Whether this is found in the describing of a particular trait of the game, it’s found in “drop rates” of something you may be after, or whether it’s found in some random lootbox of some sort, this fairly negative trait is much less prominent in “Dead Frontier” than other MMORPGs.ĭon’t get me wrong, RNG Jesus didn’t forget to “bless” this game entirely drop rates are still a thing. With MMORPGs, usually there’s some type of element of randomness or vague general detail. There’s no bullshitting in this game everything comes as advertised After all, who doesn’t love listening to the roar of a fully automatic weapon, huge handgun or shotgun, or even better, the booming explosive launcher combined with some metal in the background? Every detail that could be imagined was done up perfectly, to the tiny things like the stairs in a house or the TV/Cabinets you couldn’t even loot, to the bigger things like your own weapon or the zombies, the map and general graphics were amazing.ģ. The game’s map.Īiding this aspect was the helpful albeit fittingly dreary and sometimes action-packed soundtrack that accompanied the background of the game. Whether you were picking apart individual houses for loot, or you were hunting down the biggest, baddest zombies in the area for the promising drops of useful weapons, armor, or more, the incredible map designs contributed to the immersive feel of whatever you happened to be doing. No two buildings were alike, and the 3D graphics were absolutely stellar. No block of the city, regardless of where you were, was ever the same. In short, this game offers high customizability for just about any playstyle that could be conceived, and this was a huge factor in the game’s long lasting shelf life, and helped reel players back in day in, day out. A helpful map means that, even though the city is extremely big, and can take a long time to travel through, the player should be able to navigate their way through the city pretty easily.Īs a lasting note, its weapon choices also support this notion there are realistic guns for those who want an even realer, more immersive feel, and there are weapons the game has invented, not all of which are better than the real weapons, but offer aid to the “suspense of disbelief” element or the “I need the best gear” type player. In other words, the parkour, choose-your-own-adventure aspects of the game make it extremely immersive, and leave it so a player always has something to do. On the opposite spectrum, an end game character who wants to, say, help their new friends, or score free kills on low level zombies, could return to the beginning of the map and do so. While the difficulty of certain areas is well documented, a level 1 player who created a character minutes ago could, if they wanted to, travel to the hardest part of the city and try their luck against the ravenous undead. The game’s tutorial is very deep, helpful, and generally useful to getting a player down whatever path they want to pick. The game is extremely immersive, conducive to any playstyle that could be thought up, and can be played with friends, or by yourself. Whether you’re the type who plays an hour a week, or the type who plays nonstop each day, this game was made for you. That said, it’s time to weigh the good with the bad, in lieu of DF2’s recent reveal, starting with the good: As the game grew older and less “fresh,” its imperfections shone in a brighter and brighter, and this was not helped by a less-than-perfect developing crew. While the game isn’t first person, it’s the next closest thing to “if this was in real life, would I have the wits to survive, or maybe to even thrive?” Yet, it wasn’t perfect by any means. DF1, when was a revolutionary game for tis time that filled every zombie lover’s biggest wishes: Take the very tried-and-true zombie formula and backdrop, and make a MMORPG with it, filled with thousands of players taking on their own custom-built personas to survive in it, either with or against each other. Despite the headline of this review, I didn’t by any means dislike DF1. Last week, the “Dead Frontier” franchise announced that its long awaited-sequel to its first game, fittingly named “Dead Frontier 2”, will be released very soon, and even released a trailer offering a glimpse at the highly-anticipated game.īefore it comes out, though, it would be impossible to ignore its predecessor.
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