The end is here. The mother of all zombie outbreaks has hit, and a handful of scattered survivors are fighting tooth and nail to survive. Humanity is on the brink of extinction, and you’re one of the lucky few to still have a pulse. The time has come for you to make a stand and forcibly take back your world from the hordes of roving undead. Will you find and fortify a base, perform daring raids for valuable stores of food and ammunition and rescue other survivors? Or will you take your chances and go it alone? The choice is yours… ‘Class3’ is the code-name for our ambitious zombie-survival open world game, currently under development at Undead Labs for release on Xbox 360 as an Xbox LIVE Arcade title. We’ve all sat around with friends, debating the best ways to survive the zombie apocalypse. Well, the time for speculation is over; ‘Class3’ will let you put your personal survival plan to the test, on your own or with a friend over Xbox LIVE. Here’s what you can expect to see in ‘Class3’:
Zombie Survival; What if society came screeching to a halt? What if all our rules and laws no longer mattered? ‘Class3′ brings these questions to life in a very real way. It’s not just about combat; it’s about doing what you must do to stay alive. Food, water, shelter, and ammo — you’ll need them all. Taking you beyond the initial panic, and beyond the first weeks of the crisis, ‘Class3′ is the embodiment of the “What if?” zombie apocalypse scenario.
Sweet Action; Move through the world like a zombie-slaying badass. Dive through windows, jump on cars, and take it to the living dead with baseball bats. Hop in a truck and mow down some undead pedestrians. Break into the local police station and clear out their arsenal or walk into the local grocery store to stock up on your favorite junk food. The world is your oyster…a shiny oyster that happens to be filled with zombies.
An Evolving World; ‘Class3’ is an open sandbox world that develops in real-time, dynamically generating content based on your actions, the choices you make, and the ever-increasing zombie threat. Decide where you’d like to set up a fortified safe haven for you and other survivors you’ve rescued, then form raiding parties to gather resources and create supply chains. Use the materials you’ve gathered to develop your community as you see fit, but be careful — resources will deplete as you pillage areas, and zombies are attracted to noise and activity. Take up the offensive by assaulting hordes before they reach your settlement, or focus on improving your defenses against the massed zombie attacks. Every choice and every action matter in this fully simulated, evolving world.
Seriously go and check this out it will be EPIC and this is just a stepping stone to 'class4' which will be MMO Xbox exclusive though (lucky me :) ) but if you go check it out and wonder why they haven't said anything for like 3 months it's because there working crazily hard on it and the person they had (Emily) who updated the site left Undead labs and as it's only a small team of devs, like less than 15 i think, they haven't had time to update, but they have NOT gone bust because there being backed by Microsoft's unlimited amounts of cash lol and they posted on http://www.mmozed.com/forums/ it's like there unofficial fan-site the other day just to say they where working hard and that there'd be news soon!!
Oh and this is a article from Undead labs art director Doug Williams that he posted on a site on the 14th of june go down to the comments section after you've read it thats where he talks about the game more, seriously check it out and check some of his art out it's beast and the prop alien arm at the top of the article is just crazy .
What do you guys think? i think these two games will change the shitty run'n'gun zombie game's that we get now to that perfect zombie apocalypse survival game that all zombie fans to wants .
They haven't announced it yet but i would say around Christmas new year sometime around then, but they said this in one of their Q&A's
Everyone asks: When the hell does the apocalypse begin?
We’re getting there, folks. We’ll tell you as soon as we can. I can tell you that we’re right on schedule, and that you’ll be learning much (much) more about Class3 this spring. Stay tuned, fellow survivors!
and spring ends on the 21st of june so maybe they'll announce a release date then I'd say just check the undead labs site from time to time or join the MMOZED forums there's loads of stuff on there it's pretty much all about UndeadLabs class3 n class4.
When I play zombie games I sometimes get scared so then I want to buy a shotgun then(note I do not know how to shoot)then I will shoot some one or the tv.
