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[Review] ‘DayZ’ Misses Out on Big Potential and Makes For a Disappointingly Dreadful Experience

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dayz review ps4

Bloody Disgusting heads to Chernarus and finds the struggle to survive has got no easier on PS4. Read the DayZ review to find out why great potential remains unfulfilled. 

On paper, DayZ reads like an intriguing experience: tossed into the fictional post-Soviet Republic of Chernarus, you take on the role of a survivor in an apocalyptic wasteland plagued by “infected” beings. The primary goal of players in DayZ is to survive; the game’s MMO approach allows them to explore a huge open world where they can gather supplies and work alongside other players. With the PC and Xbox One version of the game having fully-released back in December of 2018 after a few years of Early Access, the game is now available on PlayStation 4.

All of this sounds like an excellent time and something that fans of the zombie genre would absolutely adore. In actuality, however, DayZ ends up being a primarily dreadful experience. While the gameplay itself provides enough elements to meet the most basic needs of the survival genre, DayZ ends up suffering the most in its environment. Namely, just how quickly it goes from ominous atmosphere to downright boring tedium.

Upon arriving at the game’s main menu, you have the option to watch an introductory video that provides the general requirements of survival you will need to be aware of; as well as a tutorial of the various meters important to maintaining your avatar’s health. These interactions include combat with the infected, as well as a simple understanding of picking up items and how the item management system works. In particular, regarding character stats, you’ll need to keep track of such things as hydration, calories, temperature, blood loss, and overall health.

You have the option to join a variety of servers, with locations open to the Americas, Asia, and Europe. Upon entering a server you are dropped into a random section of DayZ’s world, and this is where issues begin to arise.

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When starting out, the game does provide you some items like a fruit and drink of some sort, a stone knife, a road flare, and other miscellaneous items. From there you are open to explore as freely as you want. There are no other in-game objectives besides just attempting to survive. As you begin roaming the landscape of Chernarus, one can’t help but feel a sense of despair coming from the game world. The problem here is that while the atmosphere does play into the world’s narrative at first, it slowly becomes apparent that the game is devoid of substance.

You do have the opportunity to come across a map at some point in DayZ, but you don’t start out with one; since you are placed randomly within the world, there’s a big potential to aimlessly run around lost for far too long. Even though DayZ has its variety of small towns, warehouses, and other locales, a lot of its world is made of the wilderness; in my experience playing the game, I was dropped just outside of the woods, running in a single direction for great lengths of time and only coming across small structures there and then. Those structures can also be incredibly devoid of elements of interaction. While DayZ does take place in a setting where people have had to scavenge for goods, for a video game, I experienced a remarkable lack of interesting supplies during my gameplay.

The random placement, along with no map, also brings out a tremendous amount of frustration when playing at night. Thanks to the single road flare you are provided, you are able to see while you run around; the problem, however, is that as soon as that flare is out, and assuming you have no other means of light, forget trying to see. The night of DayZ is that of a remarkable darkness that practically blinds your vision. When my flare went out after long periods of roaming and looking for a light, I was left in the darkness having to guess my way through the environment. If you are by yourself at night, DayZ pretty much becomes impossible to move forward until the sun is out.

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In MMOs like World of Warcraft, or even Fallout 76, the player is put on a path to complete small objectives; this path guarantees that the player will not only have the chance to better understand the mechanics of the game, but that they will also slowly get to know the world. DayZ makes the assumption that you’ve played MMOs before and are fine with heading out on your own; this is cool and all for the realistic aspect of survival, but it’s also overwhelming for new and veteran players alike. The game is so big that you end up spending far too much time trying to look for supplies and figuring out where you are. Giving the player even a partially drawn map from the start would have made for an immense improvement in travel, and confronted issues like traveling at night.

And for the particular narrative that DayZ is rolling with, there’s little to no environmental storytelling involved. Other than blood smears on walls and floors and that of random items about, there isn’t a thing that gives you an idea of what life was like before the population dwindled. There’s potential in these kinds of games to provide depth to the world players embark through, and DayZ decides to skip out on any environmental context.

One locale of DayZ that is far more interesting than its vast wilderness is its city setting. Full of buildings and debris, the environment offers a variety of personal touches; that said, it’s disappointing that I was only able to stumble upon it once after days of playing.

Referring back to those stats you need to be aware of regarding survival, it’s essential that you maintain your character’s health with plenty of hydration, along with eating. In my experience with the game, I rarely came across food or drink, my primary means of the latter depending on if I could find a stream nearby to drink from. What I found for a good majority of items in DayZ were clothes; while clothing can be torn to create bandages when bleeding or help with resistance to bad weather, it became overwhelming after a while to come across a plethora of motorcycle helmets and rarely an actual means of keeping my character alive. Because of this, I found my character’s hydration levels constantly suffering and in need of attention I could not possibly give them.

After a few hours I finally did find some weapons. Ammo and guns are sparse, but you also have the opportunity to come across items such as an axe or knife. Melee weapons are good at taking out enemies without causing too much sound, that is if you actually come across them.

There and then you will stumble upon a single infected or a small group of them. While single enemies are easy to take down, a group provides a more adrenaline-driven challenge. However, for a world that is meant to have gone to ruin and be inhabited by infected threats, it’s odd to see so little during long periods of playing. And when pitted against a single threat, it’s also startling to see how dumb the AI can be at times; some enemies will charge you in 28 Days Later style, other times they will just stand there as you bash them over the head.

