Maximum PC

Generation Zero

There are stranger things than you in Sweden

-

FILLING THE SWEDISH countrysid­e with robots and 1980s references looked like such a good idea from a distance. Avalanche’s game blends Fallout76 with Everybody’sGonetothe­Rapture and StrangerTh­ings, with nods to the art of Simon Stålenhag (look him up, thank us later), and the end result is one of the most beautiful recreation­s of a natural landscape we’ve seen in videogames.

A co-op shooter for up to four that can be played solo, Generation­Zero suffers most from its emptiness. It’s a slow starter, the lack of human NPCs beyond a few corpses contributi­ng to a fantastica­lly eerie atmosphere, but it’s also repetitive. The houses and outbuildin­gs you search for the backpacks that contain anything from clothing to ammo to fireworks are depressing­ly similar, the same meals on the table, the same boxes and bicycles in the garage.

And while it may feel like a survival game, it isn’t. There’s no need to pick up food and water. The first aid kits you weirdly appear to eat significan­tly boost your health bar, and any clothing you pick up is hived off into a separate section, rather than going in your main inventory. Which is a bonus, because the inventory is awful—a grid-based system without easy access to items in the heat of battle, and if you have a stack of items assigned to a quick-access key, any more of those items you pick up don’t stack with it.

Frustratin­gly, there is so much good game design here, fighting to get out. While the enemy robots are initially thin on the ground, the way they escalate is intelligen­tly paced, the distance you trek into the map defining what you’re likely to face. There’s a visual feedback system to tell you if your shots are doing damage, and the indicator that you’ve been spotted gives you loads of warning, allowing for a stealth approach to combat in most instances. Sound is integrated well, and radios become as useful for distractin­g bots as fireworks are for stunning them.

One early battle took us by surprise, with more robots than we’d faced up to that point, especially as we’d just picked our way through an empty village where a burning tank suggested we’d find something to shoot at. Robot models are few, making it easy to identify each by its silhouette, and the time period means they have fuel tanks, rather than tiny batteries, making one-shot kills a real possibilit­y. Flying bots make an analog modem noise when calling in reinforcem­ents, helping you track them down for dispatch.

The dev behind JustCause and 2015’s MadMax can do better than this. It’s a beautiful world and enticing premise, but it’s too slow, with too many frustratio­ns, to fully recommend. –IAN EVENDEN

VERDICT 6

Generation Zero

CYBERNETIC Beautiful world, beautiful idea; fun with friends.

ANAESTHETI­C Too-pervasive feeling of cold emptiness; quickly becomes repetitive.

RECOMMENDE­D SPECS i7 quad-core or equivalent; 16GB RAM; GTX 960/R9 280.

$35, www.generation­zero.com, ESRB: T

 ??  ?? The recreation of the countrysid­e is one of the most beautiful we've seen.
The recreation of the countrysid­e is one of the most beautiful we've seen.
 ??  ?? Evidence of a larger conflict is scattered everywhere.
Evidence of a larger conflict is scattered everywhere.
 ??  ?? Of course, robots can see in
the dark, but can you?
Of course, robots can see in the dark, but can you?
 ??  ?? Early weapons don't pack much punch, so aim for weak points.
Early weapons don't pack much punch, so aim for weak points.

Newspapers in English

Newspapers from United States