@Shoelip no it wouldn't because then it would of been your standard run of the mill MMO *cough*dead frontier*cough* which its not its being designed for the xbox so will be better on a Xbox as its designed for Xbox ! Btw class3 is the first one thats coming out which will be single-player and 2 player coop online (not split screen bcos Cryengine3 doesn't support it ) but class4 is The MMOZ there bringing out after which will just be epic and probably next gen :-D
I know it sounds weird but when you seen things just as scary when I was younger(witches that can fly with gaint sicers and want to cut off your head and half-life 2 but zombies was the only thing that I was afraid of) I am lucky
@Survivalting94 How would being on Xbox make it less standard and run of the mill? Xbox is the epitome of standard and run of the mill. It's basically just a stripped down 7 year old Dell that can only play games and DVDs that you have to buy the monitor for separately. And you have to pay Microsoft a separate extra fee to play your games online, and the games cost ten bucks more. It's basically the reason for the current run of generic military first person shooters designed to appeal to idiots who still think PCs are for nerds.
Of course most of that doesn't really matter. What matters is that the Xbox has 7 year old hardware and 512 mbs of RAM. Whereas the average PC these days tends to have at least four times that amount, and better hardware all around. And they aren't under the absolute control of Microsoft's whims.
I got tired of having to upgrade my PC every time a new game I wanted to play came out, just to *possibly* meet the hardware requirements. Consoles are a lot less hassle, and I at least know the games I buy will run perfectly fine on them.
Maybe that's just me, though...
I'm actually glad it's being released on 360 and am looking forward to this game. Especially since it has a co-op option. =)
@CS_Closet exactly with the xbox you know that the game's you buy will run smooth as a mo'fo but on the P.C you can't guarantee that unless you have a gaming PC which is upwards of £500 whereas now you can get cheap xbox360 for like £100 for something designed for GAMING!
@Shoelip it makes no difference whatsoever weather they have 512mb of RAM or the hardware is 7 years old the game's will run perfectly on the xbox whereas if i bought a 7 year old computer it would stand no chance of running any xbox game without it having shit graphics or lagging like crazy thats a fact !! Not only that but how does it only play DVD's or Games? have you got a Xbox,No you obviously haven't or you would know that it clearly does pretty much anything you can do on a PC just a hell of lot cheaper and plays games better FACT!!!!
@CS_Closet You know, I haven't upgraded my computer in several years (in fact I recently got a downgrade thanks to a hardware failure) and it still runs modern games just fine with a little toning down graphics (you know, something you can actually do on a PC). Of course it helps that the consoles' static hardware is holding back the technological advancement of gaming these days so that only the rare PC exclusive really challenges modern PC hardware anymore, unless the port is horribly optimized.
It's funny how people always talk about how smoothly console games run despite the fact that many of them often have slowdown when things get intense just like an average PC.
Pricewise you pay $200 for the console, and around 1000 bucks for the HD TV, plus the monthly fee for Xbox LIVE, plus 60 dollars for games. Where as with PCs you pay about 700-1000 bucks for the PC, (if you're splurging) and 200-300 bucks for a nice monitor, you get multiplayer gaming services for just the price of your internet connection, and games cost 50 dollars or less on average plus they're regularly on sale on digital distribution systems like Steam or Gamer's Gate for even less. Plus mods. Plus open source software, plus random freeware games that would never have gotten on to Xbox LIVE Arcade because they are too niche (and you have to charge money to get things on there). You can do everything the Xbox can, plus you can even make your own games for your Xbox if you have the skills. Hell, since you probably already bought a HDTV anyway you might as well hook up your PC to it for games and subtract the cost of the monitor. You'll get better resolution out of it than your console does since most console games run at 720p for some reason.
And heck. This is a forum about PC games, well PC and mobile phone games. Regardless they're games that, while they could work just fine on consoles, would never be on consoles, since they don't fit into the consoles' limited scope.
Really it just comes down to simplicity versus complexity.
Didn't survivalting say that the game won't have split-screen and co-op will just be over the internet?
The problem with pc gaming for me is I'm no good with a keyboard and mouse controls. I got Mass Effect 1+2 but have trouble playing it without a pad so I prefer the xbox versions - I bought a gamepad for my pc but mass effect 1+2 doesn't support gamepads.
