Multi-headed Cow
Guest
Yes, yet another zombie-filled post apocalyptic survival game. Though this is less of a roguelike than Rogue Survivor and Cataclysm, it does have randomly generated missions, chunks of town, loot, etc. The game controls poorly, looks rather ugly, has alarmingly bad performance given the graphics, and is generally buggy. All that said it still manages to be entertaining and give you a good feel of scrounging for resources surrounded by zombies. Mostly.
As usual, if interested about videogame, here is a link. http://www.fortzombie.com/
Since this isn't a pure roguelike, I'm adding a poll where you fine Codexers can decide if this should be ironman or not. This game is realtime so I might not be as good about snapping pictures, but I'll try.
Character creation! You're always named Ben Riley, and always look like that silly bastard on the left, but otherwise you can customize yourself. Pre-made occupations (Or classes) are paramedic, soldier, police officer, construction worker, ex-con, trucker, doctor, reporter, and college student. In a Bethesda type move, class selection just gives you pre-selected skills. You can rejigger them a bit at character creation, and they can increase during the game naturally.
Skills not listed are: blades, carpentry, electrical, mechanical, metal working, sneak, lock pick, medicine, scout, submachine gun, and rifle. Since I'm going easier difficulty for this LP, I'll take the class police officer and take 10 (The most I can) out of hand to hand (Fistfighting zombies? No. NO) and put 5 in spot and 5 in interaction. Spot can increase loot found from containers, give better missions, and is generally useful. Interaction helps you try to recruit survivors who are sometimes obstinate shitheads and don't want to come with you.
Continuing with our easy theme, we'll make the police station our fort. One of the first things you do in Fort Zombie is head toward your selected fort and clear it out. Your goal after that point is to gather up as much food, as many survivors, and as many resources as you can and make the fort as well defended (Via armed survivors, traps, barricades, etc) as possible for the ITZ coming at the end of the game.
IT BEGINS. Conveniently, you are provided with some tutorial chests full of goodies to start the game with!
Revolver, crowbar, and a can of Fud!
Using the magic of the search command (The yellow circle spreading out around Ben) we've determined that yes, these other two containers have treasure! You have to do this with most everything in Fort Zombie instead of being presented with what's lootable and what isn't. It also means you can pass over useful shelves in stores if you're not paying attention to where you've searched.
In the chest, we find a ton more ammo for our crappy revolver (The absolute worst gun in the game), a Beretta (And 90 rounds for it), and a MRE. The burnt shelf contains Eat Flakes and a first aid kit.
Our inventory. And now it's time to follow the quest compass to our fort!
Each time you enter a mission and are in the town view the world is randomly generated. There's no stashing goods at familiar spots to pick up later, you have to take what you can with you to your fort. You will eventually get an eye for what randomly generated buildings and locations may have good loot and would be worth checking out en route to/from a mission though, and almost EVERY building in the game can be entered and searched. Yes, YOU CAN GO ANYWHERE IN FORT ZOMBIE. YOU SEE THAT MOUNTAIN? YOU CAN CLIMB IT.
Time to start heading east down the road. The green bar in the lower lefthand portion of the screen is stamina, which goes down from melee fighting and sprinting. Zombies can be attracted by sight and sound but not smell in Fort Zombie so if you've got a swarm after you, sprinting out of LOS is a viable option.
And since we've moved out of "Hateful tutorialbaby" zone, zombies have better sight range. While checking out a garage sale across the way, two jogging zombies are coming toward us. There are no out and out sprinting zombies in Fort Zombie, but there are a few zombie types. Joggers naturally move slightly faster (And look goofy as shit) than others. 50 pistol skill don't fail me now!
I had forgotten how fucking bad this pistol is. Change of plan involved taking 11 damage and running like a baby and losing them around a corner.
And now a shambler has spotted Ben. PISTOL PISTOL PISTOL. Also worth mentioning at this point that that first aid kit we found? Can't be used in adventures to heal HP. It provides 10 medicine units, and medicine units are used when advancing the game world one turn (Day) at the fort, and healing is provided then and is tied to survivors' medical skills and rest. Yeah, that 11 damage is a slightly bigger deal than it might seem.
