Death Road To Canada Download

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Erwin Beatz

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Aug 4, 2024, 11:41:26 PM8/4/24
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DeathRoad to Canada is a self described "road trip simulator"; a Roguelike with RPG Elements, and an The Oregon Trail hybrid mixed together with zombies, dogs, jerks, and otakus. It was developed by Rocketcat Games, who received funding on Kickstarter on September 27th, 2013, and initially released the game on PC through Steam on July 22nd, 2016. It was then ported to iOS devices on March 22nd, 2017, and then to Playstation 4, Xbox One and Nintendo Switch on May 8th, 2018.

Tropes U-Z Uncanny Valley: Deliberately invoked with the Magical Girl Rare Character. She starts off normal, but it says she is getting "more anime by the day", and this is shown by her features becoming increasingly exaggerated to disturbing effect. Until she suddenly just violently explodes, not only dying, but severely hurting the other party members. Undesirable Prize: The Pukeyballs in the Dark/Haunted Mansion. These are consumable items that summon creatures to fight for you, but they disappear after a period of time. Meanwhile, the other potential ultimate prizes in the Mansion are all powerful melee weapons that never break on use. The Turret can also be this for the same reasons. An update replaced the Pukeyballs in the Haunted Mansion with Haunted Cutlery. The result? Just regular old Cutlery that act like boomerangs, which are terrible weapons, making them even worse than the Pukeyballs! The DMV in City Locations. All it does is allow a character to change their name, and the choices are limited. Meanwhile, other rare finds in City Locations include certain rare characters, or miniature versions of rare locations such as the Dark Mansion (without darkness), a device commonly found in the Ominous Labs, or a Comic Book Store that provides a power-up to a character. Similarly, the W*Y*K Station only has skeletons inside it, which you can recruit, but their combat stats are terrible and they only have one HP. Another waste of a rare City Location prize. The Flamethrower in the Burning Inferno. Flamethrowers use up a lot of gas. The other prize is the Firelunk Greatsword, which is a powerful sword that can light zombies that haven't been outright killed by the blunt impact on fire. Sometimes if you lose your car, you'll automatically obtain one without having to go through a zombie-infested level to find it. However, among the cars provided this way is the SUV, which is a terrible, slow, low-mileage car. There's no way to save-scum for a different result. And of course, the rare characters that suck (ie the Cleaning Lady, Debutante, Clown, Governor Emperor, etc) whenever they show up, especially if one spent 30 ZP at the gnome store to get them! Undignified Death: The game features several embarrassing ways to kick the bucket, usually by picking the wrong result during a text event at low health: Trying to swat a bee can result in dying by getting stung. Yelling at the bee can have it fly into the offending character's mouth and sting them. A character with a sore tooth might die when, in an attempt to pull it out by tying it to the car door and slamming it, they smash their face into the door instead. The game claims this was a common cause of death pre-apocalypse, kept covered up by the auto industry. One way to recover from a lost sneeze is to punch yourself in the face. BERSERK! characters can die when they scream "BERSERKEERRR!" and smash themselves in the face full-force. The game even calls out the utter lack of self-preservation. Undying Loyalty: Since personality statuses are very difficult to change, characters that have high Loyalty will (most likely) remain loyal. Civilized and Hero Type characters start out with high Loyalty by default. Unmourned Death: There are many, many things that can hit your characters morale and potentially push them over the edge, but oddly, the death of a companion is not one of them. Uplifted Animal: A dog can be turned into a dogman if selected to be zapped by the Strange Machine found in places like the Ominous Labs, resulting in this trope. note A similar effect can be achieved if Hekatrius possesses the dog and nobody is sacrificed in his event. This has the opposite effect on humans, which turns them into a dogataur, a creature with the head of a human and the body of a dog. Unexpectedly Realistic Gameplay: While many, many event outcomes avert this, there are some that play it for laughs. For example, if the road is blocked by a sea of cars, the party will face the risk of having to continue on foot. If the strongest character in the party decides to bench press one of the wrecked cars, they may well succeed in this and feel good about it, but the game will point out that this accomplishes little for clearing the wreckage and force the party to leave their car all the same. Useless Useful Spell: The Fireproof trait. On paper, it sounds awesome being unable to be harmed by fire in combat and text events and even more on ABL events like Burning Houses. But even if one of your characters is immune to fire, the rest of your party won't be, so you still have to navigate around flames unless you want to send the fireproof one on a mission alone. Also, text events where Fireproof is useful are few and far between. In the October 2020 KIDNEY update, Fireproof was combined with Phoenix, giving it more of a use. Video Game Cruelty Potential: One tip that the game gives you in the beginning states that sacrificing a character that you don't like is usually a benefit, since it can distract the zombies. A purchasable upgrade even compensates you with a Zombo Point for getting characters killed! Having a Bandit character lives and breathes this, as you can rob peaceful traders and other travelers, and screw over various NPCs and groups just because you can. Of course, you can always do the same to said character. Upon dying, characters have a chance to ask to be buried with something, such as their food cans or the car keys, or to have a sweet