@Shoelip Lol i don't know where you got your crazy figures for the cost of a console and HDTV,for my xbox 360 250gb (the newest version) it cost me £180 brand new last year, for my 32" HDTV £220 and xbox live for £34.99 (£435 altogether you couldn't get a GOOD PC which you could play every game that comes out for the next 2-3 years whereas a xbox will always play new release's and never be slow i think you've been playing PS3 because the frame rate on PS3 is so much slower than Xbox trust me my brother's got PS3 and he is the biggest fan-boy you would ever meet lol and even he admits that ) and games are like £40 brand new and pre-owned from like £5-£25 so its still less and Most people have a HDTV anyway so thats not money that needs to be spent i just wanted one for my bedroom ya know cos i'm a big spender for playing console not PC and like @Nocturnal_Stillness said i cant use a keyboard to play games ! And yes i did say that it won't have split screen because CryEngine3 doesn't support it and class3 will just coop over the internet why ?
I think @Shoelips point is that you have to pay to play online and Class 3 will most likely be one of the games that to make the most of it you HAVE to play it co-op (like Left 4 dead it was alright in single player but ten times better in co-op) so basically to get the most out of a game you have to pay to play online. Which when compared to the likes of PC gaming and the PS3 its a kick in the teeth but in fairness X-box live hasn't had as many security/crashing issues like the PSN has had.
@Nocturnal_stillness Ahh ok. You won't HAVE to play it online (but you need at least xbox live silver which is free anyway to buy the game) to make the most out of it because the whole point of Class3 is to let you live out a apocalypse like you would want to in real-life the only difference will be you can play with one mate but there will be loads of advanced NPC AI so you don't have to have another person with you and class3 is basically a FULL game beta for there upcoming MMOZ 'class4' which will support thousands of players and millions of zombies on one map .Oh and please don't put L4D and class3 in the same sentence lol there is no game out there right now that is anything like class3 and class4 . Like you said aswell i don't think i've ever had any problems with Xbox live but my brother couldn't go online on his PS3 for like a month might of been longer and then he got his account hacked a few months later and not only that but the xbox live community is the fastest growing community about it pisses all over PS3 online .
The PC vs. console gaming debate is going to continue forever because, in a sense, both sides are right. It depends on the gamer.
My boyfriend just spent close to 2000 dollars on a gaming PC, and I have to say, I don't blame him. Everything looks amazing on it, and it will literally run anything. Sounds like a jet engine, but that aside, I'm quite envious of it. He is a serious gamer and demands extremely high quality graphics and gameplay.
Me? Not so much. I don't tend to play as many games, and those that I do, I could care less what they look like. I only recently started playing anything online that required a subscription to Xbox Live. While it is annoying that I have to do that, it's a low price compared to having to buy a new computer. Like many others, I also have trouble with controls on a computer when having to play actiony games. For me, console gaming is a better choice.
It probably also doesn't help that I only find PC games that I want to play every five years or so, which is probably why I have to upgrade my PC every time. :-" Also, I've never had my 360 slow down. It's always been reliable.
@Survivalting94 I wasn't talking to you. You're obviously not inclined to listen to anything I say so there's no point. But I should point out for the benefit of everyone else that you're wrong about there being nothing like Class 4. The PC already has DayZ mod for ARMA2 which is a free roaming open ended multiplayer zombie survival game. ARMA2 Combine Operations costs $30 on steam, and the mod is free. And you also get one of the most awesomely detailed military combat simulations in existence, as well as all the other free mods for it. The graphics are scalable so I can play it on my crappy computer without any slowdown.
@CS_Closet But you don't need a super duper 2000 dollar top of the line computer to play computer games if you don't mind less than stellar graphics. I mean, look at Dwarf Fortress. That game is truly amazing in the detail and emergent gameplay it can have, and there's no freaking way it could ever run on Xbox hardware, but you don't need a fancy video card at all. Just a freaking strong processor. And it's completely free.
It really does just come down to simplicity versus complexity. PC gaming is more difficult, not in that the games are harder, but that there's just more you have to keep track of to get the most out of it. With Xbox you just pay Microsoft to do all the complicated stuff for you, and they're happy to gouge you for it. They also make sure you can't do anything that would result from the complexity of PCs. Like making mods for Skyrim, or just playing mods for Skyrim, which are all completely free.
