![]() However, crabby team members can vary in their intensity and can still cause problems. ![]() This often forces dialogue between the two, and over time they become much friendlier toward one another. However, there is an unspoken alternative, which is sending two clashing survivors out on missions together. Clashing traits of your survivors can cause big problems in your community, with an option to exile survivors for not being worth the trouble. A great example would be managing community personalities. ![]() There are tons of small details that the game doesn't tell you outright, or are easy to overlook if you're not forced into resourcefulness or creativity. It forced me to really explore the details of the whole game instead of gliding over things. I usually run my first playthroughs on Hard difficulty, so ran through this one on Dread. Yes, this is a very car-heavy game, but I can imagine it getting extremely tedious and boring having to run everywhere (such as at the highest difficulty setting "Lethal"). 46h 30m PlayedMaintains the fun and spirit of SoD1 while still expanding in areas to enrich and add to the premise of community zombie apocalypse survival.
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