![]() One of the more important qualities of any role-playing title is player immersion, which 7 Days to Die fails to withhold due to its numerous inconsistencies. While the concepts behind 7 Days to Die's mechanics accomplish what they set out to achieve, the game's flawed implementation holds back its potential. ![]() These skill points aren't easy to come across, which places more weight on how they're allocated. Spending skill points earned throughout the game let you acquire these new skills, to increase the player's potential in certain areas. The skills system adds further depth to player progression, with set abilities to be accumulated over the course of the game. Despite their overwhelming introduction, the game's crafting systems become less relevant as a player progresses. Beyond obtaining materials, crafting is rather simple, with no additional steps beyond a click of a few buttons. While this appears complex at first, the game's basic crafting mechanics are explained in a short tutorial. After some substantial updates, I’d potentially want to give it another chance, but as is I wouldn’t want to spend another minute with it.The world lacks the polish to be expected, with bland animations that feel rather staticįollowing your first few minutes in the wastelands of 7 Days to Die, the game exposes new players to its daunting resource management, skills, and crafting systems. With that in mind, it’s disappointing to see this sold on Xbox One and PS4 (with a retail release!) as if it is completed game. Despite its rough edges, the PC version has been successful for years now, and I have to imagine 7 Days to Die will also do well on consoles where competition among these types of sandbox survival experiences isn’t so fierce. My fear is that the situation won’t improve fast enough, assuming it ever really does get better down the road. There just isn’t enough here to stay engaged, and what is here is dated and unpolished. After earnestly going through the weekly cycle once alone and again in an online session (before being dropped because the host had left), I felt as if I had seen all I needed to. This is a sandbox game through and through, and while it does some basic zombie-survival-fantasy things right - hence the traction it has gained on Steam Early Access, and the interest from Telltale as a publisher - it is largely disappointing. Generally speaking, this is a game where you make your own fun the simulation isn’t deep enough and the story is too non-existent. There are also a range of world-state options to tinker with like day length, loot abundance, and enemy spawn rates, and there’s a “creative” mode with everything unlocked for screwing around. If it sounds like that’d get dull before long, you are correct, though playing with other people (online or in split-screen) does help to some extent. Other than that, it’s a self-motivated grind to stockpile materials so you can build a home from scratch or improve an existing one. ![]() You’ll find new crafting recipes for more advanced armor and weaponry, and there’s also some RPG progression with an unnecessarily large number of skills to pour points into or increase naturally by playing à la Skyrim. Most of the experience involves roaming for supply drops or scouting out abandoned buildings, and either killing the odd zombie along the way or running until your stamina gives out. ![]()
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