@Shoelip How aren't i inclined to listen to anything you say? I've played plenty of Pc games and plenty of Xbox games and i know which one i prefer for gaming like you do ! Btw the dayz mod is nothing like what class4 will be like apart from the fact its a zombie MMO in the dayz mod you can't set up a compound in pretty much any building and grow crops or build watchtowers and fortify it . in class 3 and class4 you can! Its more about survival than just killing eachother , (apparently you can't survive for more than 2 days in dayz mod .) In dayz mod the zombies climb ladders but can't get through doors lol ! i'd seriously recommend checking out undead labs site and Q&As before you compare it with another game! :-q
Actually it's the other way around. They can get through doors without even opening them at the moment, and can't climb ladders. It's also, you know, in the early stages of development. If you played Class 3 right now it probably wouldn't be much better than DayZ, except you can't because it's a console game and playable public alpha versions are unheard of on consoles because console gamers assume that their customers are idiots.
I'm sure Class 3 has the potential to be really great if it ever actually comes out but it's an Xbox exclusive. There's really no good reason to have an Xbox exclusive except being contractually bound by Microsoft, and it would have so much more potential on the PC.
@Shoelip You can mod console games, it's just usually illegal. Other than that, I absolutely agree with what you're saying. Consoles are just extremely specialized computers that are useless for anything other than their primary purpose. It's just that some people don't mind paying a bit extra to know that they can just play the game without any hassle. It simply depends on the individual player.
As for Class3, I'm still glad that it's being released on Xbox, as I've not seen many things like it on Xbox.
Also games for consoles are ready to play instead of Pc where you have to install enter a code on a flimsy piece of paper that you will likely lose, which is in my opinion too much time gone.
I've not clicked the link yet, but the idea of the game sounds great! Zombie Exodus in a FPS environment.
The fact it's Xbox only is disappointing though. I have to side with Shoelip here and says it's PC games all the way. I was schooled from the beginning of the computing age (Before PC, Amiga. Before Amiga, C64. Before C64, Dragon 32k... yes, that was a computer!) and I've always preferred a computer to a console. Of the consoles I've owned (Mastersystem, PS One, Nintendo DS, Nintendo Wii) none could compare to the equivalent PC games of the time.
my very first computer was the C64 before that I just had the joystick that plugged into your tv. Some games are better on pc strategy, point and click games but personally prefer action/adventure games on a console as i find the controls easier.
@SengokuKronos You know, most modern console games require you to install them before playing, and most PC games are digital distribution now so cd keys are no longer common.
@Nocturnal_Stillness Action/Adventure is a pretty broad category. In fact it's two categories so... hm... It depends on what you're doing IMO. For a game like Devil May Cry where combat is lock-on based I'd say the console is better but for any type of shoot or game that requires you to line something up with the analog stick as a main part of the gameplay PC's are definitely superior. Console FPS's are odd. I can play them fine. I don't even suck. But the mouse and keyboard with a joystick for when you get into a flying vehicle is just so much better.
With FPSes it's really all about what your better with. Mouse vs Joystick. Personally, I'm better with a joystick. As for PC vs consoles, however, I'm a PC gamer, mostly for mods. Played Oblivion and it was "~eh". Played Oblivion with OOO and it was awesome. Played Jagged Alliance it it was pretty fun, played it with 1.13 and I still have it on my computer. Not to mention a lot (heck, virtually every) game I play is designed for the PC. 4X games primarily. Plus, there's indie/free stuff all over. Dwarf Fortress, Kerbal Space Program, all sorts of VNs, and tons of other stuff. You don't get the same quality of indie stuff on consoles ('quality' for indie stuff on consoles is a matter of how pretty it looks, while quality for indie PC games is how enjoyable it is). Indie games on consoles always seem to end up sacrificing fun for looks.
As for Class3, the demo vid looks nice, but it really doesn't show anything about the game itself. If it's all physics based like that saw blade (all the building/doing stuff), I think it's gonna be pretty lame, but it looks promising for the moment. Would've much preferred it have been for the PC, but eh.
@Reaperoa There's actually a hell of a lot of really enjoyable indie and arcade games on the xbox 360 you'd be surprised i think . Class3 is coming from a indie studio and the gameplay footage is from very early ALPHA Why do you think it will be lame ?
Sure, there's gonna be at least a few good ones no matter what (or else everyone will leave), but you don't get the free ones and you don't get the mod/community heavy ones. Plus, most of those good ones just aren't to my taste. I'm a simulationist gamer. The more 'real' a game is (as in, the more it feel like a living breathing world as opposed to a minigame) the more I tend to enjoy it.
