安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
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