Simon Parkin
This author account hasn't been claimed yet. To claim this account, please contact the outlet owner to request access.
Writing For
Latest Reviews
State of Decay is a scrappy, somewhat coarse game on its surface level. Its systems are poorly explained, its textures lacking in detail, its gunplay entirely functional. But its systems have a clockwork-like beauty, interlocking with rare grace to create a vivid, meaningful world in which player-driven stories arise with delightful frequency. Its dialogue is passable, its pre-scripted missions workmanlike and its interface fussy. But look past the ragged façade and you'll discover one of the finest open world games yet made, an experience that trades cinematic sheen for a different sort of impact, one that leaves you grieving over unscripted deaths and celebrating the little victories. State of Decay is unrefined but never anything less than interesting. And in video games, interesting has never been at such a premium.
When the Colony is attacked by a swarm of Mechon at the start of the game - killing some of the friendly faces you have just become acquainted with and burning the shops whose shelves you've emptied - Shulk sets out with some of his friends to find a way to bring peace to the world.