience in that situation.

Despite the serious issues and ideas being examined in the film, It’s Alive is far from a dour affair. At heart, it is still a monster movie and filled with a sense of fun and a great deal of pitch-black humor. In one of its more memorable moments, a milkman is sucked into the rear compartment of his truck as red blood mingles with the white milk from smashed bottles leaking out the back of the truck and streaming down the street. Just after Frank agrees to join the hunt for his baby, the film cuts to the back of an ice cream truck with the words “STOP CHILDREN” emblazoned on it. It’s a movie filled with great kills, a mutant baby—created by make-up effects master Rick Baker early in his career, and plenty of action—and all in a PG rated movie! I’m telling you, the ’70s were wild. It just also happens to have some thoughtful ideas behind it as well.

Which was Larry Cohen’s specialty. Cohen made all kinds of movies, but his most enduring have been his horror films and all of them tackle the social issues and fears of the time they were made. God Told Me To (1976), Q: The Winged Serpent (1982), and The Stuff (1985) are all great examples of his socially aware, low-budget, exploitation filmmaking with a brain and It’s Alive certainly fits right in with that group. Cohen would go on to write and direct two sequels, It Lives Again (aka It’s Alive 2) in 1978 and It’s Alive III: Island of the Alive in 1987 and is credited as a co-writer on the 2008 remake. All these films explore the ideas of parental responsibility in light of the various concerns of the times they were made including abortion rights and AIDS.

Fifty years after It’s Alive was initially released, it has only become more relevant in the ensuing years. Fears surrounding parenthood have been with us since the beginning of time but as the years pass the reasons for these fears only seem to become more and more profound. In today’s world the conversation of the fathers in the waiting room could be expanded to hormones and genetic modifications in food, terrorism, climate change, school and other mass shootings, and other threats that were unknown or at least less of a concern fifty years ago. Perhaps the fearmongering conspiracy theories about chemtrails and vaccines would be mentioned as well, though in a more satirical fashion, as fears some expectant parents encounter while endlessly doomscrolling Facebook or Twitter. Speaking for myself, despite the struggles, the fears, and the sadness that sometimes comes with having children, it’s been worth it. The joys ultimately outweigh all of that, but I understand the terror too. Becoming a parent is no easy choice, nor should it be. But as I look back, I can say that I’m glad we made the choice we did.

I wonder if Frank and Lenore can say the same thing.

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