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But agree — started to get repetitive eventually. The base building mechanic ultimately lacked depth. But nonetheless was an ambitious game. But very buggy, unpolished indie game.
I played SOD2 on launch on XBOX. And was quite disappointed. Despite slightly better graphics and slightly more streamlined UI, the game was still really buggy, poorly optimised and the core gameplay had not evolved much at all. It might as well have been a ‘remaster’.
I have since bought it on Steam in the last few days and it certainly seems like some more content and things have been added, new maps, modes, character customisation etc. Whether that will ultimately add up to a markedly different experience I can’t say as yet....
But if I were to guess, probably not.
I think if you’re looking for an evolution of the first game I don’t honestly think you’re going to find it with SOD2.
Some things that are major boons over SOD1:
- No need to baby a character every 5 minutes to boost their morale as long as you manage community morale properly (super easy).
- Game does not progress while offline so you wont login every time to 20 different F ups that need resolved.
- Honestly, infestations can be outright ignored. The morale penalty to the community is minor compared to what you can get from building a proper base and avoiding too many very negative character traits (not hard, I almost never get negative traits that matter on my chars in my experience and you can always exile and find a new one if need be).
Imo, with the three above issues alleviated in SOD2 basically the game loses a lot of the negative repetitiveness from SOD1. Of course, at its core it is still very much the same game soooo keep that in mind in your buy, skip, or buy on low enough sale question.
Like someone commented elsewhere: "You cannot search your own base for the item I just found that you were looking for?"
I miss the outpost traps but not survivors getting lost. If you're not at home, you're on your own.
Not sure what you mean about not finding stuff in your own base. Haven't had issues there.
It is definitely mostly fetch the runsack type generic play so you would definitely have to be a fan of this/assassin creed/similar playstyle where certain core gameplay loops are repetitive if they fit your play taste.
I don't mind assisting others live but once the hey-could-you becomes demand, that's when I say Not Gonna Do It. Those that demand get bombed with Zombait even if they are Allies. Or I Dev Menu the mission completed.
Actually, those "demand" cases are intended to be sour cases where you are basically stuck in a situation with greedy/incompetent/demanding people who try to leech off others. In those quests the intent is to push the player as the real solution is to typically kill them, otherwise they will keep asking forever or they will do so several times but eventually turn hostile or vanish. The ultimate goal is to repetitively ask the player until it results in hostility. Some of those quests actually turn out the other way and rewarding but most devolve eventually into confrontations, which would be an actual situation. It is just the way it is handled is kind of bland and could have been a bit more creative. If you want to save yourself some trouble you can find some lists of which ones are intentionally going to result in confrontations and have no good end, or just kill any that seem excessively demanding.
I do remember one of my people being mad because an enclave was using us.
I use the Dev Menu to give my community resources but it doesn't work to give to AI.
I don't want the game to be THAT much alive. :(
Hmm no I might not have read your post, I replied to the same post you did... but I wasn't talking about that special enclave that goes hostile against you if you refuse their demands twice.
That post doesn't imply that it's that enclave, is what I mean to say.
This does not have that. Imagine coming back from vacation to find your 99 day Community wiped out.