But there’s plenty of feedback with all the blood flying and ragdolls sent cartwheeling. It’s also often difficult to get a sense of where you’re hitting, despite bodies having hit regions. Guns don’t have the sense of pinpoint Arma-precision that underscores DayZ, and without all the smoke and particle effects that accompany most realism-based games they can feel a little weedy. When you hit a zombie, blood splatters against every nearby surface so brightly that it looks like you had a cheery paint fight. Every time I spawn on a PEI beach, I’m struck by how much it feels like - what the hell - Proteus? While DayZ’s quiet and sense of solitude was always slightly threatening, walking through many of Unturned levels is almost bucolic. In PEI by day, the sun always shines in a blue sky set with white clouds that look like PlayDoh. PEI was for a long time Unturned’s only official map, but it’s now the smallest of a stable of maps that encompass Washington State, the Yukon, Hawaii, Germany, and Russia. For one thing, it’s the only game I’m aware of that’s ever featured a level set on Prince Edward Island. Those chunky, childish looks are the tentpole for a playful wink at the genre’s traditional grit and grossness. And yet fishing is a good source of food and the darkness and length of the night makes flashlights a necessity, so you’re always having to make choices over what to grab and leave behind, while always watching your back.Īnd it’s fine that Unturned isn’t very original! It’s a remake of a Roblox remake of DayZ, and anyway, Unturned is still very distinct. If you can survive more than 20 minutes or so, you’ll find even the pockets of your Firefighter Bottom, Fishing Top and Dufflebag bursting, with no space for the fishing rod and flashlight you just found. Clothes reduce damage to parts of your body, but they’re most valuable for the inventory space they grant. Gear is focused and has clearly defined uses. It’s also a good idea to learn how to build your base in such a way that players can’t easily steal your stuff. Still, it’s vital to know the maps if you want to do well, understanding where the zombie populations are dense and sparse, knowing where the most useful gear, such as night-vision goggles, tends to spawn. Compared to DayZ, Unturned turns up the gear drops a fair bit, so you’re more likely to find good guns and useful stuff quickly. So the loop of spawning, carefully looting to find gear and supplies, gathering XP from kills, chopping down trees and other activities, and building a base to keep you and your stuff safe, is all here, and it’s well implemented. From Rust, meanwhile, comes base building and starting each spawn naked (well, genital-less, and only if you’re not wearing cosmetic clothes) and XP and levelling (a system which Rust dumped at the end of last year). Also from DayZ are bullet drop, crafting, body damage hit zones, drivable vehicles, item durability, and susceptibility to sickness. From DayZ come streets and camps haunted by zombies, loot to help you survive and the need to manage hunger and thirst stats, not to mention the social aspect of sharing the world with other players who may want to help or kill you. It’s been around for about as long as Rust, having first launched in Early Access in July 2014, and developer Nelson Sexton has constantly added new features to it ever since. It is, after all, directly inspired by DayZ, and has grown up right alongside the likes of Rust. There is an enormous amount to do and deal with when you play, a natural product of Unturned’s nature as a survival game. What I am trying to say is: I’m very bad at Unturned.Īlso, I’m trying to say that you shouldn’t take Unturned’s looks at face value. I’ve fallen off a crane, starved, frozen, fallen in spikes and I was punched to death in the black of night. I’ve probably been mauled by zombies the most. I’ve been mauled by zombies too, of course. I’ve bled to death, been shot and been battered with a spade. But was that simply because it’s free, or is there more to uncover in Unturned? Here’s wot I think. Made by a Canadian school student, it’s just come out of Early Access, where it attracted nearly 25 million players. One particular answer is Unturned, a free-to-play Day-Glo take on DayZ. This is a generation that’s been immersed in modding culture and open objectives since it could grasp a mouse, and I’m fascinated to see how that might have formed new attitudes to games in general. I’ve been wondering for a while what kinds of games kids who grew up playing Minecraft and Roblox would go on to make for themselves.
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