Generation Zero is categorically one of the most broken and haphazardly put together games that I have ever played. From a distance it looks like Avalanche Studios attempt to do a 1980's version of Ubisoft's Far Cry, but with robots instead. Up close, however, it's a buggy, unfinished mess defined by some good ideas, but filled with disappointment and unrealised potential.
On paper,Generation Zero is categorically one of the most broken and haphazardly put together games that I have ever played. From a distance it looks like Avalanche Studios attempt to do a 1980's version of Ubisoft's Far Cry, but with robots instead. Up close, however, it's a buggy, unfinished mess defined by some good ideas, but filled with disappointment and unrealised potential.
On paper, Generation Zero has all the building blocks to make a relatively good open world FPS game. The setting and atmosphere are fairly well done, the enemy design is commendable in terms of appearance and type, the gunplay mechanics are reasonably adequate with the design and sound effects being at the level of quality that you'd expect from a game of this calibre, and the character customisation and overall 80's vibe rounding off the game's praise-worthy aspects. Unfortunately, this is where I run out of positive things to say about Generation Zero.
Never before have I played something so egregious, so overwhelmingly badly designed, so absolutely broken, like Generation Zero, that it honestly made me wonder how this game ever got published as a final product in the state that it was when it was released. While the opening hours of exploring Generation Zero's world holds the allure that most open world games possess at the start of their journeys, the promise of what lies ahead in Generation Zero falls magnificently short of all expectations.
Generation Zero immediately segregates itself from other games by completely lacking a strong narrative to drag players into it's setting and scenario or even make them connect with the game on any emotional level (besides frustration). All it possesses is a vague notion about uncovering what happened to all the people who once lived here and why there are robots roaming everywhere. This may point the player in a certain direction, but this is further compounded by how Generation Zero's mission structure is designed.
When it comes to missions, Generation Zero is absolutely woeful. You'll receive a mission, but instead of placing a map marker on where you need to go, Generation Zero eschews this in favour of making you read some text to uncover clues about where your objective is located. In theory, this is a unique and somewhat innovative process that gets the player to engage with the game world and think about where they need to go instead of simply following a waypoint marker. Unfortunately this is where Generation Zero falls apart because the text references certain locations as a guide, but what ultimately undermines this process is the fact that most locations on the map screen are unmarked, leading to a frustrating amount of guesswork and copious amounts of wasted time trudging back and forth hoping to find the right place. What's even worse is that the waypoint marker will only appear when you're within 10 metres of your objective. This also happens with the game's only side activity, destroying robot transmitters.
While I mentioned that Generation Zero's gunplay is reasonably adequate, that doesn't necessarily mean that combat is satisfying. While weapons seem to pack a punch, in reality they don't when used against the game's primary antagonists, the robots - who also happen to be the only 'living' things that you will encounter in the game. What undermines combat in Generation Zero is the fact that taking down any of the game's six types of robots requires A LOT of ammunition. Furthermore, all robot types pack a punch, whittling down your health in seconds. What further compounds these issues is the game's atrociously buggy nature. Even when I was outside the range of an enemy's melee attack or even on the OTHER SIDE OF A WALL, I would still take damage regardless of how 'safe' I was. I've simply never played a game where the walls completely lack substance.
Another issue was how the game wiped my exploration progress every time I exited the game. Over the course of some hours, I would discover towns which would then be labelled on my map. When I restarted my game from where I left off, I would find that all the location labels on my wipe would be removed and I would be left without a clue on what each town was called (because all of the towns have Swedish names).
But what really destroys any chance that Generation Zero has of being a mildly entertaining game is simply the metric ton of bugs and glitches that absolutely plague this game and ultimately ruin the experience. I remember this one time where I was chased halfway across the map by a massive horde of robots. Another time, I was overwhelmed by an aggressive legion of large robots and I took shelter in a building - I waited inside, but nothing happened so I peeked outside cautiously only to see all the robots standing there looking at me, doing ABSOLUTELY NOTHING. It was SO BAD it was HILARIOUS.
In short, Generation Zero is an underwhelming mess of a game that should never have been published.… Expand