Please Note: This opinion piece is based on an alpha version of the game, meaning anything listed here could be changed or fixed and render my opinions irrelevant at any time. The WarZ is an upcoming zombie survival MMO by Hammerpoint Interactive that puts players in the shoes of a survivor trying to survive the zombie apocalypse. I hate how low the zombie population is, zombies should be slow and stupid but in such great numbers that they can overwhelm any area with enough activity. Exploring the world to gather essential supplies and equipment plays a huge part in the WarZ experience. It’s depressing entering a town or city and finding that only 3 or 4 of the buildings surrounding you are enterable.
Colorado feels extremely rushed, and sometimes I think that the delays between unlocking segments of the map was because it wasn’t finished yet. Just because you have a whole games worth of assets at your disposal doesn’t mean you should use them. It may just be me, but if I truly cared about a project and wanted to make a great game, I wouldn’t build it with someone elses resources. Let’s not get in to the fact that clans are a core-feature of any game that claims to be an MMO, I have never heard of something like this.
I play a lot of shooters, so it didn’t take me long to realize that the guns in The WarZ behave completely unrealistically.
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Progression in an online, open-world zombie game wouldn’t benefit from the stat boosts and magic spells of games like WoW, but Far Cry 3 implements a unique skill tree that slowly turns the player into a killing machine. Finding ammunition or medicine in an old RV or shop is one thing, but surviving off the land is another. DayZ and The War Z plop you in the middle of a zombie apocalypse that’s been going on for who knows how long. These are just a few suggestions we think could make online zombie experiments like DayZ more fun. This title takes place approximately 6-7 months after a pathogen of unknown origin has decimated the world population and brought humanity to it’s knees. It's that time of year again, and to celebrate Zombie Survival RPG is hosting The 24 Days of Zombie Christmas! I saw Developer "Underfunded Games" couldnt resist the pressure, had to slap the track button haha.
The Last One is a game about survival, so eventually you do wind up securing some new duds. Once you’ve gotten the hang of things you can visit the store and outfit your character in something a bit more protective than cutoff jeans. I'm going to take a small wager and bet that there's at least one or two games in this bundle that are worth your time -- possibly even games that you might not have picked up yet. Set in the open world map of Colorado, I have spent the past few weeks exploring the towns, cities, and remote locations that hold precious loot required to live another day in a cruel, and harsh world. Although The WarZ is still heavily in development, from what I have seen from the developers and the game itself, I can’t help but say I am a little disappointed.
Shooting a gun in the middle of a town should attract so many zombies that your chances of survival drop dramatically.
Currently it’s too easy to almost completely ignore zombies and of course players have become the biggest threat in their place.
There needs to be a more than a simple aggro system, zombies should behave properly, bashing on blockades, moving in herds, and realistic population counts. I was very disappointed to discover that towns and cities in Colorado are extremely small and even the larger cities are deceptively tiny. With the size of the towns and cities, there is no excuse for not having every building enterable and I hope it’s something that the developers address before launch. Everywhere I explore I see that whoever has designed certain parts of the map have done a quick job and haven’t even bothered to look at it.
Pretty much everything in The WarZ has been built using game assets from War Inc, a free-to-play FPS.


