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Walking Dead: Saints & Sinners (VR game)

Posted on 3/23/20 at 8:44 pm
Posted by Bard
Definitely NOT an admin
Member since Oct 2008
55796 posts
Posted on 3/23/20 at 8:44 pm
Searched but didn't see any threads.

Is anyone else playing? Thoughts?
This post was edited on 4/1/20 at 9:32 am
Posted by Bard
Definitely NOT an admin
Member since Oct 2008
55796 posts
Posted on 4/1/20 at 8:33 am to
In case any are thinking about this now that WFH is looking to stretch throughout all of April, I'll give you a bit of a synopsis and some tips.

This game is set in New Orleans in the Walking Dead world. Not only are there zombies but there is also some flooding (very Katrina-ish vibe). The neighborhoods have a legit New Orleans feel. There is a definite story that adds to the fun of the game but I'll leave that for people to find on their own.

The game is a bit of an RPG with crafting tables and the ability to upgrade things (and possible future content coming if the game continues to do well).

After some storytime you get into the trainer and learn the basics (shiv'ing, shooting, moving, etc) then you get into the game.

Big tip: When you hear the bells ringing, RUN!!! The bells stir up the zombies so the amount of them triples, maybe even quadruples. You are wearing a watch which will beep at 3 points before the bells go off. I think of these as:

1st beep: Start finishing up what you are doing.
2nd beep: No, seriously, finish the frick up.
3rd beep: RUN, BITCH! RUUUUUUN!

Once the bells start ringing and thereafter until you go back to your camp, the mood music gets intense as frick. Night before last I waited until the bells tolled to let the zombies take down the Tower stash house for me. While zombies were thick in the streets there were none where I was so I could take my time disarming traps. That music though... It felt like Jason from Friday the 13th and Freddie Kruger were going to walk up behind me any freaking second!

Seriously, I could have managed just fine even with all the extra zombies but that music makes it reeeeeeeeally intense.

Another bit tip: You can do ancillary missions but get the primary mission to the point where you have to get an information packet from the Tower stash house at Via Carrolla. There are actually two houses there, your boat will appear across from the secondary one.

This second one will have two guards out front who won't attack you unless you attack them or try to go into their house. You can either draw zombies to them over and over until the zombies eventually kill them (then loot the house) or... there's a hole in the wall on the left side of the house (there's an alley there). If you've found an axe you can chop down the boards over that hole, sneak in, loot the shite out of the house, sneak out and wave happily at the a-hole guards as you walk off with their goodies safely tucked into your backpack.

Do this over and over and over until you have upgraded your crafting tables to the point where you can make medicine (level 8 or 9), you can make at least the pistol and bullets and you can make the Night Shift (big hunting knife, great for head-stabbing). These will each be made separately on each of the 3 different crafting tables.

There is also the mission-oriented stash house up the street to the left (directly across the street from it you can still get to your boat if things get dicey). There is an old garage with a slightly opened garage door you can crawl under and find more goodies in there. Have your knife ready because there is a lone zombie in there. Don't shoot him as it will alert the Tower personnel and they will come and kill you. Also, don't climb the ladder to the roof (same reason).

The game is pretty damned immersive already but I apparently upped the level last night by playing it outside. My dog's nails clicking on the patio freaked me the frick out because I thought she was inside and (in the game) I had just looked in that direction (down a street) and saw nothing. It's a good thing she didn't come up looking for me to pet her.

The only real glitch I've found thus far is that when trying to put cigarette packs in the recycle bin (this is what you do to break things down into base components for your crafting tables) the hand wants to do this flamboyant and continual flourishing thing. It's only with the cigarette packs though.

There is an incredibly satisfying feel from grabbing a zombie by the head then shiv'ing it. Every single time, in the immediate aftermath where you're holding your knife in one hand and holding a now-truly-dead-corpse up by the head with the other hand, it feels like this:



Using an axe to chop through boards requires both hands and sometimes it just goes "thunk" instead of making a solid chop. The physics here could use a little tweaking but it's not game-breaking.

I just got one of my crafting tables leveled up to getting the katana last night before I logged out so I haven't had a chance to use it yet. My hope is that it can be used somewhat effectively one-handed (I hate having to use 2 hands, it's far safer and easier to have a hand free to grab/shove-away zombies in case things get bad).

Ranged physics seems pretty solid, much moreso than the writing on the TV shows as head-shots from a distance are difficult as shite so you end up having to wait for them to get right up to you.
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