


Add to this, that the infection bar is pretty slow unless you are hit by an exploding infected, the mutations become more of a boon than hindrance gameplay-wise. These randomized bonuses basically give you a lot more power, often with a minor cost, but gaining a few mutations in the right combination can make it very difficult to kill the player from the normal infected. While it does provide a ticking clock for yourself, the dangers that the loss of health can really have are offset by the mutation perks you can earn.

I am not really sold on the mechanic as a whole. You can slow it down with special doses of medicine found in the world, but this is just a temporary stop to your inevitable doom. As time goes on, your health bar will get lower and lower without any form of recovery. Each of your runners is already infected, and slowly dying. The biggest balancing Aftermath provides is putting you on a timer. The number of infected don’t go away, obviously, but the challenge then becomes what do you save your bullets for? The world also begins to open up further gone are the neighborhood blocks and supermarkets, and instead, we get campgrounds and more labyrinthian forests. Special infected become more commonplace as you get further out from your home base, for example, some of which are almost impossible to kill. Thankfully, Aftermath does switch things up a bit quickly enough. After about 4 or 5 runs, my characters were consistently taking less damage while increasing their ability to fight against the generic undead. One of the trade-offs from this is that the more perks and supplies you can get, the more likely you will survive out in the field. Perks are also carried over for each run you do so racking up knowledge per run will slowly make you more powerful.Įarling supply caches in the field pays for bonuses at your home base, like extra supplies before you go on a run. Simple things like more stamina, more durable weapons, attack power, to even special abilities like wire cutters for some obstacles are at your disposal. Knowledge is the most prevalent resource, as it abstractly allows you to gain perks for every new run you do. Supply caches can be thrown in your trunk, or given a note for your home base to pick up, weighing in the risks and rewards of opening caches for yourself or saving them for another run. Gas allows you to go to different maps, as you need to fill up your beat-up car constantly to keep moving. Do you try to search for more weapons or gear, or do you just go for a can of gas so you can leave? There are three key items to always be on the lookout for Gas, supply caches, and knowledge. Aftermath is pretty good at giving you very meager options at first, forcing the player to make difficult decisions while in the field. Is it better to go in with stealth, or guns blazing? Do you use up your melee weapon strength or just waste extra ammo if you have it?Ī lot of those snap decisions often depend on what supplies you have. The variety of locations is pretty low there are only so many residential neighborhoods and abandoned supply depots you can go to, but the fun comes in with how you approach each location as a player.

#Surviving the aftermath ps5 series#
You go from level to level, gathering supplies and knowledge that serve as your experience gains, and then slowly travel to the end of a series of ‘dungeons’. The game's design and aesthetic is pretty solid overall, definitely a far cry from the early flash game days.Īt its core Aftermath is a pretty basic roguelike. Yet it’s the latest entry which is prime for a review, and despite how thin it is in terms of gameplay, The Last Stand: Aftermath is a very polished, fun game to play and well worth your time exploring. For me personally, the history behind The Last Stand franchise is a story on its own, a franchise that exemplifies the pure indie spirit at a time where indies were slowly becoming more mainstream, finally getting a major retail release.
