

There are a plethora of scenarios that come up, some of which may even lead to surviving the apocalypse. These range from crazy neighbors, to lost dogs, to trying to re-establish contact with the military. The events that happen at the end of each day are the most influence you have in how the game progresses. It’s not the worst system in the world but it feels more like chance than anything, which makes it hard to feel like you’re doing much. This is going to use up some of the resources that you just found… if you found them. This means you can spend a lot of time waiting for supplies that might not come, and when they do you’ll have an exhausted, hungry, and thirsty survivor to take care of. It will take several in-game days to see if they will actually make it back there’s also no real way to influence what they will find. The issue is that once they leave it’s anyone’s guess as to when they will actually return. Then you can outfit them with some items to take on their journey and then they will set out. Then after finishing up that day’s task, as well as the following day’s, you need to choose someone to send – looking at you Little Timmy. First off, to start an expedition you need to decide the day prior to actually organizing it. The expedition process is a bit wonky though. Learning to manage resources and take care of all of the survivors is a challenge, and even on the lower difficulties it’ll take some effort to make sure everyone doesn’t die of radiation poisoning or dehydration. You also have to give each character time to rest – Little Timmy is going to get tired from all those near-death experiences. Water is essential, food is slightly less essential, and bleeding out only happens sometimes but should be avoided. The brief on the previous day usually has a good mix of humor thrown into it, but it also gives important game facts such as the physical and mental state of each character as well as their hunger and thirst levels. So maybe there is a reason to grab Little Timmy to use him as fodder for the mutated creatures that now run the world.

I’d like to see Little Timmy do that.Įach day will consist of reading a brief on the previous day’s happenings, allocating food and water to each survivor, and you can also send out a family member on an expedition into the wasteland to find resources and other survivors.

I mean, they may be family, but a radio can establish contact with remote groups of survivors. Now it’s time to try and survive with the materials and people you grabbed, assuming you actually decided to save your family. It’s a cool concept, but it is done poorly. That means missing out on grabbing that extra can of soup, or that precious gas mask, which can get you in trouble 20 minutes later. I know this is only 60 seconds of the game, but those seconds can set the pace for a playthrough that lasts over 30 minutes. It doesn’t help that there are items placed throughout the house that serve no purpose other than to get in your way when, frankly, the movement is enough to do that on its own. The movement is even worse – it feels less like you’re moving a person and more like you’re trying to drive a car that can’t get any traction. Much of the game champions a wacky 2D art style that shows off a lot of character and makes things fun, but while gathering resources that style is replaced by 3D models that are just bland. The resource gathering portion of this game is cool to see and I really like the idea that you can choose which items and family members to grab, like Little Timmy.