epitaph on their tombstone. Regardless of the nature of the request, you cannot bury them, and instead must leave their bodies to be inevitably chewed to the bone. Of course, sometimes they're already surrounded by zombies and couldn't possibly be buried, but other times you just casually leave an ally's body alone in an empty room after getting hurt by a single zombie. Or, if you've already tossed the poor sod's body into the middle of an inbound cluster as a distraction. You can also simply leave characters behind when they're too far from the team leader at the exit, or by driving the car when they haven't boarded. You can freely kill peaceful people, traders, and salespeople in camps with fire or explosives. The best way to deal with the Governor-Emperor if you recruit him. Otherwise, he steals your food when you next camp.NoteYou shouldn't reject his request to join immediately lest you suffer a morale penalty; you have to consider letting him join, then change your mind and say no multiple times before he goes away. Or if you know you aren't going to rest anytime soon, get him deliberately killed using Player 2's controller. You can use fire to kill NPCs such as the traders or the Prime Minister. Video Game Cruelty Punishment: On the other hand, don't expect to get away with things like this in random events, as being a consistent Jerkass will quickly nosedive your group's morale. Some cases will even have a violated character leave the group or be killed!Note... unless your whole group has low loyalty, in which case they won't care. Some of them will even GAIN morale when you act like a Jerkass... Of course, that also means they're more likely to stab you in the back at the first opportunity. Robbing traders in Trader Camps can backfire real bad too. Either you get some nice supplies or some heavy hits to Morale and Health. At the end of the game, you can kill the Prime Minister of Canada with fire or explosives. This nets you an achievement... and forfeits your current game, counting it as a loss. Video Game Tutorial: The game starts with one to show the quirks of conversations and how combat and map navigating work. Voice Grunting: Featured in every character with lines. Including animals. The War Sequence: Sieges near the end of the game (or even at the start depending on the difficulty) easily becomes this. Warm-Up Boss: If one sees the sieges as "boss battles". The first siege will usually be rather tame and have not a lot of zombies, mostly to teach the players how they work. We Cannot Go On Without You: Averted. If the player-controlled survivor is killed on a supply run, the game switches control over to one of the AI survivors escorting them; if everyone on a supply run dies but at least one survivor was set to 'Rest,' control is switched to them as they flee the scene. The only way to get a Game Over is through a Total Party Kill. We Care: Somewhat implied by Yall-Mart's logo, a red heart. What You Are in the Dark: A few events, like helping a helpless person stuck under a pile of cardboard boxes or sharing a fun sized candy bar will reveal your party's Loyalty. "Where Are They Now?" Epilogue: At the end of a successful run, each survivor gets a blurb describing their new life in Canada. With Friends Like These...: Just because your characters are traveling together (and even dependent on each other for survival) does not mean they're obligated to get along. Depending on their quirks, they may routinely decrease each other's morale with pointless bickering, cause backlashes during events with their incompetence, or even sell out the party to bandits. With This Herring: If you don't pick certain perks for your starting characters that give them weapons or some kind of unarmed strike, chances are you're going to be armed with crap at the beginning of the game, ranging from things that could theoretically serve as weapons like kitchen knives and frying pans down to a sewing needle. Which breaks in a handful of hits. Needless to say, acquiring better weapons is hugely important early in a run for this reason. A Winner Is You: You get to see characters that made to Canada walking with a Mountie; they speak a few lines of dialogue and you get to see a random epilogue, but that's it. Wolverine Wannabe: Bogan can sometimes be found as a rare recruit. Though instead of a "snikt" noise, his claws make a "fwink" noise. Not only that, but he can heal himself between missions without using up medical supplies. Yet Another Stupid Death: Screwing around with fire, explosives, or getting a little too greedy while a massive horde is coming for you are very, very common ways to end your run. Forgetting to check if a character is afflicted by the Tired ailment before sending them to a text event that requires Strength, Fitness, and/or Shooting and getting them killed because of that is also very easy to do, and will make you feel very stupid. You Lose at Zero Trust: Downplayed. The game doesn't outright end if your party's morale gets critically low, but any party member who hits zero morale can bring some real nasty events down on the entire group. Some of the things that can happen is having them walk out on you (possibly taking a good chunk of your supplies with them, causing catastrophic loss of resources), suffer loss of hard earned status boosts, or, in case of pets, severely wound, possibly killing, a party member. If your whole party's morale hits rock bottom, the difficult "Fatal Argument" siege can trigger; characters travelling alone may face the equally difficult "Haze of Despair" siege. Both sieges give the player the option to give up and end the run before even trying. Zombie Apocalypse: The setting of the game. Nobody knows how it started, and no one really cares. Zombie Gait: Since all of the zombies follow the rules established in the Living Dead Series, this is expected. Some characters lament that they aren't fast, but given their sheer numbers, it's probably better off that they're slow. The developers have explicitly stated that there will be no zombie variety for the sake of focusing more on text events and hordes.

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