PCPOWERPLAY

DEAD STATIC DRIVE

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DEVELOPER MIKE BLACKNEY PRICE TBA

deadstatic­drive.com

The first cab off the rank for this PAX round up is actually a modified, stolen car. We don’t know much about Dead Static Drive’s protagonis­t as yet, except that they can appreciate upholstery and aren’t averse to nicking anything convenient, including a police vehicle at a desert lock up. The sandbox-style demo begins on a dusty road with one objective; “I should find somewhere to crash.” You can turn on your headlights, but get an immediate feeling you shouldn’t. Seems like a normal road to somewhere, but something is not quite right.

The game is very early in developmen­t and I chose it for the collection because, given my appreciati­on for how Australia’s indies have improved over the last two or three years, I want to remember my first impression­s of this when it eventually comes to fruition. It’s a bit like Project Zomboid, with the isometric view and useable items, but will likely end up being more of a narrative experience than a base building game. The designer’s elevator pitch was circulatin­g PAX like Chinese whispers, “Roadtrip with Cthulhu, existentia­l crisis.”

The demo included weaponry and useful things to mess with, in ways that make sense. One time, I rolled my car by hitting a train crossing too fast. And I totally laid down some sweet donuts (accidental­ly) while mastering the twitchy, but powerful feeling, driving controls. Intriguing­ly, there is obvious potential for the use of light/dark and line of sight, as I noticed when peeking in windows. At PAX, Dead Static Drive showed early features that I can imagine coalescing into a compelling experience, combining driving, exploratio­n and inexplicab­le horror.

 ??  ?? EARLY PREVIEW
EARLY PREVIEW

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