Also, I'm not saying Class3 will be lame, just if all the building elements (from what I read it sounds like the games going to revolve more around stationary settlements than roaming survivors) are based around physics, as in, you have to stick one thing onto another, and drop barricades all over the place manually, it's just going to (probably) be a lot of finagling to get things to work right. Just that the only shot in game is a 'pretty' shot of the physics. Not a lot to base anything really on, just saying that if it is super physics heavy, well, that's probably going to make a few other things suffer.
@Reaperoa read this from there site; (i'll make another post after because it won't fit);
"This is the mother of all zombie outbreaks, the F5 on the Fujita scale, the 10 according to Richter. The end is here, now. Standing against the tide are the survivors, one of whom you choose to control in a 3rd-person action game like no other. Your only quest is one of survival, you define the mission by how you define the word. Many will band together and work to improve their lives by building a society, utilizing skills and training from their former lives to rebuild infrastructure and order. Some will go it alone, preferring to scratch out their own safe harbor. All will have to face the rising tide of the undead, the perfect foe, a relentless enemy. All will fight."
That’s how Brant began his description of the game we were envisioning. His words evoked a picture of players taking on the challenge of long-term survival in the face of the zombie apocalypse, including everything from pulse-pounding combat to strategic decisions about where to make a stand. We saw this premise as an opportunity to make an online world focused on player-driven experience instead of static, treadmill content. In short, we would empower you to try out your real-world zombie-survival plan. We were rapidly forming a high level picture of the game: Zombie survival. We start with an unwavering focus on bringing the whole zombie survival experience to life. It’s not just combat. It’s about meeting survival needs. Food, water, shelter, ammo… You’ll need them all. Amazing action. Absolutely zero compromise on the moment-to-moment look, feel, and fun factor of the game. You shouldn’t have to put up with unexciting mechanics just because they’re packaged in an addictive wrapper. The game must play like a great console action game. “Great action gameplay is about responsiveness and feel, but it’s also about freedom…” An evolving, dynamic world. These sound like buzzwords you’ve heard so many times before, but for us it’s a real goal: creating a game where players’ choices and ability to build have permanent impact on the world. It informs everything we do design-wise. Player choice and empowerment. Every one of the points above is tied to this. A survival situation is about making choices. Great action gameplay is about responsiveness and feel, but it’s also about freedom, and the way to have an evolving, dynamic world is to empower players to affect that world. So there we were last summer, breaking things down feature by feature. The pieces were falling into place quickly. Every conversation about booby-trapped vehicles or zombie dismemberment seemed to trigger someone saying, “Damn. When do I get to play it?” But enthusiasm doesn’t automatically mean success. We were talking about an ambitious concept with real design and implementation challenges, and that’s why today’s press release and our follow-up Q&A document describes two games, code-named ‘Class3′ and ‘Class4′. To explain why, I’ll need to share some development philosophy. There are whole conferences dedicated to the topic, but here’s my short list: Know what you’re making. This is a point Jeff emphasized early on. “You know the number one reason projects fail? Because not everyone on the development team is trying to make the same game.” Sound crazy? You might be surprised. Especially with larger teams, it can be a challenge to keep everyone on the same page. Right from the start, Jeff challenged me to define three pillars for the game — three sentences that would represent our goals and guide us throughout development. “These three pillars should never change.” It took 20 minutes. [And will be the subject of a future post! -- Emily] Commit to greatness. By and large, people are in this business because of their love of games. They hunger to make something great; they dream of creating a classic; but there are a hundred things that can derail that ambition. Some are internal, but many are external: budget, schedule, morale, direction, support, etc. Are they helping the game be great or are they sabotaging the process? We know Microsoft shares our goals and believes in our vision for this game and when they want to support something, they have the muscle to do it. Put your ideas to the test. We all make mistakes. Even me. (Er, even I?) Luckily, avoiding mistakes isn’t actually the key to success; it’s finding them fast and being willing to fix them. That’s why so many development tips are ways to put your ideas to the test early and often: Hiring only gamers. Rapid prototyping. Agile development. Philosophy of iteration. Strong tools and pipeline that allow rapid refinements. Usability tests. All of these help you catch mistakes and fix