MULTI Overkill’s The Walking Dead delayed again on consoles, this time indefinitely

manigamer

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The news is part of a Korean company's investment in partner Starbreeze







The Walking Dead shooter that Overkill and Starbreeze Studios announced last year will be delayed into the second half of 2017, Starbreeze announced on Thursday.
The Walking Dead (as it is now titled) was originally given a release window in the run-up to E3 2015. Starbreeze tucked the news of the delay inside the announcement that the Korean publisher Smilegate, maker of Asia's hit shooter CrossFire, had bought a $40 million stake in the company.


The delay is apparently attributable to the launch, via Smilegate, of The Walking Dead in Asian markets. Starbreeze said that The Walking Dead "will be expanded with more content" and that an Asian version will be developed to launch simultaneously.
The Walking Dead is being published in North America by 505 Games and will launch on PlayStation 4, Windows PC and Xbox One. Skybound, the company that owns and manages The Walking Dead's license, consented to the delay as well.
The Walking Dead has seen two critically acclaimed seasons as a narrative video game developed by Telltale Games. An earlier FPS, The Walking Dead: Survival Instinct by Terminal Reality and Activision, was a critical flop when it launched in 2013.
As part of the arrangement with Smilegate, Starbreeze will develop a western edition of CrossFire. That has been the leading shooter in Asia for some time but has seen recent competition from a free-to-play Call of Duty that launched in China last year.
Polygon Backstory is an in-depth conversation celebrating the games we love and play. This week's show discusses the upcoming indie game Astroneer with creator Adam Bromell.






 

manigamer

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[h=1]Overkill’s The Walking Dead FPS is delayed another year. Again.[/h]

[h=2]First announced in 2014[/h]




The first-person shooter adaptation of The Walking Dead by Overkill Software has been delayed. Again.
Starbreeze Studios, the owners of Overkill, announced on Friday that the game is now pushed into the second half of 2018. The last launch window given by the publisher was the second half of this year.
The Walking Dead was announced in the summer of 2014 and given a 2016 release window. It reappeared at E3 2015 where it was a proof of concept for Starbreeze's VR headset, said to go into production at the end of this year.
In January 2016, Starbreeze delayed The Walking Dead to the second half of 2017. That delay was attributed to plans to launch the game simultaneously in Asian markets.

The Walking Dead, a franchise created by Robert Kirkman and Tony Moore spanning comic books, television, paperback novels and video games, has seen two critically acclaimed seasons as a narrative video game developed by Telltale Games, and currently is in a third.
An earlier FPS, The Walking Dead: Survival Instinct by Terminal Reality and Activision, was a critical flop when it launched in 2013.
 

Chandoo

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This should die. The last walking dead FPS was pretty shit. TellTale's TWD has gone to shit now as well.
 

manigamer

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[h=1]Overkill’s The Walking Dead coming next fall, here’s its first survivor[/h]
[h=2]Meet the game’s first character, Aidan[/h]

Payday developer Overkill Software’s take on The Walking Dead franchise will hit consoles and PC in the fall of 2018, the company said in a new cinematic trailer. That new look at the game introduces us to Aidan, one of four playable characters coming to Overkill’s The Walking Dead.
According to Overkill, each of the game’s four playable characters will have their own “special abilities, skill trees, squad roles, play styles and background stories.” In the case of Aidan, he appears to be (or was) a highly stressed engineer or architect living in Washington, DC. As a survivor of the zombie apocalypse, Aiden appears to enjoy his new life bashing the brains of the undead.
Overkill didn’t provide much in the way of detail on Aidan, but perhaps his skill with a spiked bat and his familiarity with the city and its architecture might play a role in gameplay.
Overkill’s The Walking Dead is described as a four-player cooperative multiplayer shooter set during the zombie outbreak. “In this test of strategy and endurance, players will band together with up to three friends on a variety of missions and raids, securing supplies and survivors to strengthen their base camp against the threat of both the dead and the living - by any means necessary,” Overkill said in a release.
The game is coming to PlayStation 4, Windows PC and Xbox One next year. For a look behind the scenes (and some in-game environments), check out Overkill’s team introduction video below.


 

NarutimateTaha

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First look trailer (not actual gameplay):


The game's been in development for how long now? And they still don't have actual gameplay to show?

Jumping to conclusions here but it's sad seeing the state of the TWD franchise these days. The TV show is terrible and the Telltale games have lost their charm. The comics, fortunately, are still pretty damn good.
 

manigamer

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[h=1]Overkill’s The Walking Dead is an uneven, grueling affair — so far[/h]


[h=2]Come back when there’s voice chat and mission checkpoints[/h]



After a few days trying to play through Overkill’s The Walking Dead, I’m in a lot of pain. In fact, my mousing hand hasn’t hurt this much since I reviewed Fortnite’s original Save The World mode. Aside from the physical discomfort, though, I’m extremely frustrated with numerous things: my lack of progression; the massive difficulty spikes; and, worst of all, the monotonous, one-note combat.
For fans of the comics or the TV show interested in what the game has to offer, it’s probably best to look elsewhere for your next zombie fix. My recommendation to hardcore players: Wait this one out and see if Overkill makes big changes.
If you’ve played any of Overkill’s titles in the Payday series, you already know how the company’s interpretation of The Walking Dead is going to play out. The game is a linked series of four-player cooperative missions that take players through a ravaged Washington, D.C., in a battle against the zombie apocalypse’s traditional big bad — other survivors. This time, you’re up against the Family, a generic gang of local thugs.
Or, at least, that’s what the Family seems like so far. I’ll let you know more if I ever manage to get any further into the game.
The gameplay is pretty standard stuff. Each mission requires a bit of stealth, a little luck, a lot of skill, and, most importantly, good communication to pull off. That last part is hard to come by, however, since there’s no in-game voice chat right now. The solution for playing with random people is to invite them to your friends list or into a group chat using the Steam Overlay, but that’s really a level of intimacy that I’m not keen on in 2018.


