- #Crosscode a promise is a promise 5 npc location how to#
- #Crosscode a promise is a promise 5 npc location full#
#Crosscode a promise is a promise 5 npc location full#
your own health? And anything less than full will give them a chance of attempting it? Apparently later versions patched this threshhold to be somewhat lower, but it's still weird to me either way that the game doesn't indicate to you that it functions this way at all - I only learnt about it myself through fucking Miiverse of all things.
This will probably happen a lot while you're still getting used to the game's mechanics, because any zombie bite in this game is an instant kill, and for whatever reason a zombie's chances of attempting it are based on. But you can also find your old corpse to get your original gear back from it, but if you died from a zombie bite you have to kill your zombie self first. Most of ZombiU's remaining mechanics are based around its permadeath system - all the survivors of this game are expendable, and whenever one dies, a fresh face appears to take his place with a fresh kit. You can make a quicker way of dealing with zombies than that while still decentivizing you from trying it in a crowd. This is made all the worse by the fact that zombies take a LOT of fucking whacks to take down completely - I swear some of them take twenty actual hits to bring down, like two solid minutes of bashing ONE zombie's brain in with a cricket bat. You have exactly one attack which is affected by an invisible stamina system, making attacks become slower to recover from with each swing - but even at the lowest stamina you still attack quickly enough to stunlock a single zombie, so you never have any actual reason to stop for a breather, just that you have to put up with the voice actor going absolutely ham with their "exhausted desperate swing" lines, which gets old REALLY quickly but because the game actually incentivizes playing the game this way you don't really have any choice but to whip out the cricket bat whenever you're in a one on one confrontation.
Again, horror games are defined by vulnerability, and I don't have an issue with the appearance of a character not being on the same tier as Duke Nukem, but ZombiU approaches it in a way that becomes absolute tedium instead.
#Crosscode a promise is a promise 5 npc location how to#
It wasn't like they didn't know how to - they quite literally did, just refused to use it on anything besides sniper rifles and crossbows.Īnd that brings me to melee fighting, which is incredibly barebones and often the only real option you have for significant stretches of the game, either because you're out of ammo or have to save it for much more difficult situations. Ammo tends to be VERY scarce in this game, as is the tradition for survival horror games of old, and being able to land shots on specific parts of a target (usually headshots) is incredibly important, especially on stronger or more armoured zombies - so the lack of an ability to fine tune your aim with gyro is incredibly strange, even this early on as a launch title. What I find baffling is that other features of the WiiU pad are only used selectively when they should be used in an all-encompassing fashion, probably best exemplified by the fact that gyroscopic aiming is only available on scoped weapons.
Horror games are often defined best by the player's vulnerabilities rather than their strengths, and it's in this sense that the gamepad utilization shines greatest. Anywhere else this might have been a really fucking awful mechanic, but if there was ever a right place to use it, it would absolutely be right here, where you have to be paranoid about your surroundings and make sure the coast is clear before you fumble around through your belongings - or sometimes, you might even have to run around a corner to switch weapons after running out of ammo with zombies bearing down on you, leaving precious little time to pull another gun out to save your skin. In that light, ZombiU is a survival horror game, and the horror element comes from the potential for the game to catch you by surprise whenever you're distracted by the touchscreen, which doesn't pause the game whenever it's in use. Never content to let Nintendo hog the tech demo spotlight, Ubisoft would pull the same Red Steel stunt they did with the Wii and went forward with this - but quite contrary to what was otherwise an utterly generic FPS with motion controls and barely functioning swordplay in Red Steel, here the system's gimmick is used mostly for its second screen, acting as a radar that you usually have to manually ping and then functioning as inventory management whenever you open your backpack up.