them quickly. You probably know that most online world games are buggy and incomplete at first. It’s not because the teams suck. The games are so big and complex that it’s hard to make one that functions, much less one that’s good. Teams can spend years trying to get all the big, complicated pieces into place before learning if their game is any fun. And that makes it hard for them to know what they’re making; it makes it hard, during that seemingly interminable slog, to continue to commit to greatness; and it makes it impossible to put their ideas to the test early and often. In other words, it’s not a formula for success. So we asked ourselves if we could plan our project a different way. What if we didn’t tackle the full size and complexity of Class4 from the start? What if we committed to making the core gameplay fun first? Not as a little tech demo but as a fully-realized game. What would that look like? You’d get the great action Foge promised. Melee combat, gun combat, driving and exploration. It wouldn’t need absolutely every gun and vehicle and zombie variation we could imagine, but more than anything, this part of the game would need to feel complete, not placeholder. You’d be able to play with a friend. Cooperative play is a defining part of being in an online world, and it’s damn cool on consoles. We had to have it. With our online world experience, we’re comfortable not tackling every technical and performance challenge of having massive numbers of players running around at the same time just yet. We know how to solve those problems. To start, though, what we’d need is two-player cooperative play. You’d be able to build. You should be able to decide where and how you want to find shelter. An isolated hideout for the night? A fortified base? How fortified? How many survivors do you bring together? Will you grow your food supply or scavenge for it? All these things should be up to you to decide. You’d be in a dynamic, evolving world. We‘d also need our dynamic world systems designed and working. We wouldn’t have to implement every possible kind of change that can happen to the world — for example, we don’t need to tackle complex features like seasonal changes — but we would need enough to have the world feel genuinely alive. We immediately dubbed this game ‘Class3′, and we could see it would be an ambitious but feasible XBLA game. The more we talked about it, the more we liked the idea. There was a lot to like: We’d get real-world feedback about our game. Do you always avoid areas with Screamers? Are you complaining about the balance between machetes and chainsaws? Hell, do you want more involved farming options than we anticipated? The more feedback we get about Class3, the better Class4 will be. And not just the game. The team. Class3 is a chance to ramp up our community team and gain experience talking to you and gathering feedback. This will help them hit the ground running for the more complex community management issues that’ll come with Class4.
“Class3 is a chance to ramp up our community team and gain experience talking to you and gathering feedback.” We’d keep the team small for a lot longer. We can’t make Class4 with a tiny team. It’s a big game, and we’re already planning for how and when we’ll grow. You can’t expand a studio without careful planning and expect the company culture to survive. In the meantime, though, we love the idea of making all the zombie killing, base building, storytelling, and world evolution work while we’re still at that size where everyone can be involved in every part of the game. We’d make the game fun right from the start. There’s a paradox to game development: Designers make better decisions the more the technological limitations are known, but programmers better define technological limitations the more the design is known. Chicken, meet egg. The bigger and more complex your project is, the more you have to work around this issue. (Hey, how does car customization affect UV layout on vehicles and overall texture budgets? Oh, it depends on the car variety in a typical area, does it?) In a game, everything is related in some way, so a smaller, more focused game doesn’t just mean fewer things to do, it removes unanswered questions and speeds up the things you have to do. That puts fewer obstacles between us and building our core gameplay. We’d have a full production cycle of experience with our pipeline and our tools. That gives us a chance to refine them before kicking off large-scale Class4 production. Every game developer dreams of having the perfect toolset, the one that lets you spend your time making the game fun instead of struggling just to get things working. Finally, we’d have to put up or shut up in short order. You guys don’t want to read blog posts from me for the next half decade where I tell you how amazing and revolutionary and uberleet-yadda-yadda our game is going to be. I don’t want to play the role of PR wonk doing interview after interview that amounts to “Trust me. Someday you’ll see it’s AWWWWESOOOOOME!” More than anything, that last point excites us. Is it a challenge? You bet. But that’s what we want. For us, it’s not about the talk, the hype, or any of that other nonsense. We live to create, to get stuff into your hands, and, we hope, to make something you’ll love. And that’s what we aim to do.