When you run out of life, you fall to the ground and pull your pistol. More often than not, you’re out of ammo by this point. So you just sort of wave it around. Overkill/Starbreeze PublishingAnd neither are the other random players I’ve teamed up with, it seems. I simply can’t get anyone to talk to me.
Ironically, silence is the key to success in this game — the in-game silence of your characters, that is. What you’ve got to do is utilize melee weapons exclusively until you find a clot of human enemies. That’s when it’s safe to “go loud.”
However, noise is cumulative for an entire mission. If you get too loud, bad things happen. Say that you bumble into a trap or come across a nasty little mob and have to start firing your gun unsuppressed. Pile up enough noise, and that will trigger a zombie horde, where dozens of the undead start piling into the map from all directions. Ninety-nine percent of the time, in my experience, that means game over. But not before wrecking your hand trying to beat zombies to death with a baseball bat.
Missions are made even more grueling by the lack of a checkpointing system of any kind. If your party goes down, you’re forced back to the lobby to start over. Combined with the glacial pace at which perks unlock, much of my time spent with the game has felt like wasted effort.
The carrot on the end of the stick in Overkill’s The Walking Dead is the chance to unlock new abilities, and earn unique weapons and modifications. But it’s hard to muster up the energy when the combat itself isn’t much fun.



I take that back. The game’s gunplay is excellent. Plinking zombies in the head with a suppressed pistol is satisfying. Laying into them with heavier weapons is great as well. Human targets, in particular, behave intelligently and soak up a lot of damage in realistic ways. Everything gives feedback when you connect, whether it’s gobs of flesh falling off the undead with each blow or a human adversary getting laid out before standing up and running for cover. It’s just that weapon suppressors only last for a few shots before they break, and ammo is incredibly scarce.
In this way, Overkill’s The Walking Dead punishes you for enjoying its gunplay, which is its best part. And that’s a real shame. Inevitably, you’re forced to make do with your melee weapon. So I’ve been clicking. And clicking. And clicking. And it’s just not any fun.
After a long session yesterday, I flipped over to Twitch to find the streamer Squirrel winding down after his own six-hour ordeal with the game. He looked simply exhausted. But he also seemed to be having some of the same issues that I was. His chief complaints were also the checkpointing and the uneven difficulty curve, so I’m not alone.



One other highlight, however, is the game’s environments. Overkill’s version of D.C. feels spot on, mimicking the grimy dystopian visuals of the Walking Dead TV show nicely. The scale is perfect, with levels that are large enough to provide interesting gun battles where maneuver and cover are the keys to victory. The set-piece engagements are an excellent contrast to the cramped, claustrophobic corridors leading up to them.
But I’ve had enough for now. I’ll be putting this one aside. The best way to play The Walking Dead, should you want to, is tackle it with a group of dedicated friends — or not to bother with it at all until improvements are made. The game is simply too frustrating to play right now. Hopefully things will improve before the PlayStation 4 and Xbox One versions come out sometime next year.
 

manigamer

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[h=1]Overkill’s The Walking Dead delayed again on consoles, this time indefinitely[/h]

[h=2]No launch date given for PS4 or Xbox One version, disappointing its fan[/h]




The PlayStation 4 and Xbox One versions of Overkill’s The Walking Dead, which were due to launch next month, have been postponed indefinitely instead.
Starbreeze Studios, which owns Overkill Software, made the announcement on Friday in a two-sentence news release for investors. “Starbreeze AB is currently evaluating and reviewing the performance of the game Overkill’s The Walking Dead on consoles,” it said. No other reasons or details were given.
Overkill’s The Walking Dead has been written about since August 2014, well past peak interest in either the AMC series or the zombie genre at large.
When the game’s development was formally announced, it was originally given a launch window for 2016. At one point, Overkill’s The Walking Dead also had a virtual reality versionin development.
It was delayed by a year in January 2016. It was delayed by a year in 2017. During the PC Gaming Show at E3 2018 it was given a November launch date for all platforms. Its Xbox One and PS4 versions were delayed by six months in August. The game’s PC version launched onSteam in November. It wasn’t any good.



We panned it for the difficulty spikes, lack of checkpoints, lack of voice chat and dependence on cooperation that combined to make it feel “like wasted effort,” “too frustrating to play right now,” and “just not any fun.” The game has 753 concurrent players on Steam right now.
In December, Stockholm-based Starbreeze Studios filed for the Swedish equivalent of bankruptcy protection and fired its chief executive, following a November in which it reported “disappointing” sales for Overkill’s The Walking Dead. Starbreeze is said to have paid a $10 million licensing fee for the console versions.
 
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