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Player interaction is a big component in DayZ; in meeting up with others, you can adventure through Chernarus together fighting the infected and setting up a camp. If you are going at the game by yourself, player interaction is that of a coin flip; while I experienced one player who was friendly in introducing themselves, I met a couple who made every effort to kill me.

The inventory system is generous in how you can manage all your items. The logic in how much weight you can handle is fair, even if the physical interaction of items is a little irksome. When holding a flare at night, you cannot hold a weapon at the same time; if an enemy is charging at you, you’ll need to put down said flare and then equip a weapon while an infected or another person is attacking you. Regarding other technical aspects, the game looks fine graphically, with random moments of clipping and delays in textures popping up at times.

The great shame here is that there are a lot of good ideas in DayZ, it’s just that they are poorly executed. The immense open world and survival mechanics all read really cool on paper, and at the start of one’s journey come off intriguing. As one dives deeper into DayZ, however, the realization washes over them regarding just how empty the experience feels. What could change this is if the developer decides to add more to DayZ, opening up the accessibility of the game. For now, DayZ is more of a disappointment in what could have been a great survival title.

DayZ review code provided by the publisher.

DayZ is out now on PS4, Xbox One, and PC.

Michael Pementel is a pop culture critic at Bloody Disgusting, primarily covering video games and anime. He writes about music for other publications, and is the creator of Bloody Disgusting's "Anime Horrors" column.

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Reviews

‘The Backrooms: Lost Tape’ Review: An Entertaining But Unnecessary Upgrade

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The Backrooms: Lost Tape Review

With all the hullabaloo surrounding Kane Parsons’ big screen adaptation of/sequel to his Backrooms web-series, it’s easy to forget that the Backrooms phenomenon itself actually began years ago. Since 2019, countless creators have tried to leave their own unique mark on this memorable piece of collaborative fiction, with game developers being especially interested in exploring the architectural nightmare of the rooms in virtual environments.

However, now that this once-niche creepypasta has escaped the online bubble and permeated all of popular culture, several of these developers have decided to rework and rerelease some of their old titles in order to reach a new audience. Puppet Combo did this with their interpretation of The Backrooms last month (originally released in 2019 as Day Seven), and now Cortez Productions is doing the same with the console release of The Backrooms: Lost Tape.

However, Lost Tape is more than just a cleverly timed rerelease, with Vini Cortez having taken the time to completely overhaul the 2022 game’s graphics and transfer the project over to Unreal Engine 5.6 – complete with bug fixes, exclusive new content, and a brand new visual style that’s a little too impressive when compared to what the original version of the game was trying to do. In fact, I’d argue that this is more of a remake than anything else, though it’s still built over the skeleton of that original game.

In the updated title, which is presented as a found footage anthology where each “tape” tells a self-contained story, players initially take control of a movie theater usher named Josh as he no-clips into the titular Backrooms and tries to find his way out of a liminal labyrinth. The second (and final) tape follows Josh’s brother Nikolas as he attempts to track down the missing usher and ends up embarking on his own journey through infinite hallways and not-so-empty pools.

What follows is a highly atmospheric first-person walking simulator with the occasional light puzzle and a handful of thrilling chase sequences. While the liminal environment is obviously the star of the show here, the rooms are actually populated by monsters in this game, and our characters have plenty to say about the situation they find themselves in.

Unlike Parsons’ more introspective take on the Backrooms mythology, Cortez has decided to incorporate the multiple levels of the Backrooms wiki as well as several crossovers with the SCP “franchise”. While I personally don’t mind this inclusion due to the creepypasta’s collective origins, die-hard fans might be bothered by the fact that you can run into SCP-173 (affectionately referred to as Peanut by some fans) while wandering around the yellow hallways.

However, the real problem here is the fact that the game is simply presenting imagery and ideas made by other people without adding anything new to these familiar elements. There is an undeniable novelty to exploring these beautiful renditions of classic liminal environments, but Lost Tape offers little in the way of originality in both narrative and presentation. This extends to the unfortunate use of generative AI in some of the new textures and audio files – issues that weren’t present in the 2022 version of the title.

Though Cortez has promised that he’s working on bringing back the VHS filter that made the original experience so grungy and atmospheric, the glossy new visuals make the game feel a lot less scary while also consuming way more computing power than can be reasonably expected from an indie title. Sure, the game is pretty in a “tech-demo” sort of way, but there’s no reason for it to be hogging resources like a blockbuster AAA title.

This is made even more frustrating by the fact that this found footage anthology is technically still incomplete. The two existing tapes only scratch the surface of the setting’s narrative potential, and Cortez has announced that the next ones will only be available as (likely paid) DLC. Josh and Nikolas’ tapes are self-contained yarns that’ll each get you about a feature film’s worth of entertainment, though a lot of that runtime is taken up by very slowly walking from one point to another. But it’s a shame that there isn’t a concrete promise of more content to come.

At the end of the day, Backrooms: Lost Tape isn’t a bad game. Cortez really nails the liminal atmosphere and even breathes new life into tired SCP tropes, and the upcoming VHS filter will likely resolve most of my gripes with the revamped visuals. That being said, I find it hard to recommend a project that took a completely functional experience and spoiled it with AI-generated assets and poorly-optimized “upgrades” that no one was really asking for – especially since it doesn’t give existing owners the chance to roll back to a previous version of the game.

So, if you’re looking for more Backrooms-related thrills after enjoying the A24 adaptation, Lost Tape isn’t necessarily a bad place to start, but there are certainly better and more original options out there.

Backrooms: Lost Tape is available now on Steam and PS5.

3 skulls out of 5

 

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