The setting is our world. The time is now, except everything’s completely gone to shit and it’s happened fast. You don’t know why or how any of this happened. The only thing you know is that dead people are up and walking and that, if you’re not careful, they will kill you too. Is the crisis worldwide or isolated? It’s hard to say. You’re cut off from the outside world and everything around you is in total chaos. This is the starting point for our open world zombie survival game, code named ‘Class3’. If you’re a zombie fan, you’ve thought about this scenario before. There are three big elements. The first is the zombies themselves. You have to figure out how you’ll kill them, how to escape them, and how to avoid them in the future. The second is other people. They may want to help you. They may want to harm you. That’s where things start to get really interesting. And then there’s that third element: the world around you. Maybe you’ve never thought of it in those terms before, but odds are the environment plays a key role every time you picture the zombie apocalypse. It’s not just a backdrop. It’s a place full of buildings to explore and loot, abandoned cars for making a quick escape, firearms to collect and use, food stockpiles to raid, hiding places to duck into, and propane tanks to turn into the world’s brightest and most short-lived zombie welcome signs. It’s a world of endless possibilities. Today, I want to share our vision for the world of Class3.
As always, our starting point is thinking about the essence of zombie survival. At its core, what does survival actually mean? Well, it’s not getting your guts ripped out by zombies, for sure, but there’s a lot more to it. In those first desperate moments, survival is a matter of action and stealth. Grabbing a chair or a crowbar or an axe and busting some zombie skulls or, if you happen to find one, breaking out a 9 mm and trying to headshot the zeds. But once you’ve escaped that immediate danger, you’ll have a whole new set of challenges. You’re going to need somewhere safe to sleep, and you’ll need to figure out how to get everything you need to survive: food, water, medicine, weapons, tools, and ammunition. Deciding where, when and how to collect and protect these things is up to you. You’ll choose where to set up camp. Will you hide out in an abandoned house, seek shelter in a cabin in the woods, turn the county fairgrounds into a fortress, try to run a farm, set up in your favorite pub, or look for something else?
You’ll also need to decide whether to go it alone or team up with others. People complicate things, bringing in issues of morale and trust and teamwork. Still, as I’ve discussed before, there are a lot of advantages to having friends. Surviving as a lone wolf is hard and few will be up to the task. There’s also how you approach day-to-day survival: Walking or driving, sneaking around or shootin’ up the joint. You’ll want to consider your actions carefully, though. Fuel and ammo are scarce resources, and nothing draws a crowd of zombies faster than making a lot of noise. If you’re going to battle a massive horde head on, you’d better have an escape route planned and either a well-disguised hideout for laying low or a fortified stronghold to make your stand. So how do we ensure something so free-form makes sense to everyone? We think the key is having a world that is as intuitive, logical and consistent as possible. So, of course, we’re going to put things where you’d expect them. If I asked you to list the best places to acquire medicine, you’d probably say a hospital or a pharmacy. You’d probably guess that you can find food in a supermarket or guns and ammo in a police station. A lot of buildings are iconic, letting you know what’s inside as soon as you see one. (Okay, you may not know how many zombies or scavengers or shotgun-wielding maniacs are inside, but you’ll know the firehouse has some axes.)
At the same time, a sense of exploration and discovery is very important, so we’re putting a lot of work into letting you explore. We want to give you access to every single building that could have something you want. For a polished game with the kind of visual quality we want, this is a bold goal. It’s difficult from a technical and production standpoint, but it’s a challenge we’ve enjoyed taking on. So far, so good. The aim of being intuitive doesn’t just apply to places where you find resources, but also to the sites you may claim and call home. Once you’ve chosen a location for your base, you’ll have choices to make about fortifications, facilities, and population. Want to build a guard tower in the northeast corner to have a better sniping spot when a zombie horde comes shambling down Main Street? You can do that. Would you rather focus on gardening and growing food, or do you think it’s more valuable to improve your medical facilities? It’s up to you. “Horror is most striking when the alien, terrible, and profane collide with the familiar…”A zombie survival plan isn’t just about the big choices, though — it’s also about the moment-to-moment decisions. We believe the environment should be a playground, full of fun opportunities for movement and interaction.
Maybe you ring a church bell or scatter a group of birds to make a diversion for a raid. You swim across the river to get to your destination, creeping along a low garden wall and hiding yourself in the bushes on the outskirts. You reach a fence, lean back against it, and shimmy to the edge, where you peek out to check for zeds. All clear — now for the house. Are you going to go in through the front door or climb up to that second story balcony? Things get ugly after you’re inside, and you go sliding over a table, guns blazing before ducking behind the couch for cover. When you realize you can’t hold the position, you shoot out a window and dive through the shattering glass to make your escape.
