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The forest befriending mutants
The forest befriending mutants













the forest befriending mutants the forest befriending mutants

Better get here before dark, we've been getting attacked by 20 to 30 cannibals every night at this point." I'm starting to sweat-my previous cannibal murdering experience was, basically, me swinging an ax wildly in the dark while sobbing. "We're down by the red flag if you want to head over. "Buddy!" A smooth Southern accent crackles into life from off screen. Mashing a few keys, I manage to find voice chat: "Hey, what's going on?" If I'm going to survive, I'll have to make friends. I can't fight the feeling that there aren't many more out there. I'm in the only active server hosting more than a single player. Darkness, I remember from the first time I tried to avoid getting mauled by cannibals, is a problem. A half-awake realization that the game has a co-op mode is probably the reason I'm standing in the wreckage of a crashed plane as darkness falls. After just a single session with it, I left the game to rust in my Steam library, half-promising to come back to it later. There was some half-baked crafting, a few genuinely horrifying moments but the feeling that something was missing. After that, however, the game's wheels came off.

the forest befriending mutants

It opened strong, with a traumatic introduction putting through a plane crash before you watch your digital kid get kidnapped by naked cannibals. Appearing on the scene as part of the post- DayZ craze for survival sims, the title from Endnight Games had a lot of interesting ideas but no spit and polish. The Forest didn't exactly light a fire inside me when I first played it, a little after its early access launch in 2014.















The forest befriending mutants