494 people found this review helpful
23 people found this review funny
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Recommended
0.0 hrs last two weeks / 101.7 hrs on record (61.9 hrs at review time)
Posted: Apr 11 @ 9:53am
Updated: Apr 28 @ 8:28pm
Product received for free

Early Access Review
TL;DR
8/10: Great idea and massive potential, but it isn't there yet. The game feels like it's getting easier to play with the most difficult settings.

Wood for construction, wood for cooking... I wish this game wood give me a gosh darn break!!

However difficult, modifications to Infection Free Zone seem to be coming in good time.

Overview
Given the appeal of games like Rebuild 3: Gangs of Deadsville and Judgment: Apoclapyse Survival Simulation, you know ol' Il Pallino just had to try Infection Free Zone. The game starts in the aftermath of a pandemic in which a large amount of people were infected with a disease turned into something similar to zombies and raveged the Earth. The player is challenged to (first scavenge and then) redevelop their starting area for useful buildings. Eventually the infected will discover the player's settlement, and when that time comes, armed squads will need to take the fight to the enemy. Given the current state of the game, the settlement will eventually either be overrun by the infected or will starve to death for a plethora of reasons.

Graphics and Sound
The dreary graphics are a perfect mood-setter.

https://steamcommunity.com/sharedfiles/filedetails/?id=3211604192

It's also nice how the game even allows for far away zooming to see what potential resources can be found on the map.

https://steamcommunity.com/sharedfiles/filedetails/?id=3215578817

https://steamcommunity.com/sharedfiles/filedetails/?id=3216822126

The only downer about the graphics is that the people all look AI generated, and every gosh dang male has a beard while none of the women are winning any beauty contests.

https://steamcommunity.com/sharedfiles/filedetails/?id=3215640478

The sounds are all realistic enough. The howls of the infected are frightening enough and the music that plays when hostile elements are threatening a squad or building is ominous enough to motivate the player to get ready for a fight.

Positives and Negatives
The main reason why this category is lumped together, is because of the ability to play anywhere in the world. Isn't it cool that the player can play in a place like Truth or Consequences, New Mexico? Only in theory.

https://steamcommunity.com/sharedfiles/filedetails/?id=3212523249

In practice, the player better plan on playing in a city where there's enough firearms to scavenge to build all five squads if they're playing on the most difficult setting. Ol' Il Pallino played games set in Atlanta, GA, USA (a default city); Meridian, MS, USA; Rushden, Northants, UK; Gainesville, FL, USA; and Newcastle-upon-Tyne, Tyne & Wear, UK. So far the one single default city was the only viable city to play in on account of the number of firearms that can be scavenged. In a major city, buildings potentially containing firearms are common enough, but in smaller cities, the predominate buldings are homes which are merely denoted with a question mark, and are most likely stocked with food and/or ammunition. Playing on the most difficult level (minimum survivalists, minimum resources, and maximum hordes) ol' Il Pallino couldn't amass enough firearms to create five squads in time to defend the community.

Another double-edged sword is that the player doesn't need to renovate an entire building to make use of it. This was perhaps the best idea in the game, but it was ruined by the fact that if the player wants to increase capacity, first they'll need to vacate the building (reclaiming half of the resources in the process) and then repurpose the building. (Either that, or hope that another building of larger size is nearby to repurpose.) Was it that difficult for the developers to make it to where building expansion doesn't involve the waste of resources? Hopefully not!

The imbalanced gameplay caused ol' Il Pallino to quit after Day 36 when the two possibilities were to either get overrun by the infected, or starve. Owing to early access blues, the fields stopped producing grain when the fertilizer ran out. (The fields were growing just fine before fertilizer became an issue.) The event in which livestock is discovered no longer spawns after the current build of the game. (0.24.4.5 Alpha.) Livestock was useful in which it could provide more cooked meals than grain, and even produce fertilizer for the fields to grow even more grain.) Without this, all the player could do to sustain the community was to scavenge canned food. While there was plenty of food to scavenge in the city of Atlanta, the number of infected hordes became so big that ol' Il Pallino had to concentrate all five squads during the night to skirmishing the infected away from the base and sometimes even fighting the infected. During the day, the proverbial Catch-22 was to either send squads to fight the infected looking to hide in buildings, or scavenge for food and risk having to deal with an even larger number of infected for the next night. Using vehicles to run over the infected isn't much of an option in this case due to vehicles having hit points, and squads absolutely needing vehicles at this critical juncture of the game made it impossible to have them repaired at the base.

Why do buildings that have already been built need wood to be repurposed in the first place? The current build of the game requires too much wood. Then there's a stupid tutorial requirement to build a wooden tower. (If the player so chooses to accept this tutorial requirement, they best tear down the tower before the infected do, because the player will have the resources to build a metal tower, which is not only vastly superior to the wooden tower, but also requires less wood.) Wood is also needed for cooking food, and while the player will have little trouble finding tress to chop down if their base is near a park or in a suburban (or rural) area, the best bet for wood is to tear down buildings in urbanized areas. While skyscrapers the player doesn't want to repurpose will contain lots of wood, there's no way at this time to tell players what to salvage from buildings, and the amount of bricks that the player will receive from tearing down and salvaging buildings will overwhelm the base's storage.

