Insurgency Review

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Developer: New World Interactive

Publisher: New World Interactive

Available: Now on Steam for PC/Mac £10.99

Based on a 2007 mod for the ever popular, if slightly creaking source engine.  Insurgency is a team focused multiplayer FPS available on Steam.  With the shooter genre as saturated as Frugal Daz’s pants at the launch of a new Apple product, does Insurgency offer anything to make it stand out from the crowd?

Diving In The Deep End

I took my first tentative steps into Insurgency within the tutorial mode, considering that lots of multiplayer shooters offer you the opportunity to cut your teeth with a single player campaign, it appeared to be a welcome inclusion in the solely multiplayer focused game.  The training section was nearly as far as I got, its a woeful broken mess.  I can forgive the fact that the instructor during this segment it quite simply the worlds best ventriloquist, I swear his lips never moved once! What is unforgivable however, is the myriad of bugs that more often than not leave you unable to complete the training.

Events fail to trigger- leaving you stuck between objectives and woe betide you if a grenade accidentally kills you, you’ll have to start the whole thing again.  The tutorial leaves me grateful that a single player campaign isn’t part of the package, I dread to think what a mess the developers would make of it if they can’t handle a half hour training exercise.

Insurgency Urban

Fools Rush In

So! On to the bread and butter of the game.  It offers twelve maps; five adversarial modes with a couple of co-op options and all are available from the off.  If you’re expecting the shoot, kill, get killed then re-spawn mechanic like other shooters, Insurgency definitely isn’t for you.  Nearly all the game modes revolve around capturing, defending or attacking enemy control points, called supply points in this game.  If you die, which believe me you will, spectator mode will be the only sport on offer here – until your team manages to achieve one of the aforementioned objectives. All of your vanquished team mates will then re-spawn, with the idea that as a squad, you advance on the objectives once more.

The reasoning behind this cycle of life and death is a clear push to promote good team work, however in nearly 10 hours of playing, I’ve yet to hear anyone in my teams communicate, despite me incessantly blathering on into my microphone.

Its both the harsh reality of death, where one shot can and will kill you. Coupled with the strict re-spawn system that will leave you as a spectator, more than playing. It left me wishing that the developers had included a standard game mode with quicker re-spawns.  Whilst against the whole ethos of the game, it would at least allow players more hands on time with both maps and the actual game itself. By doing this, the learning curve would not be quite so frustrating, enabling you to actually be effective in all the other modes without having to sink  in tens of hours.

Insurgency Sniper

Are You Ready?

At the start of each match players choose which discipline they want to be, different classes have different weapons, so you won’t end up facing off against a team of all out snipers etc. However, if a team-mate chooses ahead of you, you may well end up playing a class you’re not comfortable with.

Upon selecting a specialisation, players can then equip their solider how they see fit. Everything in your load-out, from the guns themselves, attachments, explosives, side arms and armour have a points cost with ten points available to spend.  This does lead to a lot of variety, but for some incomprehensible reason, an option to save your load-outs or tweak them from the main menu is strangely absent.  Having to alter this every match really is a tiresome endeavour, in fact I’ve now given up and just stick to the pre-baked options, definitely an opportunity missed.

Back Street Affair

The twelve maps where the action takes place and bullets bullets will be flying are pretty much split between urban area’s, with predictable choke points and more rural open spaces, where snipers and marksmen rule.  The tight alleyways and thoroughfares tend to work better, but you will find yourself battling over the same piece of dirt in repeat plays of the same map.  On the flipside the outdoor areas feel very unfocused, you’re much more likely to die before you even spot the enemy.  If you are not quick enough to select the Sniper or Marksman class you’ll be back in that spectator mode before you know it.

None of the maps really stand out, graphically or in terms of game-play, which combined with problems already mentioned make it hard to learn the intricacies of each area.  I found them generic at best and boring at worst – devoid of the dynamic and engaging ebb and flow of combat that can be found in other tactical shooters.

How Does It Feel?

Glitchy.  I checked the store page more than once to make sure I wasn’t missing the fact that this was a beta release, unfortunately its not. Whilst shooting, aiming down the sights and turning all feel natural. In fact I’d go as far to say that it offers some poor weapon handling, its let down by shonky movement controls.

The games slow pace of movement is intentional, however I’m pretty sure if I was dashing around under fire, I’d move my backside a bit faster than if I was running for the bus.  At times it feels as if you’re playing on a thin sheet of ice, your character movement feels a bit floaty,  like you’ve had one too many Babycham down the local discotheque, which may explain my next issue.

