Author Topic: Lapis' Review: Survival Crisis Z  (Read 780 times)

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Offline Lapis Lazuli

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Lapis' Review: Survival Crisis Z
« on: April 28, 2008, 07:00:32 pm »
NOTE: This game might not work with Windows Vista.

Survival Crisis Z is an open-ended, post-apocalyptic survival horror game from Ska Software. And this is my review of the game.

Survival Crisis Z (SCZ) is a rather enjoyable isometric RPG/survival horror hybrid, and it does both of these well. The game can range anywhere from "hard" to "seemingly impossible" (I have beaten the game; anything is survivable given proper preparation). The game takes place in a quarantined sector of a city, and starts with the player choosing his appearance and class, and alliances, if any. Classes determine which skills and weaponry the player starts with, and there are over a dozen weapons, about two dozen skills, and various items and commodities that can provide further support for the player. Skills range from simple passive skills such as Health Regen (a doctor skill) to more advanced active skills, such as turret/tesla construction and adrenaline (which renders you immune to zombie bites for a short period).

The goal is to survive long enough to complete all of the missions for each sector of the city. Completing neutral missions will advance the plot, while rebel and SWAT missions each follow their own, non-plot related avenues. Missions can include escorting an NPC to a location, rescuing an NPC, clearing out buildings for future fortification, and even taking buildings from their previous human occupants.

This brings me to the game's main source of income: houses, or "bases". Every sector of the city has some thirty or so houses, each controlled by a rebel, neutral or SWAT leader. Neutral houses can be taken over if the player can defend them from a zombie onslaught, the difficulty of which depends on the house. SWAT and rebel houses require some clever actions to take them in a non-hostile manner; otherwise, be prepared to meet resistance. Each house has a difficulty rating, ranging from 1 to 30+. The higher the rating, the harder it will be to defend/take.

For each house you capture, you earn some income. Starting at your first house, you earn $.20 for each zombie killed, +.20 for every house captured afterwards. You also earn .3 party members for each house taken. For example, if you have 3 houses, you'll have a maximum party size of .9, which means that you will "often" have at least one NPC with you. You can have up to three party members at one time, plus one mission NPC. The more houses you have, the better equipment your NPC allies will wield as well.

As you further the plot, the game becomes more advanced. Your foes quickly increase from standard zombies to skinned, bloody dogs; zombified children with psychic powers; undead, bionic supersoldiers; banshees; exploding zombies; zombified maggots, and more.

Eventually it all leads down to a final fight against the source of the infection, an ages old foe whom I won't reveal here. I highly recommend you give this game a try.

You can download Ska Software's Survival Crisis Z here:

http://skasoftware.com/files/scz.exe

Screenshot:



An image of the player using the tesla generator skill to build teslas and defend a location.
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Offline xtishereb

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Re: Lapis' Review: Survival Crisis Z
« Reply #1 on: April 29, 2008, 09:05:52 pm »
I don't think that was a very good review. You just listed the features of the game, kinda like the Wikipedia article, and said we should try it. Needs more criticism. Are there any other games like it? Are the game mechanics enjoyable?
I've only played it for about an hour or so, but it really is quite fun. The view tends to swim a little, though, and sometimes the color depth gets messed up and you need to return to the main menu temporarily. Sometimes the friendly NPCs stop whatever they're doing and talk. I like the idea of the conversations, but it's annoying how they stop whenever they have something to say, like "I used to be a pizza delivery boy." Speaking of which, the NPC character dialog is pretty amusing. Sometimes you'll have gung-ho zombie slayers, sometimes you'll have freaked-out survivors. It really adds to the atmosphere of the game, though I can't say I miss them when they get eaten alive while telling me "We're all screwed!" That's the most glaring issue I've seen so far, but it is fairly minor.
My character shoots where I tell him to shoot and moves where I tell him to move. I haven't gotten a chance to test out the advanced skills yet, but the basics work well enough. Deaths are caused by my own stupidity, which is my criteria for the controls working well.
My personal favorite missions are the ones where you have to go get stuff back from other people. It's like an Animal Crossing fetch quest, but more satisfying.

If anybody else plays this, I recommend trying the arcade mode first, to make sure your controls work.
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Offline Lord Frunkamunch

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Re: Lapis' Review: Survival Crisis Z
« Reply #2 on: April 29, 2008, 09:12:34 pm »
I always ended up being hungry and tired to the point where I hallucinate constantly and can barely walk. I must be doing something wrong...
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Offline a-4-year-old

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Re: Lapis' Review: Survival Crisis Z
« Reply #3 on: April 30, 2008, 02:03:24 pm »
I just walked in a random direction until I got bored.

The game barely gives any direction, especially with the controls.
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