State of Decay 2’s co-op options offer the promise of real human interaction, which I suspect will find favor with the game’s fans, especially those who want to tear into a good old-fashioned brawl. They are, for want of a better phrase, a walking dead. My reaction is merely to regret the loss of a useful amalgam of stats and abilities. They are a soundtrack that simulates a vague notion of humanity, without capturing its essence. The words of these humans are canned, and have no more resonance than the groans of the zombies. My personality manifests in scripted voice samples, which sit on a scale ranging from funny, through irritating, to serious. I can be a man or a woman of diverse skin tones, speaking in different accents. Like the game’s zombies, its human heroes are served up in limited varieties. When I consider that these creatures are walking, rotting, aggressive cadavers, this seems to me to be a significant failing in effective storytelling. But in State of Decay 2, I never experience a crawling of the skin, a raising of the arm hairs. When I encounter them in movies and on TV, they certainly frighten me. There are satisfying moments of victory over the enemy - especially when mowing them down with a rusty vehicle - but they are mostly tiresome obstacles, little more trouble than climbing a fence. Tactically, it is not difficult to determine their strengths and weaknesses. These dead people come in varieties, each with their own easily mapped attacks.
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