Having never been in a fire-fight, I can’t comment with any authority, but I’m pretty sure I’d manage to get through a door without hitting the frame.  The same goes for just about any element in the environment, hug a corner too tightly and you come to a full stop. Moving around a trash can? Forget it.  A fallen log? Better find another way. Cover, which is a rather useful thing in FPS, especially when the game is modelled on realistic damage, is a complete pain in the backside.  It’s better off avoided altogether unless you intend to camp in one spot.  It’s things like this that completely took me away from full immersion after the game has managed to build so much immersion up.

Insurgency Inside

Without Conclusion

So it sounds pretty shit right? Well for all its faults, I do keep going back for more.  The intense but short battles that can occasionally unfold, are at times absolutely captivating.  Cautiously advancing though the maps to enemy objectives, trying not to run blindly into the muzzle of an assault rifle- really does build atmosphere.  I think the pay-off for playing with your friends, (like in Payday 2 as an example), would be huge.  However the game just doesn’t feel complete or quite competent enough for me to recommend that any of them to purchase it, at least not yet.

I’ve struggled and also been reluctant to score this game, it definitely feels like a beta and not a polished end product. This is however, a full release. I will will watch with interest as the developer updates it, at the minute its a solid if rather sloppy game, but it is chock full of potential waiting to be fulfilled.



MyDream Beta Preview

MyDream Title

Too Good To Be True?

MyDream is billed as a 3D Creation and Exploration Sandbox by its creators, and with its kickstarter campaign about to come to a successful conclusion, I’ve been hands on with the current beta to see if there is more to this title than the dirge of block building clones that have flooded the market since a certain juggernaut was unleashed upon the world.



 I See A Paradise

The biggest difference that immediately shows through is that apart from building and creating with blocks of various textures, the land itself is a completely more organic affair.  Rolling landscapes, swaying grass and groaning trees, it’s good looking stuff and definitely sets its self apart from the standard geometry of environments offered in other, similar games.

These more organic features can also be altered, by using your “shovel” you can dig a cave or raise a mountain, the choice is yours.  A click of the mouse button, a shovel full of dirt is removed, another click, a bit more.  Select the piles of sand or soil in your inventory, and likewise you can pile them up and raise the height of the terrain.  It’s very reminiscent of Populous or map editors like in Far Cry.  However you’re limited to using the standard first person perspective, it’s fiddly and takes an age to achieve any real change to the environment.

Whilst the block building mechanic will feel immediately familiar to anyone who has played with Lego, there is already a huge array of different textures, and lighting sources available.  Some of the creations look truly stunning, and people are already letting their imaginations run riot.


Build This Thing Together

Multiplayer, collaborative worlds are already starting to look very interesting, and with all the servers being hosted by the developers, they are really easy to find and interact with.  I’ve spent a good few hours with games of this ilk on the PC but never ventured further than my own world as servers addresses and such just seemed rather a hassle, so MyDream’s take on this is definitely a positive step in the right direction.

RPG elements are pretty slim at the moment, but what is there is a good start.  Your character levels up along three different paths depending on your actions.  Builder, Explorer and Co-operator are the skills, that when levelled up will grant you rewards.  It’s an interesting feature which I’m looking forward to seeing develop.

Let Them Say We‘re Crazy

Minecraft, there, I’ve said it, a true gaming phenomenon that’s sold over 35 million copies and given the world another eccentric millionaire.  MyDream does enough things differently and has a few unique ideas that do warrant attention.  However it remains to be seen if there is enough appetite or room for a game that at first glance is so similar.

At the time of writing, MyDream has crept past its kickstarter goal of $100,000, and is currently sitting at $116,000. It’s worth noting that over $70,000 of that total has come from just 7 backers, with just over 320 individual pledges making up the rest of the total.  For a point of reference, another 3D open-world creation RPG called Planets3 ended three days ago, with over 10,000 backers and $310,000 in the kitty.  With Mojang raking in the millions, Project Spark being bankrolled by Microsoft and other independent titles being much better funded,  MyDream is really going to have to stand out to get any serious traction.

MyDream Lava

The team behind the game has some great ideas and I’m looking forward to watching this games development. Hopefully with the success of the kickstarter campaign and the creativity of the ladies and gents behind it, the team will have the time and finances to put those ideas into action. Whilst I wouldn’t simply say they are jumping on the the Minecraft bandwagon, as has been suggested elsewhere, they have definitely arrived late to the party, and have got a lot of ground to make up.

