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Докладване на проблем с превода
It's not a survival horror game. It's a roleplaying game set during a zombie apocalypse, focusing on the people and not the zombies or the slaughtering of said zombies (even if combat can play a major part in the game).
There's a multitude of real-time action or shooter games that focus on zombie killing, scavenging, survival and such, but none that have the same design choices as Dead State does. That, and the fact that it's Brian Mitsoda with the support of the guys over at Iron Tower, is what made me decide to pledge to the kickstarter when they opened it up.
This is not DayZ, this is not Rust, this is not State of Decay. This is Dead State. They were thinking "wouldn't it be cool with a roleplaying game focusing on the people during a zombie apocalypse, rather than the zombies themselves?".
As the people above me said, it's not a survival horror.
It's a roleplaying game with old-style gameplay and the turn-based fight is a great thing.
They're thinking not everything needs to be a damn "action RPG" game or a FPS.
I'm thinking the same.
However, that does not mean that every game has to be in real time, just as every game doesn't have to be turn based.
Well you're right there is much less tension "for the player", but if you're someone that thinks on the level of the characters the tension is very real for the characters.
Another example of people who do this would be pen and paper role players you're not visually seeing things happen you're being tactical in your choices. One thing that could help ramp up the tension in the game though is a timer you loss 1 ap every 15 or 20 seconds. To promote quick decision