I would want that game to be as original as possible, the fact that they aren’t even making their own assets just tells me they have no passion. The latest thing to really piss me off was the announcement that it would cost real-life money to form a clan, furthermore that clan only has a limited amount of slots and extra slots must be purchased with more real-life cash. It’s bad enough they charge you to start a clan, but for any decent sized clan it will cost them hundreds of dollars just to get everyone in, more if they want their alts in the clan as well, an absolutely disgusting feature.
It’s like someone who never picked up a gun in their life created these weapons with how they thought these guns should behave, rather than how they actually do in real life. I have seen the development plan for the next 6 months and even at the end of those six months, if everything is achieved – The WarZ will still only offer a dumbed down DayZ that only has the core features that the mod currently offers. Even if everything listed on this article was fixed or changed, at the end of the day I would still be bored out of my mind wondering why I wasn’t playing DayZ instead.
It’s only alpha and already hackers are making the game a frustrating experience for everyone involved, stalling all development to deal with the issue. Those borrowed assets are from the Free to play game, yet it is FREE, so I agree with hammerpoint, it would be wasted. The mid-season update introduces Temporal Front, a new featured episode, as well as a number of changes to the game's skill system, graphics, and content. The Wargaming pro players union will help players receive assistance, legal advice, and other protections. But recent experiments like the ARMA II mod DayZ and the controversial The War Z have opened up the apocalyptic formula with an online, open-world design. The zombie disease preceded the launch of a new expansion, Wrath of the Lich King, and rocked the world of Azeroth. The speedy undead make sprints through empty forests more thrilling, but exploring city streets is annoying when you’re chased miles out of town for making a single misstep. Shooting zombies and leaping over fences isn’t fluid in either game, thanks to clunky controls.
Upgradeable health, weapon accuracy, reload speed, stamina, and more could make surviving the apocalypse more satisfying. Virtually no penalties exist to deter violent survivors from taking out other players and looting their corpses. A good online zombie should allow players to sustain themselves either in urban or rural environments.
You must cobble together a ramshackle hut or dig yourself a hole in the ground to survive the terrors that roam come nightfall. Each day through Christmas I will be revealing our lovable zombie all dressed up in a different outfit. I'm working towards an alpha demo, could be 2-3 months for that, but I should have some more art rolling in soon and I'll be sure to post it. I show up in the game world wholly unprepared for the task ahead of me — torn pants, a chest wrap and a metal pipe against legions of flesh-hungry walking dead. It’s been enough time now for me to finally sit down and list out 10 things I hate about The WarZ. Every zombie in the surrounding area should begin to move in the direction of the shot, making it a very risky decision to fire any shot. The developers have been tweaking how much health the zombies have and how hard they hit, but nothing has been done to enhance the very basic AI. I would love to see towns and cities doubling, if not tripling their current size before they are acceptable.
Everywhere are floating objects, incorrectly placed buildings, and even at core areas like the airport half the objects in the area are floating quite visibly. The developers stated that to not use these resources would be a waste, but to me that’s just laziness by developers who want to build a game as quickly as possible in order to cash in while this new genre is still the hot topic on the internet. It’s a common problem in many industries, people care about the profit margin more than they do the quality of the product. As an example, shotguns have a range of just a few feet before the spread is so wide you couldn’t hit the side of a barn if you were standing next to it.
It’s something the developers should have been well aware of, but were nowhere near prepared for.
You are used to those zombies which are so f**king hard to sneak past and kill that I can barely survive more then 45 minutes. Infected grain shipments inflicted players with a zombie illness that they could then transmit to other players.


We’d like to see a mix of slow, early Resident Evil-style zombies along with Olympian sprinter Left 4 Dead zombies. MMOs from Ultima Online to Lineage have reputation systems that punish griefers, but those systems have traditionally been easy to game for dedicated wrongdoers.
Players trying to elude the throngs of zombies in dead cities should be able to forage for canned goods and bottled waters in abandoned stores.
Most major cities are bombed out and still burning, those that aren’t are teaming with infected. What better way to count down the days until you wake up, gather with close family or friends, and exchange wonderful gifts, or in some cases, the day when you wake up and it is just another normal day for you with the exception that everything is closed!
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You’ve got to train yourself to click on zombies once in order to bludgeon them to re-death.
In order to pull off that look you’ve got to be some sort of quasi-infected indie girl mentor.
Our time with the games got us thinking about features we’d like to see in a zombie MMO. An improved design that rewards helpful players rather than trying to judge criminal behavior, offering delayed incentives for helping out your fellow man, could help balance out the short-term appeal of robbing someone blind. Survivors who prefer avoiding the undead masses in favor of less-populated woods should be able to hunt animals and collect plants, as in Red Dead Redemption or Far Cry 3.
Some of the most intense and fascinating drama in zombie fiction occurs at the beginning of the end. Players could barricade homes, destroy staircases, or create traps to help keep them safe from the undead. There are a lot of good RPG features already in the prototype, all of which will be making an appearance in the final version of the game.
Survivors have migrated away from these zones and into more sparsely populated areas in search of safety, but the infected are beginning to follow. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments. You’ve got to learn to click on barricades to destroy them, which seems counterproductive if you ask me. But if you have the skills, you can scale a low roof or slide under a truck to hide from zombies.
Quietly biking across the countryside while hunting deer with a bow and arrow sounds like a great way to stay alive during a zombie apocalypse, and players should have that choice.
Lee’s harrowing adventure in The Walking Dead is made more interesting because of his fateful ride in the back of a cop car as the zombie outbreak began. We’re not asking for full-fledged excavations like Minecraft, but anything would be better than nothing.
Here is a sneak peek under the hood: classic turn based battle system, character leveling system, equipment leveling system, factions, good and evil event options, item crafting, weapon crafting, armor crafting, recruit other survivors to be in your party, dismiss or kill unwanted party members, more to come… I am waiting for final art before posting gameplay videos and screenshots.
Throw in iron-sights aiming on par with modern shooters, and you have a recipe for great gameplay.
A gripping prologue could start players off in in a suburban neighborhood overrun with zombies, or an infected military base. Additionally, we want to be able to explore the insides of every structure – no more impenetrable plywood doors and windows.
You’ve got to take it to the arena, where you can beat other players to death for no good reason.
Wandering the wilderness and skulking through infested city streets is tense, but the apocalypse should begin with a bang. A good starting zone could frontload the experience with more action, serve as a tutorial, and give players a greater sense of ownership over their character.



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