You can find the MyDream Kickstarter Here


Agarest: Generations of War Review PC

Agerest Cover PS3

Lost in Translation?

If Kim Jong-il and Garry Glitter got together one night, drank several bottles of questionable vintage and made a video game, I’m pretty sure parts of it would be similar to Agarest: Generations of War.

Nations marching to war, as despot leaders pass their hatred and rhetoric on to future generations? Check!

Shagging anything that looks of remotely questionable age-wise to extend that family line? Check!

Music so bad that even if it was made in the heady days of glam rock it wouldn’t even feature on Chorley FM’s playlist?  Check!

A story so absolutely mind numbingly boring and told in such a way that you would rather read the bible upside down, in Klingon? Check!

Created in an atmosphere where no expression of individuality, creativity or excitement are allowed? I’m guessing so.

By any stretch of the imagination, a word incidentally, that I don’t think the developers have heard of, Agarest: Generations of War is not a great game.

Agerest Girls

Throne of Blood

So to the basics; Agarest is a JRPG.  The game has a  pretty standard storyline that sees several gods having a bit of a falling out – this has led the world into a time of darkness.  Powerful human nations are battling against each other and also taking a strong disliking to anyone not from the same gene pool, its with these elves and such other enchanted folk that our first hero; Leonhardt casts his lot after becoming disillusioned with his own nation.  Trust me, If you have played any sort of RPG over the last 20 years, you’ve been here and done that already.

Whilst the story could have been written by a room full of monkeys with typewriters, its main problem is the way the story is told.  Conversations in the world take place with some very questionable hand drawn talking head characters that just stand there, against extremely unappealing backdrops that wouldn’t look out of place in the Take Hart/Kindergarten gallery.  Whilst you stare at the wondrous vistas and characters, line, after line, after line of conversation will pop up, and with no real way to speed these up, it really is a chore to get through them.  On the flipside, these character dialogue bits stick around for so long that if hentai is your thing, I’d cling film the screen before you press play.

Seven Samurai

So the story isnt going to win any prizes, but how about the gameplay? Well things do improve here, but not by much. Like other JRPG’s of its ilk, Agarest uses a turned based combat mechanic.  Battles take place on an isometric grid and start with the movement phase.  Your team of upto 6 combatants spawns onto the grid in a formation which you set up via one of the many convoluted menu screens, each team member then has limited range of movement.

By careful placement, your characters can influence each other in various ways, chaining attacks and buffing stats. It’s a nice mechanic which generally works pretty well. However once your team has got into position, your opponents then make their move, this really limits how tactical you can be as it ends up a guessing game of what moves your enemies will make.   A better idea might have been to assign a move order based on agility or some other stat that could have been factored into planning your moves.

Combat swiftly follows the movement phase and for the first 10 or so battles I quite enjoyed it, like other parts of the game, this also soon started to grate on me.  It’s the little things that really that started to disappoint me. There is no way of knowing which attacks are best to choose, you would think that the attacks costing the most action points would be the best, however this is not the case.  You soon figure out who’s attacks are the best and just continue using them, spamming the enemy until you win.

Agerest Battle

Into the Sun

A grand campaign map leads you to the battle spaces and also the dialogue events, from time to time your decisions will lead to different routes, but it’s not exactly interesting stuff. A few select areas do allow you to explore in a traditional sense, with you taking direct control of your main hero.

In 12 hours of gameplay I came across 2 of these sections that lasted no more than 20 minutes combined.  Their short length is somewhat a blessing as they are truly awful.  Move your mouse,  your character follows, that’s it. I spent ages in one location thinking that the game had crashed as there was no where to go and nothing was happening,  who would have thought that pressing the right mouse button would make Leonhardt jump and open up the path that seemed impassable.  It would have been better if they had not included these sections at all.

Add to this the ability to catch monsters ala pokemon and also the whole dating sim which lets you use your “soul breed” ability on the apparently “nubile” yet rather young looking female characters to create your offspring, and you start to understand that this game is trying to be all things to all people, even those who don’t visit Thailand for just the tropical location and fantastic cuisine.  It just doesn’t work.

Agarest Magic


If you’re a hardcore fan of JRPG’s you will probably find something worth your while here. However, if like me you only dabble in the scene and have fond memories of the old Final Fantasy or Secret of Mana games, you’d be better of revisiting the other classics that can be picked up far cheaper than this, considering that Agarest was originally released on the PS3 back in 2007, the other games have aged far better in comparison too.

