Hiyavirosi! We hope you're doing well today. We were chiming in to let you know that you can always reach out to us if you run into any issues with the update. We'd be more than happy to help you out!
Hi there, @Draco_35432. We know how excited everyone was for this update, and we definitely want to make sure that you are enjoying all that it has to offer. Can you tell us if you have tried to uninstall and reinstall the game on your headset? When it redownloads to your headset, it should show the difference in quality. Please keep us updated on your progress, as we want to ensure you get the most out of your gaming experience!
Hey hey @Draco_35432! We were just dropping in to check in on you regarding the graphic quality on The Walking Dead. We want to ensure you get all the assistance you need, and to let you know we are still around if you need us! If you are still experiencing issues, please respond to our previous post and we will be more than happy to assist you further with the undead.
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Despite that, it was never the quality of the work, it was my own emotional boundaries that kept me from continuing. I continued to consume zombie and post-apocalyptic media, but I also learned that I had my limits when it came to the various aspects of storytelling on display in the series. This may feel a bit paradoxical, but this is part of why I wanted to do this review.
I was provided with a review copy of this game by Free League, and I have received previous review copies from Free League in the past. I have not had the opportunity to play or run this game, but I am familiar with other Year Zero Engine games produced by Free League and have played them various times in the past.
The core rules PDF is 180 pages long. This includes endpapers depicting the Northeast Georgia region (front and back), a title page, a two-page table of contents, pages for a character sheet, a haven sheet, a challenge sheet, and a travel log, as well as a three-page index.
The mechanics of the game will be familiar to anyone that has played a Year Zero Engine game from Free League in the past. Characters have ratings for Attributes and Skills, and adding an attribute number and a skill number together tells you how many dice you get to roll to resolve an action. Each six on the die is a success. Most tasks only require a single success, but some may require multiple successes.
If you are familiar with the Alien RPG from Free League, you may also recognize the stress mechanic in the game. When you fail a check, you can push a roll, and when you do, you add a stress die. If a stress die comes up with a one, something bad has happened. So, while stress makes it more likely you can accomplish something, it also makes it more likely that something catastrophic may happen as well. There are also certain circumstances where events that transpire will add stress to the player characters due to fear or tension.
In other words, this is not a game that is going to give player characters greater survivability than the average person in the setting, and lethal results can be a complete surprise, since both the charts for fighting walkers and taking critical injuries have relatively mild results and immediately deadly results.
As you can see, the odds really start to ramp up against you when you are dealing with swarms larger than size three, and even at three, there is no guarantee that all of the three checks that count towards dealing with the swarm will produce successes.
When you make a character using these rules, you pick one of the archetypes provided. The archetype provides you three choices for talents, from which you pick one. Each archetype gives you options to pick from for your Issue, Drive, and Relationship to Other Characters. It also provides you with a chart on which to roll for your starting gear. The archetypes included in the Core Rules include the following:
While archetypes provide starting gear, suggested options, and starting talents to choose from, assigning points to attributes and skills is wide open. Issues provide roleplaying guidance and may help to flavor the bad things that happen when your stress dice turn against you. You can call upon your Drive once per session to gain a bonus to a roll that pertains to that Drive. Your relationships help determine your anchors, and spending time with your anchors helps to lower your stress level. Talents are rules modifications that usually give you a bonus to rolls in certain situations, or let you use skill and attribute combinations in different ways than the default.
The group starts off with a haven, a place where they live that shelters them from the environment and lets them defend themselves in situations of adversity. Havens have a capacity, a defense rating, and issues. Capacity determines how many people the haven can comfortably house. Defense is a bonus added to rolls used to actively protect the location. Issues are ongoing problems that the PCs must address. Effectively, issues are the explanation for why the PCs must leave the haven to do something dangerous.
You can undertake different projects to add elements to the haven. This requires assigning a number of the NPC residents to a task and assigning to that task for a given amount of time. Different projects can modify different ratings. For example, devoting resources at the haven to creating a potato field gives your haven a capacity of three. Devoting resources to reinforcing stone walls gives your haven a defense score of four.
Campaign mode has two different subtypes explained in the book. In free play mode, you make your haven, you perform runs to keep it functioning, you deal with challenges and other factions, and you craft a story together. In season mode, there is an overall story arc underlying the day to day functioning of the haven, which comes to a head after an agreed upon number of sessions. Starting the next season usually involves a time shift, a location change, or a general paradigm change of some sort.
Survival Mode is where you play through a published adventure using pre-generated PCs. There is a primary narrative that the PCs are dealing with that will be more important than the day-to-day upkeep of the haven. Survival Mode is much more likely to deal with characters and locations that have appeared in the television series.
In campaign play, the GM will set up a number of challenges that have to be addressed, as well as a broad regional map. The GM will put other settlements on the regional map, as well as the locations of different walker swarms that may flare up to challenge different havens in the region. In each sector of the map that the PCs investigate, they may be able to scavenge useful material, find trained NPCs that may join their haven, or learn about a challenge before it has become an active problem.
There are charts for challenges, travel (weather, ruins, wilderness), encounters, and varying threat levels of discovered walkers. There are also rules for NPC reactions, as well as very brief, utilitarian rules for adjudicating different wild animals that PCs may encounter.
There are a lot of intuitive rules for adjudicating resources, exploring, and dealing with walkers, and I appreciate that dealing with walkers almost feels like dealing with a natural disaster rather than fighting undead monsters in this system. I feel like much of this has struck the right balance between what needs rules, and how detailed those rules need to be.
From a basic game design standpoint, this hits all the bells and whistles for recreating the genre that the game is emulating. While there are rules for exploring, scavenging, fighting, and customizing a home base, all those rules summarize those activities in a manner that is easy to wrap your head around. This is another example that the Year Zero Engine is a very flexible basis on which to build an RPG, and that the more games come out using the engine, the more the customized pieces for some of those games will be available to be the building block of other robust game systems, without requiring everything the YZE system to be included every time.
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Saints & Sinners offers up a fair bit of comfort options that should keep most player happy, as it includes snap-turning and smooth turning locomotion. Variable FOV blinders help keep forward and turning movement comfortable as a default, but can be toggled off in the settings menu.
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