![]() And you’ll certainly feel the change as your playing in the action part. Reading books, completing a few days of survival, choosing a correct path on the text adventure, all can add to a character’s development. Each randomly generated character has stats that can be upgraded during play, from fitness, medical and morale, through to loyalty, attitude, and mechanical. That’s where the RPG elements of Death Road to Canada come in. Do we raid the Y’all Mall for food, the pharmacy for medical supplies, or the Prepper’s Safe House for a chance at unusual pick-ups? The choice is always yours. But, you’ll have to balance the needs and requirements of your team constantly. A visit to the police station is more likely to net you pipe bombs and shotguns than a visit to the pharmacy. So as expected, different locations are more likely to have different loot available. As well as your 3 inventory weapons the environments allow your character to pick up furniture such as chairs or even sofas, depending on the strength stats, and use them as projectiles of death. ![]() ![]() With so many weapons on offer from umbrellas and knitting needles to shotguns and chainsaws, from swords and katanas to flamethrowers and pipe bombs, there’s bound to be something that takes your fancy dropped at the bookstore. The weapon you’re holding gets dropped and replaced by that rather fancy looking weapon of your better choosing. Holding a plank of wood that could snap at any given moment, then pick up that aluminium baseball bat and onward to cranial deformation. ![]() However, a lot of the environments you’ll search with have various other weapons to collect and each has its merits and weaknesses, some more than others. Using the B button allows the character to cycle between these 3 weapons. Each character can hold up to 3 types of weapon at one time during an excursion, additional weapons can be stored for later use in the boot of the car, and can be selected during the pre-raid selection screen. These are the shambling zombies of Romero and The Walking Dead, and in earlier levels they present little resistance to your attacks with the Y button. Zombies are an ever present threat at every location you travel to. Upon initial play, the character was inevitably finding it difficult to traverse the narrow doorways of connecting rooms, but after realising the feet are the characters central position in the world and not the body, it all clicks into place and the environments get so much easier to negotiate. Moving around the environment feels rather awkward at first using the Left Analogue Stick, what with the way the characters bounce around, hopping from foot to foot, a little slowly, and before you realise that it’s important to be aware of the character’s foot placement. Turn the effects off and the game loses something of its intimacy and renders the game screen sterile. Being totally adjustable in the settings, the game feels more authentic and warm, with all the scratchy white flicks appearing, than without them. The game initially adds scratching, glitching, and graining to add historic depth with a feeling of an old VHS video tape during its last few plays after years of abuse. The graphics are based on a 16-bit style of design, and function well in concordance with all the effects layered over the top of the viewing screen. The action side of the game is viewed in a top-down position with a slight angle. Starting in your vehicle, or walking, every morning, choosing between a few random variables, you’ll eventually get on to the meat of the game, a random location where your objective is either to loot for an increase of survival chances, or just stay alive as the dead close in on your group in a siege style attack. There’s a day cycle that drives both sides of the game forwards, and your team of hapless heroes onward to Canada. In the other, a text-driven narrative story which allows the player to choose the outcome based on various boxed decisions that can be made. In its greatest selling point it’s a competent action zombie slashing RPG. Start in Florida and try survive the journey to Canada, the last zombie-free nation!ĭeath Road to Canada is definitely a game of two halves. Get different results based on the traits of people in your group. Make tough choices in Interactive Fiction text events. Survivors have different personalities and quirks that may help or hinder you.įight or flee from increasingly gigantic hordes of slow, classic-style zombies. There’s a different story every time you play.įind special events, rare encounters, and unique recruits. You have to manage a car full of jerks as they explore cities, find weird people, and face up to 500 zombies at once.Įverything’s randomized: locations, events, survivor personalities. Other formats available: iOS, PS4, XBox One, Steamĭeath Road to Canada is a Randomly Generated Road Trip Action-RPG.
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