Blew off the zombie's arm and head. HEROISM! The shuffler came across the street from a temporary triage station. Medicine? Medicine! First tent checked provides us with a bottle of painkillers, second tent has a bottle of antibiotics and a couple zombies. I switch to the Beretta for marginally less assy ranged combat and take them both down in 5 shots.
Willy the Fox's Burgerorium. Naaaaaaaah.
Three zombies and that's where I need to go. Looks like a jogger, a shuffler and a fireman zombie with an axe.
Jogger zombie noticed me, but a headshot as he entered medium range (Which is uncomfortably close in this game) took care of him. The noise attracted the other zombies so I ready myself for more.
YEEEEEEEEEEEEEEAH!
Oh god. While regaining stamina from running past a couple of zombies, I didn't hear these three sneak up on me. Fortunately the hedge is protecting me for now. Football zombies will charge and tackle at close range. The zombies scramble over the hedge and I run for it, avoiding them too. There's no XP and so no reason to kill zombies when they can be avoided. Skills improve with use.
After more running and zombie dodging, the police station is finally in view!
Time to clear it out! Once we do, we don't want to click the done button just yet. If you don't pick up any lootable items in your fort when you first clear it, you won't get them at all.
Zombies killed: 4
Loot found: 4 cans of Popzi, 2 cans of Cola-Cola, a jar of peach preserves, a can of Soylent greens, 2 boxes of revolver ammo, 4 boxes of shotgun shells
Pictures of our new home:
The rough layout of the police station is the ground floor with various rooms, the basement which has a few cells and the parking garage, the second floor which has view (And firing lines) to the ground floor lobby, and stairs leading up to the roof.
Our first view of the fort screen. This is where you'll select missions and decide what other survivors who have joined your group are up to. You can also stash items at your fort, for your group as a whole to use or just for storage.
The fort's inventory after we move over all the food and medicine we picked up (And the shotgun shells since we can't use them yet). Not well supplied, but it's just Ben at the moment so it doesn't much matter. There are no missions for the first day beyond clearing the fort, so time to end turn!
Continuing the journal entry:
"Anyway. Just in case the kids end up having to study it in school, or the next guy who comes along just happens to be a gal? I'm going to skip the foul language and go light on the gruesome details. The day may come when ladies and small children won't necessarily know what a zombie looks like up close. Or what a zombie smells like up close, for that matter. If I can spare them a little of what I've been through, I'm glad of it.
Today was my first day inside the Piety city limits. I left my squat on the outskirts of town at dawn, moving as quietly as I could through the streets. The place has been hit pretty hard; there are dead walking everywhere, and plenty of dead that aren't going to get up again too. There have been fires, but they've been self-contained so far. No evidence of the wildfires that I've seen burning in the big cities, but the smell of charred wood and plastic and flesh still hangs in the air.
The town is pretty much what I expected. Other looters have tossed the place thoroughly and taken most anything that was in plain sight. Still plenty of goodies if you know how to search for them, though! And there are still survivors here. I see signs of them everywhere. A fire still smoldering in an abandoned trash can in the alley. A littler of empty cans with the remains of a cold Kenball dinner still wet on the inside. A dirty mattress with the candle beside it, dragged into a hidden corner in the ruins of an old house. Not to mention the spray paint on the walls...
My mission today was to capture a new base of operations. Soon as I hit the city limits, I headed for the police station. It didn't take too long to clean it out, and I must say... It was well worth the trouble. Tonight I'll have a secure place to sleep for the first time in weeks. And as I suspected, the place has got real potential. Lumber is never going to be a problem!"
And the non-story reports of the journal:
Ate 7 food units today, got a decent night of rest and used the painkiller and healed 1 HP.
Beretta skill has increased to level 2, Colt detective (Shitty revolver) has increased to level 2, sneak has increased to level 4.
3 missions available the next day. One survivor mission, one supplies mission, and one weapon mission. There's finite amount of time to run missions per day, so we may be able to do two missions a day. POSSIBLY more but I wouldn't count on it. Where should Ben head first next day, Codex?
And as a side note, this LP is a fair chunk more time consuming than RS or Cataclysm so I may be slower updating it than I was with those. Sorta depends if I get Fort Zombie mania again or not. I'll also try to cut down on the picture taking a bit in future updates. At least, fewer pictures while going to and from the goal of missions.