Undoubtedly the game must have a following, its available on just about every platform you can still buy at retail,  spawned a prequel, which is also heading to steam, and by all accounts has sold bucket loads.  I can’t help but think that if the developers had concentrated on individual elements rather than that trying to cram as much mediocre content in as possible, it might have turned out a rather different and perhaps,  a better game.  Agarest isn’t broken, it works just fine, but unfortunately that is the only real praise I can give it.

Anyway I’m off to read the WPK handbook and listen to Doing Alright With The Boys


Developer: Idea Factory 

Publisher:  Ghostlight LTD

PC Version Reviewed. Also available on PS3/Xbox 360/Android OS

Plants vs Zombies Garden Warfare Review

Plants vs Zombies Banner Small

Walking on Sunshine?

I don’t think I’ve ever played a game that makes me grin quite so much as Garden Warfare.  Based around the popular tower defense game, PopCap HD have chucked the traditional PvZ elements in a blender, and with a big glug of ‘Pixar-esque’ graphics, and a pinch of Team Fortress gameplay, they have quite honestly produced something that’s far more refreshing than anything, TitanFall included, that I’ve played in sometime.

When Two Tribes Go To War

The game is played from your standard over the shoulder, or stem I guess in this case, perspective. Movement feels good although some of the warriors jumping seems a bit stingy especially considering the many options for getting high up in the various levels.  Having generally steered clear of 3rd person multiplayer shooters, it took me a good few hours to get proficient with aiming but it was well worth persevering, taking down a Zombie All-Star with a Gatling Peashooter or decimating a Chomper with the Baseball Cannon really is satisfying, as is the ding of a bell with each enemy vanquished.

Whilst most of the major franchises in the online shooter genre still include single player campaigns, even though quite a few people never touch them- PvZ is a straight up multiplayer game.  A four-player co-op mode – Garden Ops, is a standard horde survival affair, waves of increasingly tough Zombies will try to overrun your garden. Teamwork is essential and with nods to the original tower defence game, you can place your favorite plants from the original game in pots to help defend your patch. In other game types the Zombie team can also summon undead minions from shallow graves scattered around the levels.

Twenty four player battles are offered for two of the other modes, and if you’ve played a recent Battlefield game they will immediately feel familiar. The Vanquish mode is first to fifty kills with teams of up to twelve on each side. Gardens and Graveyards finds the Zombie team attacking a series of gardens against the clock, get more Zombies than Plants in the control zone for forty seconds and you take the garden and you are off to the next, very reminiscent of Rush.

A Welcome Mat and a Classics mode only offer the 2 modes previously mentioned, with everyone playing with base level Plants and Zombies.  Until this week, that was as far as different game modes went.  The Garden Variety Pack- a free DLC pack has added Gnome Bomb. Its an eight vs eight race to collect the randomly spawning aforementioned Gnome and take it to the opposing teams respective Garden or Graveyard and then detonate it, do this three times and your team wins.  Content and game modes do appear a bit on the light side, but with the Garden Variety pack just the first free download with more to come, I think the future is looking rosy.

PvZ Game

Prime Time

This is the sort of game that consoles and big TV’s are meant for, the game looks absolutely beautiful.  I haven’t got a clue what resolution it’s rendered it, and I couldn’t care less, as the bold colour palette and strong visual design are quite simply spot on.  The eight playable characters, 4 zombies and 4 plants, have been brought to life in such a vibrant and animated way that even a cold hearted Call of Duty veteran couldn’t deny how adorable and well crafted they are.  The Sunflowers petals sway as you rush to revive a fallen teammate, the Zombie Engineers builders bum wiggles as he rides his jackhammer to attack the next garden. Get yourself into a serious firefight and its like November the 5th on acid, streams of peas, sunbeams, and zombie munitions fly all over the place with barely a framerate drop in sight if that sort of thing bothers you.

PvZ 2

Wired for Sound

Sound design is also excellent, when you spawn in, whichever character you chose will give a different version of a cry for battle, plants generally sounding sweet and full of joy, zombies quite often an intelligible mumbling with the odd “brains” thrown in, but all  the funnier for it. Weapons zap and corn bombs boom with satisfying depth especially if you use headphones or a surround sound system.  Music though is not quite as polished, it’s pretty much limited to the menu’s and serves its purpose, I’ve yet to discover is there is a recreation on There’s a Zombie On Your Lawn but I’m hoping so!

Smells like Nirvana?

