
If you’re like me and you’ve been waiting for the patches for State of Decay to finally come through Microsoft’s certification process, you’re now cleared for some zombie apocalypse this weekend. The latest update adds a whole mess of fixes and revisions, including the ones from the first patch fumbled in a previous update that also went through Microsoft’s certification process.
Of course, if you haven’t been playing while you waited, you might have trouble in store. The simulation in State of Decay runs in real time, whether you’re playing or not. Your characters will go on missions, eat your food, expend your ammo, and sometimes come to dire straits. When I started the game today after applying the update, nearly half of my survivors had gone missing. So far, I’ve found one of them. Marcus, my most powerful character, is still AWOL and I don’t see a mission yet to recover him.
I adore this game, but I am absolutely mystified about a design decision that punishes players for not playing. That should be the exclusive domain of subscription-based MMOs.

Man, Australians get no fun. Yesterday, we reported that Saints Row IV had been refused by the Australian Classification Board. Today, word comes from developer Undead Labs that its open-world zombie survival game has also been given the dreaded “Refused Classification” judgment effectively banning it for sale in the territory.
We’ve run afoul of certain prohibitions regarding the depiction of drug use. We’re working with Microsoft to come up with options, including changing names of certain medications in the game to comply with ratings requirements. Whatever our path forward, it’s going to take a bit.
I know this is frustrating – believe me, we’re frustrated too – but each country has the right to set its own rules about content, and it’s our responsibility to comply with them. Rest assured we’ll do everything we can to find a way to get the game into your hands. Stay tuned.
Polygon was able to confirm via Board documents that self-medication seems to have been the objectionable content that resulted in the refused rating.

I love the sound of this muscle car’s engine, especially as I slow down to cruise by a farmhouse I spotted from the main road. Should I go in? Are there survivors in there? Is it safe to look for salvage? My stamina is low, so I could use some food. And we’re in dire need of food back at the base. Three of us are weak from hunger. However, my machete broke when I foolishly tried to clear out an infestation at the gas station back there, and I only have four rounds for the shotgun. Do I head home and hope someone else found some food? Or do I make the one last stop?
After the jump, if the zombies don’t get you, the decisions will Continue reading →

State of Decay developer Undead Labs has some good news and some bad news. I know you like your dessert first, so there’s this tidbit in today’s blog update announcing that they’ve passed a half million copies downloaded.
We’re working on a pure sandbox mode for State of Decay, in large part because you asked for it.
State of Decay is already an open-world game with scads of freedom, but it’s got particular story beats that might get old after, say, a second play-through. But it’s also got more than enough gameplay to sustain a completely wide-open unscripted sandbox experience, and I’m delighted Undead Labs will see it through. I just hope we can name our own characters, because I already have my share of baggage with the existing characters.
Now I’m going to give you the damn veggies. It looks like the first patch will download but it won’t install. There’s some confusion about how and even whether this actually happened. But if you were like me and holding off for that handful of fixes before continuing your game, you might want to hold off a little longer. Which will get you that much closer to the sandbox mode.

My favorite part of Microsoft’s Xbox 1 presentation was game studio VP Phil Spencer coming out in a State of Decay T-shirt. He must be pretty happy about the sales of Undead Labs’ open-world zombie game (it’s second only to Minecraft for the numbers of copies sold in two days). And it couldn’t have happened to a nicer game. State of Decay is a fascinating contrast to Naughty Dog’s The Last of Us, which has considerably greater production values, meticulously engineered and calculatingly effective emotional beats, and the same vivid characterization that made Uncharted so successful. But for all the raw manipulative power of The Last of Us, I can’t stop thinking about State of Decay while I play. Undead Labs knows well something too many larger studios forget as they chase their larger ideas: good game design will lead to good storytelling, but good storytelling in no way guarantees good game design.
Unfortunately, Spencer’s tastefully informal blazer covered the edges of the game’s name. Puzzled viewers must have wondered what Ate of Dec was. Furthermore, Spencer faithlessly changed into another T-shirt later in the presentation, shilling for something called Apy while showing off the new game from Superbrothers’ developer Capybara Games.

State of Decay, a supposedly open-world zombie survival sandbox, doesn’t seem very sandboxy at first. Two buddies are coming back from a camping trip only to discover the zombie apocalypse happened while they were out of range of cell phone service. Don’t you hate it when that happens? So they throw in with a handful of survivors at the ranger’s station to play a sort of third-person sneaker with some headshotting, meleeing, resource management, and even driving. Some scripted stuff happens. So far, all this could have happened in Dead Island: Rip Tide.
But I hadn’t met Ondrej yet.
After the jump, things that absolutely couldn’t happen in Dead Island: Rip Tide Continue reading →