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Infection Free Zone is a zombi apocalypse colony manager that will see you building fortifications , reclaim recede construction , and protect your survivors against the host of the undead — with a special , personal twist . By far , the most interesting feature article of Infection Free Zone is how the game deal to take your actual locating into play .
I ’m not certain how , but Infection Free Zone seems to use Google Maps and satellite data to make maps based on real - world locations . That means you could play the game using any real - world place as a location . It also means you’re able to literally find your own speech and apply your literal - world home as your survivor ’s base of operations . The secret plan render local business enterprise and building and even lists their name for you to recognize .
Now , the operation of generating mathematical function is n’t totally perfect . The map generated free-base on my reference had a portion of extra roadstead and number my local mall as a Panda Express . It is all the same eerily accurate to where I subsist , and I could recognise the name of local ecesis , which added a serious personal connection to the plot .
Some area , notably the recommended starting locations , show more accurately than others . As cool as playing in a earthy autotype of my local arena would be , I decided to take my first playthrough to Atlanta since I ’m a big Walking Dead fan , and it seemed to be better put together . After getting utterly destroy a few times there , I generated a map based on my honest-to-god , more rural house , which shockingly came out nearly selfsame to the genuine - world location , much good than my current metropolis abode .
Generally , it would seem that the more update the Google Maps information on a location is , the good it renders . I do n’t know what caused my first endeavour to return so poorly , but I did n’t see any unusual extra roads or giant Panda Express location anywhere else .
The localization is really impressive . I have n’t tested every single location in the world , apparently . Still , in the blank space I have selected as my starting location — Mesa , Arizona , Atlanta , Georgia , Italy , Japan , Germany — not only are the function sire shockingly precise , but the names of my survivors have been alter to outfit the local cultures as well .
Moving past the interesting geolocation feature , Infection Free Zone is a fairly interesting , albeit not too complicated , colony management game . It reminds me of some old flash games I wreak back in the day , also countersink in the living dead apocalypse . You scavenge and slowly domesticize nearby construction to shelter and feed in your grow population of survivors . Your civilian population is split between squads and your men , the former doing the physical interaction with the function and the latter researching , building , harvesting imagination , etc .
The game captures both the experience of wield a commune of survivor and the excitement of being a small team out on the road in a zombie apocalypse . While navigating the map with a group of survivors does n’t have an incredible amount of mechanical deepness , it ’s still satisfying to slowly explore the entirety of a city and kick upstairs your team with better appurtenance as you do .
regrettably , some current pattern choice hold the game back from its full potential .
The biz place what is , in my opinion , the cardinal sin of city builders : Gates and tugboat do not snarl to walls . This means you must build your gate and tower defenses first and then attach your walls after . This might voice like a small thing , but when you ’ve played as many city builders as I have , you begin to notice the difference between plot that remember to do this and game that do n’t , and it is a big one .
construction , in world-wide , could use a grownup enlargement . As it subsist now , you ’re really just converting be buildings into field for your citizen to live on in and then build wall and miscellaneous complex body part like wireless towers around them . I guess this sort of fits the zombi Revelation of Saint John the Divine background , but I ’d like to see it shift so that we have more to establish .
An exceptionally odd design option is that should you fail to protect your Zone and get a game over , your only alternative are to send feedback to the developers or exit the game . Completely . Clicking this option does not return you to the main card ; alternatively , it totally closes the biz and returns you to your desktop . A reload your save option or the ability to return to the fare without relaunching the game is require here before the plot launching .
The game ’s tutorial , which will meet every newfangled game if you do n’t turn it off , is exceptionally interruptive , something I kvetch a slew about in my review article . Every clock time you receive a message on your radio gimmick ( thing ? ) , the game will pause , lock you out of whatever you were doing , and force you to listen to the incoming substance . You ca n’t pass over it ; you only quicken it up . Oftentimes , these messages do n’t require any action at law on your part and are more or less flavorful text .
Finally , I have to say that a disappointingly one-dimensional plan kind of limits what could have been one of the most infinitely replayable games out there . sealed events will always happen when you take up a new plot ; You will always find oneself germ and an assault rifle near your HQ , you will always find a distressed smoke signal early on , and you ’ll always trip up on a motorcar within walk aloofness of your HQ . Ditching these guaranteed starts and adding a larger variety of random events could make Infected Free Zone one of the unspoilt , or at least one of the most replayable , unfastened - world survival biz out there .
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