So far it all sounds like its smelling of roses, well, maybe the roses are plastic and I’m really smelling a plug-in air freshener.  Garden Warfare is not without its faults.  The Levels, whilst gorgeous to look at and generally fun can feel a bit empty, especially if you end up in a less than full server.  I played a game last night- Team Vanquish, but instead of the full 12 vs 12 we had a total of six players, three on each team. Apart from taking minutes to find someone to shoot at let alone kill, the game really dragged on. 50 kills when its 3 vs 3 on a huge map really takes a while, I wasn’t smiling at the end of that match.  It’s worth noting that this game is running on EA’s servers rather than Microsofts, understandable considering that this is only a timed exclusive for both xbox consoles and I’m sure its a problem that Popcap HD will be eager to solve.

PvZ Garden Variety 2

On The Grind

As much as Call of Duty isn’t for me anymore, one thing I’ve always liked, not including the latest instalment is the straight forward grind of progress and unlocks.  PvZ on the other hand takes some working out.  Kills and in game actions including reviving and healing teammates earn you coins, and your coins can be exchanged for sticker packs of varying cost.  Stickers can include, customisation bits, which there are literally thousands, you want your Zombie to wear a tin of corned beef as a helmet? You got it. Peashooter with Splinter Cell Optics? Its all yours. Consumables are also included in these packs, Plants for plant pots and also Zombies to raise from the dead.  The more expensive the pack the higher the chance, or rare or super rare stickers- which can include complete new skins and weapons for both Plants and Zombies.  At the minute this in game currency seems pretty balanced and it promotes good team play. However EA being EA and given their track record, the cloud of microtransactions are on the horizon and it remains to be seen how this will affect the balance of nature and decay in PvZ.

The other form of leveling comes with character specific challenges.  Complete a challenge and you earn a star for that character, collect so many stars and your character levels up, unlocking new abilities.  I’m a bit on the fence about this, it does encourage you to play in ways that you might not ordinarily do, but combined with the coin currency it really does seems a bit too complicated, I’m still unsure how both of these things affect your overall rank, it works but its all just a bit muddled.

Sound of Silence

My one last gripe, I wish I had the ability to completely mute whole game lobbies.  Whilst I’m a fan of kinect and I’m looking forward to seeing what uses developers can come up with, the fact that this game is aimed generally at kids also means that every kinect thats plugged in unless their parents are savvy enough to turn the function off, can be used as a microphone for game chat.  Jesus christ, I played a whole game the other day whilst some child somewhere was detailing everything he did at school that day to his parents, I played a full 20 mins with Britney Spears blaring out through my TV.  Whilst you can mute individuals in the lobby, these seem to reset after each match and I would love an option just to mute the whole lot.

PvZ 3

Garden Rules

If you’re looking for a twitch shooter, don’t plant your seeds here, but if you’re after some refreshing fun, with surprising depth of character classes, laugh out loud moments, and simply beautiful visuals, feel free to sow your oats.

Whilst not a new IP, Popcap HD has taken the biggest step in innovating an established franchise I can remember for a long time.  Whilst I’m not sure what they could do with Bookworm or Bejeweled, I’m definitely eager to see what their next full title release will be, Peggle Master Kart anyone?

If you’ve got kids, Garden Warfare is a no brainer, they will love it, what’s more surprising is that you might well love it more.  It’s not for everyone, but thats not necessarily a bad thing.  If this game came out next year it could easily be overlooked, but with the current lack of games whilst the “next” gen still in it’s infancy, Plants vs Zombies Garden Warfare is a breath of fresh air and is more than deserving of its spot in my game collection.


Developed by PopCap Games

Published by Electronic Arts

Xbox One Version Reviewed (Also available on Xbox 360)

Reviewed by Prided Llama


DayZ: Boys Will Be Boys

DayZ Banner

Write your own Adventure

Back in the misty eyed years of my youth when summer meant six weeks of doing whatever we liked and the weather was genuinely balmy, my mates and I used to get on our bikes and head down to our local country park, we’d take whatever food we could scavenge from cupboards and fridges, stock up on sweets and fizzy drinks. A few times we managed smuggle an air pistol out of a certain someones garage and with a ready supply of pellets we would head off with mischief in mind.  We would shoot at trees, empty cans of pop even to my shame, at birds, although we never hit anything. It was all about making our own fun with our imagination.  Trying not to get spotted by anyone of remotely adult age and generally boys being boys.

DayZ I feel hungry

Every time the I hit the play button on Steam, I’m reminded of those long summer days.  No goals or targets apart from what you set yourself, DayZ for me and also some of the people I play with is fast becoming the greatest story in video games that was never written.

