

And the way you find new quests can also be missed entirely, if you decide not to search yet another similar looking house, which just happened to have the start of a quest in it. The quests themselves are not all that interesting, as they mostly lead the player to find crumbs of the overall narrative. The few times the game does offer a GPS heading to the next quest objective, it can be buggy. On the one hand, this again adds to the immersion factor and fans of complete immersion will be thrilled on the other hand, the instructions are often unclear, and you have no choice but to wander the town until you find the correct item to interact with. This approach is similar to what last year's Assassin's Creed Odyssey offered. Even if you are told the name of the town, you need to visit it first before the name is revealed on your map. You're very rarely given an exact location to visit, instead you must read the text and figure out where to head on your own, based on either direction or region name. Most of the missions tie into small bits of environmental storytelling by letting you read letters and listen to voicemails, and adding relevant details to your log.
#Generation zero map safe hoises free
Right off the bat you're free to walk anywhere in the game world, which can seem a bit overwhelming, so the game offers missions that you discover by visiting certain locations and homes.

Somewhat similar to games like DayZ, there is no handholding of the player. Generation Zero tries to move the player along by offering missions to complete. As such, you could spend over 4 hours in the game's starting area, letting your sense of addictive exploration and interaction run its course, but after that you'll probably want something worthwhile to do. And again, like PUBG, some houses have literally nothing to offer due to randomization. But after a while, with the loot locations being randomly generated and the similar layouts of homes, it begins to lose its appeal. At first, the level of interactivity is addicting – you can open doors, turn lights on and off, open each car door and trunk, all in search of loot bags. Varying colors and furniture layouts can't hide the fact that there are just a few different models of homes being duplicated.

Every town you visit will have a bunch of different looking buildings, but their exterior and interior layouts will be very similar, something akin to PUBG. There's just not that much to do or see, especially as you start to realize that there is a ton of asset reuse.
#Generation zero map safe hoises simulator
As you visit new locations, safe houses scattered around the world allow for fast travel.Īs nice as the atmosphere is, try to imagine a walking simulator that's been stretched across a huge landmass. The strong sense of atmosphere could let you mistake this game for an open world version of Firewatch, Dear Esther, or Everybody's Gone to the Rapture. On the whole the sound design is quite impressive and varied. When firefights occur, the silence is satisfyingly interrupted by the huge booms of your shotgun or distant explosions caused by your silenced rifle. A quiet but fitting soundtrack is always there, letting you drink in your surroundings. The texture work and animations are decent enough for a game in this lower price range, and aren't bad enough to detract from the overall impressions. Simply wandering through the island's wilderness is calming and serene, with a day/night cycle and occasional stormy weather creating a striking sense of atmosphere and a very varied color palette. This somewhat eliminates any sense of discovery, but on the other hand you can know exactly in which direction to head for the next town, or mysterious structure in the middle of the woods. On the one hand, yes it can seem tedious, however the game lets you see the entire map from the get-go, as well as all the buildings. The island is absolutely huge and with no means of transport, you could spend a very long time trekking across it on foot. From here, you are completely free to explore the huge open world island, try to find what happened to the people, and learn more about the machine threat.īy far one of the most promising aspects of Generation Zero is its game world. Having picked up a pistol and ammo in the home, you are able to dispatch it. It's not long before you come face to face with a strange machine, a dog-like Runner. You begin to explore the nearby set of homes, finding that the lights have been left on, with personal belongings and cars are scattered about, but everyone seems to have gone in a hurry.

There are no signs of life anywhere, as an eerie silence hangs above the coastline. The game begins immediately as you step on the shores of your home island, and things look strange. Players assume the role of a young person, whose look and clothes you can customize, having returned home from a vacation.