We’ve been implementing a lot of those behaviors just recently, but we knew early on they would be a part of the game. That’s when we started thinking seriously about the specifics of the Class3 setting. Immediately we had to tackle the question of diversity. In a survival situation, terrain types matter a lot. Rural areas have fewer people, which probably means fewer zombies (except when that occasional super-horde comes rolling through). They also have more space for growing and hunting for food. On the other hand, urban areas offer a lot more convenience. Especially in the beginning, there’d be a lot of resources and gear to loot to give yourself a head start. The really dense areas offer something else as well — lots of places to hide. But just talking about those two extremes is an oversimplification. There’s a whole range. A small town isn’t rural, but it isn’t remotely the same as a big city. There’s a lot of variety out there and different places are a better fit for different survival plans, so we talked about all the possibilities and knew we shouldn’t pick just one. If you’ve been looking at the concept art we’ve posted, you already know a lot about the environment we’re building. Doug’s inspiration came not far from home, in the diverse climes of Eastern Washington: mountains, rivers, cities, one-stoplight towns, and farmland far as the eye can see. This region had all the variety we were seeking.
It also happens to be an area a lot of us know pretty well (here’s a picture of Shaun’s hometown), but there’s another reason we chose it — the essence of horror is familiarity. Horror is most striking when the alien, terrible, and profane collide with the familiar and the personal. That’s a big part of what makes a present day zombie story so compelling in the first place, and it’s why McMillanville looks the way it does. Maybe it was a little tattered and worn, even before the big outbreak, but it was still a place that evoked a core, idealized picture of human society…right up until all hell broke loose. These last few months, we’ve been running around in the 16 square kilometers of varied terrain and architecture that form the Class3 world. It has forests, windy mountain roads, highways, rivers, farmland, fairgrounds, train tracks and tunnels, mid-sized McMillanville, the eastern edge of Dunniway City, and other little townships and clusters of civilization scattered around the area. The whole shebang. Of course, things will change here and there as we polish and tune the experience. Things will get moved, cut, remade, and replaced. That’s the reality of game development. I will say this, though: So far, we love it. The world that Dave and James are building has been a fantastic playground for fighting zombies, climbing onto and over things, ducking into police stations in search of guns and ammo, driving around like a madman, plowing through zombie hordes, and leading scavengers on raids for supplies. It’s our world. It’s now. It’s the perfect setting for the zombie apocalypse
Do those two last one's not just make you know that the game will EPIC ? Oh and @everyone i'd really recommend going to there site http://undeadlabs.com/class3/ scroll down to the bottom and look at there Q&A's they tell LOADS of stuff about the game's in those !
@Survivalting94 Well the basis of the game is good, but the thing is; CoG already has 2 zombie games. I'm not saying theres no room for a third one, but it's going to be hard to compete with 2 other zombie games. Also; I dont think its possible to actually have a "sandbox" CoG. That implies you can do virtually (haha its a pun) anything, but really its however many choices you script.
But the REAL reason why the two other zombie CoGs were so successful wasn't because you were a zombie-slaying, undead ravaging, horde demoliting bad-*ss. It was because you were human. And even the slightest scratch from a zombie COULD make you hunger for flesh. It makes it realistic, it makes the player actually FEEL like it's a zombie apocolypse, actually realizing HOW this could have happened, if your not careful, you become a zombie.
However, in your scenario, it's more along the lines of, "Die zombiez die!" and it leaves the player wondering, "Hey, if my random character could slay thousands of the undead horde without breaking a sweat, why couldn't the police or the military do the same? I mean they even had TANKS and i'm using this pipe to beat thousands of heads in!"
I like the fact that someone new is making a CoG game, and i dont want to discourage you from making any, and i know the zombie craze is "in" which would really help your game, but it's just a warning that the main reason why people like Zombie Exodus and Choice of Zombies is because they can relate to their character, and the zombie apocolypse feels REAL, as if they are fighting for their lifes instead of fighting to kill zombies for fun.
Yeah check out the website and you'll find all you need to know. Short version Class 3 is basically a full game demo of the system where you can play with your friends online. the company behind it will then use it to see how people play and what issues they have to make Class 4 which will be an mmo indie game.