To me, narrative has long been the most important single thing that makes up your average game, flashy graphics, multiplayer, bombastic set pieces can only take you so far, they can even be a detriment but its the story that can, if told well, knit all the other elements together.

I Feel Hungry

The opening lines of Dayz, written in ugly but functional font is the only part of the story that the developers have shared with you.  No middle and no end, the only narrative you are given is to  feed your hunger, quench your thirst and survive.  How you do this and the story you weave is entirely up to you, its this tangible sense of freedom and also the fear that goes with it that makes DayZ, even in it’s broken, often frustrating alpha state worth every penny of the £19.99 it costs.

You will die with alarming frequency in your first few hours in Chernarus, a fictional post Soviet state where Bohemia has set this post apocalyptic zombie survival mmo rpg fps/tps sim. Survive for a few hours and each item of clothing found or weapon brandished will increase your confidence and feeling of security, but death is never far.

You Are Dead

My first death came from starvation, I had tins of beans but with no way to open them, my life slowly ebbed away. Second, I was mauled by a zombie, and they are the least threatening thing about the game.  It was my third death at the hands of  fellow survivors that brought home the reality of life in Chernarus, give people free reign to do as they please, with little consequence and they will generally be absolute bastards, myself included if the mood takes me.

My third death, I had stumbled upon a group of three fellow survivors in the wilderness, who by the look of the automatic weapons they pointed in my direction had survived for some time.  Forced to kneel, I was stripped of my clothes, tins of beans and my most precious item, a tin opener. They ordered me to run and run I did, with no idea of direction, they laughed and took potshots, as my pant wearing behind disappeared over the horizon. I spent the next couple of hours getting increasingly lost which led me back to my first death of starvation.  I’d rather they had shot me.

Death comes, and can also be delivered with such variation and creativity in DayZ that I actually don’t mind the dying part, at the end of the day it all leads back to “I feel hungry” which is the greatest starting line of the best story never written.

DayZ Carnage

Friends ‘till The End

DayZ played by yourself can be good, searching abandoned towns for loot whilst not knowing who or what could be round the next corner leads to some genuinely tense moments, even on relatively empty servers I’ve died more than a few times at the hands of fellow players also struggling to eke out a meager existence.

Playing with friends is where this game really comes into its own, and the best stories tend to unfold. A general night involves everyone legging it across the the rather large map to a wherever seems best at the time, tins of beans, cans of pipsi and stories of our survival or sad demises are then shared before heading out. With whatever food we could scavenge from abandoned buildings, fizzy drinks looted from derelict pubs and maybe the odd weapon smuggled out of the local police station.  We then tend to head off with mischief in mind.  We shoot at zombies, fellow survivors, even each other, although we quite often miss. It’s all about making our own fun with our imagination.  Trying not to get spotted by anyone who looks remotely dangerous, and generally men being boys.


For a game that is so upfront with its current failings, even the steam store page has a warning that the game is in alpha and bugs are rampant,  DayZ is maturing nicely. Dean Hall, the brains behind the game and his team of developers are rolling out constant updates and the game itself it not expected to enter beta until the end of the year.  Over one million steam users purchased DayZ in the first month alone, and the £20 million plus revenue is now clearly being put to use with the team recently doubling in size.  The current focus of the the upcoming updates included hunting, cooking, improvised weapons and barricading.  Vehicles and persistent in world objects are also on the horizon, along with a slew of other features that will make Chernarus that much more believable, being able to open a fridge to look for fodder may sound a bit daft but I cant wait!

DayZ on the run

Quite a few people have bemoaned the £19.99 it costs to access the alpha, beta and full release, lets put this into perspective.  A game about to be launched on a high street near you costs £20 to £30, depending upon your platform of choice.  Said game, not including side missions and infamous cutscenes can be completed in 10 mins. Depending upon which way you look at it, millions of us have also paid upwards of £30 for a AAA online fps experience this year which although released as complete has been far more buggy and broken the the DayZ alpha has ever been.  I’ve just clocked my 91st hour in DayZ and I’m sure that I’ll still be playing in a year to come, that is quite possibly one of the most frugal gaming propositions there has ever been for me.

DayZ Drinking

If you are tired of being handheld though games, herded down corridors, finishing a game and thinking what was that all about or just the the yearly churn of juggernaut franchises whose only reason for existence is to boost the bottom line of multinationals, give DayZ a try.  Bring your wits, your cunning, your  imagination, press play and write your own adventure.