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World of the Living Dead

Publisher : Dave and Kulpreet

Status : Launched

Subscription Model : Free to Play

Release Date :

Review this Game

mmorpg

Genre : RPG Guilds : Yes Grind : Medium
Graphics : 2D High PVP : Population : Low
Price : Free PVE : Yes System Requirements : Medium
Crafting : Originality : High Distribution :
Sound Effects : Character Customization : Violence :
Item Mall : Type : Modern Platform : Browser Based

World of the Living Dead Overview

An overview for this game is coming soon!

Review: World of the Living Dead

Introduction:

World of the Living Dead is something totally different than the other games I’ve reviewed so far. It’s browser-based, so there are no downloads, and additionally, it has to work a little bit differently than other games.

This is sort of a text-based game. It’s a revamp of an old genre, and I’m interested to see how well that will work in an age where users seem to expect complex graphics, rapid-fire gameplay, and a very slight learning curve.

The Setup:

As I mentioned before, WotLD is a browser-based game. Currently, all you have to do is sign up for an account, and then you can start playing. You start off at the very beginning with a crew of three survivors and a tutorial. At the outset, you’re told only that you need to make sure your survivors have food and water, and that you should use the satellite readings on your map to figure out zombie density in the area.

One thing you’re also told is that there is perma-death. Unlike in an MMO, if one of your survivors dies, he dies. There’s nothing you can do about it, except request new survivors from your command screen. With that somewhat ominous warning, you and your survivors are set loose on the streets of Los Angeles.

Graphics: ***

In a game of this type, it’s natural that there’s not really much to look at. The WotLD website itself isn’t poorly designed, so it’s at least not an eyesore.

The cool thing about the game is that when you’re moving your survivors around, you do so on a Google map of LA, which lends an element of realism to the game that you can’t really get in a lot of browser-based games.

One drawback is that your character is removed from the action. You are an operative for an organization called NECRA that is tasked with helping survivors get by – from a remote location. You never see your characters’ faces, or pictures of any locations. A handful of items in the game have pictures, but for the most part, you’re just looking at words and dots on a map, which might make it hard for the game to hold a player’s interest.

Control/Interface: *** 1/2

For the most part, the interface is fairly easy to manage. On the Command page, you can access most of your necessary action buttons, and the labels for each page make it fairly clear exactly what you’d use it for. There are a handful of links under the main labels, though, that seem a bit extraneous. Not all – just some – seem as though they could really be filed somewhere else, instead of providing multiple links to do the same thing.

It’s also fair to mention that the game doesn’t work well for some people. I tested on a Windows 7 machine, where the controls simply didn’t work right, though when I tried it in Vista, there was no problem. Still, if the game is to appeal to its widest audience possible, it needs to dependably work for most people.

Upgrading your characters, unsurprisingly, works with the popular micro-purchase system. You can buy what are called NECRA credits to purchase items if you’d rather invest real world money into the game instead of having your characters scavenge. Likewise, you can also purchase a membership in the NECRA Task Force, which gives you access to a large package of item and stat upgrades, depending on which level you choose. This type of system isn’t terribly friendly to players who are just checking out the game, but I imagine it’s a nice incentive if you plan on sticking around and don’t mind making a small investment here and there.

Community: ***

The community in this game, though fairly large, is more inaccessible than in other online games. The main form of friendly interaction comes from the NECRA operative chat, which tends to be sparse most of the time. When they do chat, it tends to consist mostly of the higher level players, and, at least in the chat that I have experienced, they tended not to be terribly friendly to players who were just learning the game.

The other interaction you have with other players is PvP. Given that the community doesn’t interact with each other much, the PvP combat tends to be fairly mercenary, with high level players preying on low level players if they wish. PvP doesn’t activate until Level 6 in this game, but when there are so many high level players everywhere, it’s difficult to be prepared for the type of competition you’re going to get.

Learning Curve: ****

As I mentioned before, there are a great many components to this game, from weapons to rations to armor to scavenging to safehouses, managing injuries, etc., etc. The learning curve for this game has the potential to be quite high.

Luckily for new players, the game has given you a tutorial that teaches you the basics. It teaches you how to plan a route for your characters, how to search for items, how to build a safehouse, and quite a few other things. As tutorials go, it’s a good one. It breaks down the lessons into small, easily manageable pieces, and it rewards you in such a way that you’re better prepared to continue playing.

Gameplay: *** ½

The gameplay in WotLD is neither exceptional nor poor. It’s pretty much what you would expect for a game like this, which means that although it’s not particularly innovative, it is at least dependably good. It takes an old formula and makes it work well with a few new twists.

One of the more observable problems, though, is that rather than you choosing when you play the game, the game chooses when you play the game. Since you can’t revive your characters from death, if they get injured, you have no choice but to take them to a safehouse and let them recover. Unless you’re in your private safehouse, that takes about 12 hours (to recover from Critical to full health).

Essentially, if you get injured, you don’t have a choice. There’s only four health levels, and each time a character is injured, they lose one. Sometimes, they lose more than one. Sometimes, a character dies in the process of getting them back to the safehouse, which means that you then have to send your team out to recover their belongings.

Gameplay tends to come in very short bursts. Those of you looking for a game that you can play when you want probably wouldn’t enjoy this style of game – this is more of a game that you check every few hours. It’s built in protection against spending all your time playing a game, but it’s also not terribly convenient if you have a specific span of time to play in and your characters are still too injured to venture out of the safehouse.

Overall Rating: ***3/4

I don’t think WotLD is a bad game by any means. In fact, it’s pretty cool for a zombie-style game in that it gives you a bit of a different perspective by having you navigate survivors around in a totally apocalypsed-out city. I’ve already mentioned that I think some things are particularly cool about the game.

There are, however, drawbacks, which I’ve also covered in detail. If you’re looking for something to be your “main” game that you can work on for several hours a day, that’s not really possible when you’re starting off in WotLD. However, it’s a nice “side game” – one that you can come to when you’re bored with your typical MMO and want to check out something else for awhile.

 

World of the Living Dead Featured Video

 
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