
I've seen first hand what happens when a vet gets lazy or experiments and things go horribly wrong, so I take that information with a dose of skepticism. While I was told that a player who's been playing for a while has an advantage against a brand new player, I've heard that before. But for me, it means the player can't run away from their reputation. Now, this doesn't sound like a big deal to some people, and maybe it isn't. What's really different for this genre, though, is that not only do you have to make a new character, but your name stays the same. The difference? If I die, my stuff unlocks and my zombie wanders around and needs to be killed (unless a zombie actually takes my stuff, or perhaps another player). Sounds like what I did at the start for Rust. Put down a foundation, add buildings, make your stuff safe. You can also eat berries, which will help solve hunger and thirst problems. Later, you can make a dew collector, which will not only collect dew but rain. Drink water for thirst, and preferably clean water because dirty water will hurt you. As you'd expect, hunger and thirst need to be kept up or you'll die. Comfort might be added later, SOE says, and it will be affected by the weather, but let's keep that in the background and focus on what's in the game right now. You have stamina for actions, health for living, and hunger and thirst. It's pretty neat, but not earth-shattering. You mix and match materials and if you put the right stuff in, a button highlights, you click it, and you learn new recipes without destroying the items. While players used to get a torch at the start, the ability to spread fire proved too powerful, so torches are now crafted, while newbies begin with a flashlight that's great for shining light but lousy for damage.Īfter the zombie kill came the discovery window.

Later zombies didn't, but that first one did.

The first zombie died largely because it was more focused on killing a deer. I'm shown a new character, the ritual slaughter of a zombie, and what you'd usually expect.

Part of what makes a good game good, though, is the execution. DayZ and some other titles came up a few times too, but as I said to Adam, it's something that naturally happens when you're working inside a genre. Throughout the demo, I'm making comparisons to Rust, especially after my little honeymoon with the game ended with me feeling that the genre needed more time to bake. "Yeah, there are other survival games out there," he said, "and players are going to make comparisons." And it's true. I sat down with SOE game designer Adam Clegg and started talking about H1Z1 while the game was loading.
