Reviews for Ruins

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    • kurochama
      kurochama

      Posted this review

      8

      Good post-apocalyptic campaign to play with bots or friends

      Tested this campaign, & finished in about 50 minutes. As explained on the description, setting the graphic quality to low will cause the game to crash during loading. Somehow setting the quality to medium fixes the crash. This campaign takes place in post-apocalyptic era at abandoned ruins. Bot navigation is fine, & supplies are enough but players need to explore the maps to get the scattered supplies. The instructions & directions are clear. There's a unique mechanism in the saferoom near at the end of every map as the replacement of the saferoom door.
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      Map 1 is about exploring ruins. In the beginning, the paths seem confusing a little, but as players adapt to the map for awhile, they can find the paths with no problem.
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      Map 2 is exploration in the underground. There are some switches to open the locked doors. Though it's really dark, the paths are clear. Sometimes there's a crash problem in the beginning of map 2 (I tested twice & got crashed once when I was about to enter a room after crossing to the other side. Probably just a random crash.
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      Map 3 is a long exploration through ruins. It's really wide & explorable. There are multiple routes leading to one path in the end, from above & ground. It's better not to run randomly here, as players can get lost easily. Supplies are also scattered here so players need to explore to get the supplies.
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      Then, the finale is holdout event near the tent. Before starting the finale, survivors need to take a walk for awhile through a cliff with a kind of radiation below the cliff. It's a charger's playground, so beware of charger. The location of the holdout finale is free of choice. Even players can run back to the cliff, or even further if they want. However, the zombie spawn locations seem predictable. If players know where the zombies will come from, they just need to camp & aim at one spot. Probably it would be more challenging & fun if zombie spawn locations are randomized, if possible. The rescue location is kind of tricky, but not difficult to find. During my play, I got a bad feeling during rescue time, as I thought the rescue location would be on top of a building without a wall that a charger almost pushed me down to the ground during journey to the tent, but fortunately that wasn't the rescue location.
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      So far, there's no serious problem in this campaign except the random crash on map 2. Probably adding some escape events would make the campaign more fun. Like for example, suddenly there's an explosion at certain area near the saferoom so survivors need to run to the saferoom, or there's a blocked path so survivors needs to collect some explosives, & then after destroying the blockade, survivors run to the saferoom with some survivors yelling "Run!!" & zombies start chasing from behind. Btw I still wonder why the c4 event on map 2 was removed. I didn't have a chance to try the previous version so I have no idea about how fun that event was.
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      Anyway, it's one of good post-apocalyptic campaigns to enjoy. It's playable with bots & with other players.
    • ErrorUnknownGT
      ErrorUnknownGT

      Posted this review

      8

      Review

      I gave it another go, and I'm pleased that you listened to my criticism about chapter 2. The campaign is drawn out pretty long and does require a little bit of exploration to find the correct path to progress. The campaign tries to sell a post-apocalyptic feel which is interesting. No issues really encountered, just that the pacing can be a bit better, the maps drag on a little bit too long for my taste, but not bad overall. Maybe more ambient environment sounds to sell the post-apocalyptic feel a bit better. Works well and no issues encountered.
      • Glad you enjoy it.
    • DHenk
      DHenk

      Posted this review

      6

      OK Concept but falls a little short

      OK so just played this Solo. Bot Navigation is good (they do not like to pick up pill or shots but I did it for them).
      Map #1 has a nice feel to it and actually turned out to be the best of the three.
      Map #2 I found the cache with the C-4 but never found a place to use it. I backtracked almost all the way to the start but got fed up looking and moved on to the third map.
      Map #3 was the weakest and took less than 8 minutes to complete. I hit the radio and went back to the 50 cal. I saw the CH-53 Helicopter (definitely not a news copter BTW <G>). So with a Bile bomb in hand I just tossed it and went on my merry way to the copter. So map #3 could use some work.
      
      I found barely enough supplies to get through. Mostly used 2 pistols and save my main weapon for specials such as witches, chargers, hunters, and tanks. The Boomers,  Jockeys, Smokers, and Spitters are easy kills with pistols
      So overall I'll give it a 3 star rating. If the finale had more to it as well as map 2 I'd have marked it higher. 
      BTW not having a safe room is no big deal as nothing is there to attack you until you move away. A few more first aid supplies and ammo (maybe 2-3?) would help as I was running on empty for main gun ammo. It's why I used the pistols to conserve ammo.
      Overall a good concept that could be great with additions (expanded maps and the running back and forth on map 2).
      I'll check for any future updates.
      
      Thanks for posting!
      Dave

      This review was posted before the latest release.

      • There's an itty bitty glow that appears when you get the C4. You have to backtrack to the start of the map, in the room where you first see the death water. There's a plank bridge on the left side that leads to a door you use the C4 on.

        This comment was posted before the latest release.

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