Weather is an issue which is good and bad. Sometimes there may be a clear sky with a full moon which causes the infected to hide during the day, but it's also possible for have rain and a dark sky during the day which causes the infected to become active. This last time lead to ol' Il Pallino's downfall because thirty-six straight (in-game) hours had to be spent dealing with the infected, and the ammunition ran out without the ability to spend the day scrounging for more ammunition.

Beyond the playable parts of the map, the scouting of other areas is overly generalistic with the outer areas. One square on the map inferred that there was only research materials, and apart from the number of research materials scrounged being a letdown, more ammunition was scrounged in that expedition.

Constructing ammunition (which the player will absolutely need to do later on in the game) requires building a chemical plant. Why not allow the player to scrounge for chemicals? Certainly an industrial area IRL will have chemicals.... RIIIIIIIIIIIIIIIIIIIIGHT?

Conclusion

Changes to gameplay balance and reception to community feedback (most notably the addition of armor) are both being implemented, so there's not only progress made, but even more to be expected.

I said it once and I'll say it again: I wish this game wood give me a gosh darn break with all of the demands for wood!!

The honest word of Il Pallino... OR ELSE!

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Developer response:
nathalie.ross  [developer] Posted: Apr 11 @ 10:14am
Thank you for such detailed feedback! We'll do our best to fix at least some of the things you mentioned!
26 Comments
IL PALLINO Apr 28 @ 8:30pm 
The score has been improved, and I'm guessing there will be another improvement in the score as the game becomes perfected. I also added in a point about the weather. (It was my downfall in my last time playing.) I also had a thing to say about how chemicals need to be created, but cannot be scrounged.
IL PALLINO Apr 14 @ 10:57pm 
The developer certainly wasted no time in adjusting the balance of the game. I'm still gathering information, but I see the TL;DR score improving soon.
Andante Apr 12 @ 6:20pm 
Lol I got the game and playing in on hardest difficulty, on my 2nd run I'm on day 50, got shotguns and snipers and the game is pretty easy lol.

I can see how this game is hard for some people. Well the trick is, don't use up all your resources to convert a skyscraper into a kitchen with enough capacity to feed 10,000 people when you only got 40 survivors. Convert normal houses into a kitchen/cannery, convert medium size buildings into warehouses/living spaces. Partially convert mediumish size buildings into workshops/arms production with the ability to scale up if needed.

The OP is just bad lol, game is pretty easy if you strategically start at a smart location. IE dont start in a location that is all skycrappers or all mobile homes, try to start in a spot with a good mix of small and medium size buildings.

If anything game is imo a little bit too easy on hardest difficulty unless I turn off half my brain and pick a really really bad starting position.
IL PALLINO Apr 12 @ 4:00pm 
Oh my. I've just been called for skill by someone who has zero skills in capitalization and punctuation... And to think that I had something greater than a Level 4 profile before I bought a full set of trading cards!
Madness Apr 12 @ 1:46pm 
@DominateEye 3rd idea make countrys with a big gun culture have more guns and do the same with other things
Chloe Apr 12 @ 1:24pm 
skill issue
IL PALLINO Apr 12 @ 11:56am 
If anyone is wondering about that first screenshot why the name is Temp Squad , it's because squads can be divided. (But the maximum of five remains.) This is extremely helpful for when the party finds a vehicle, so that instead of having one squad walk a huuuuuge distance to reclaim a vehicle, one squad can just drive up to the new vehicle, then split up the squad, and have the new squad recover the new vehicle.
IL PALLINO Apr 12 @ 11:53am 
Nearly four hundred upvotes (and 16 funny votes) later, nobody complained about the typos! I dunno why only the first three screenshots show up normally, but at least I *CAN* use screenshots in my review in the first place! (I've had vengeful developers remove my screenshots as Community Violations in the past!)
IL PALLINO Apr 12 @ 9:45am 
DominateEye beat me to it about the difficulty, but I would like to say that even if I had used the lowest horde setting, it wouldn't have been enough to have significantly alter the number of infected I had to fight before giving up on my second try in Atlanta.

https://steamcommunity.com/sharedfiles/filedetails/?id=3214733576

Note: It was my second try, because my first save was rendered incompatible by an update. And to think I was doing so much better and with the same difficulty settings.
DominateEye Apr 12 @ 1:06am 
I have a couple of suggestions to the developers that to address the firearms issue (feel free to take one or both or none on board).

My first idea is to make melee weapons (which I believe I remember from the demo) more effective to compensate for the potential scarcity of firearms, perhaps with a balancing of squads that only have melee capabilities being more likely to get infected since they're primarily engaging in close-quarters combat, and ensure that every house at least has one melee weapon (shovels, sports equipment, curtain rods, hedge trimmers, rakes, things like that).

Secondly, police stations could act as major caches of firearms, as even in nations with strict gun control laws, I believe most local police stations have some kind of riot control capability for first response. If possible, maybe in certain countries with more restrictions on guns, the only ammo you find is beanbag/other less-lethal rounds, so you have to get more effective ammunition from houses.