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Dead State - Interview @ RPG Codex

by Dhruin, 2012-06-17 13:17:14

RPG Codex caught up with Brian and Annie Mitsoda and also Oscar Velzi to talk about Dead State. Here's a snip:

You're using the same engine as Age of Decadence - does that make Dead State's combat very similar to AoD's? Are there any special actions you can take in combat? Or will we merely switch between two options, such as fast and aimed shots? Will there be different hit locations that you can aim for, possibly with local damage?

Oscar: The things they share are the grid system with the instructions for movement and the interaction with objects at a very basic programming level. The combat system itself is completely different, and built from the ground up for this game.

Brian: As Oscar said, aside from some skeletal turn-based mechanics we’re a completely different system. For one, we have noise as a big factor. Our combat is probably a bit quicker and maybe a bit forgiving in that we’re likely to give the player more of an advantage in large fights. We have allies and group orders, that’s a bit different too. All of our weapons have a different feel, so that each has their own drawbacks and strengths - a handgun might be weaker than a rifle, but its ammo is more plentiful, it’s not as loud, and it can easily be switched out to another 1-handed weapon. Melee weapons have much different collections of special attacks, giving them unique tactics in combat. Field medics can heal, and allies can be revived before they die if a medic can get to them in time. We’re also aiming to be a bit more frightening, as brought out in that moment when you enter a room to loot it and suddenly combat starts because you forgot to check the back room and now there’s a zombie chewing on your shoulder.

Information about

Dead State

SP/MP: Single-player
Setting: Post-Apoc
Genre: RPG
Platform: PC
Release: Released


Details