I've had some fond memories of seeing this game in action years back when I first came across it via a 'Roleplay' playthrough of sorts, being such a strange yet truly encapsulating enigma of a game that invited all levels of curiosity. However the question of whether those prepared for a 'Walking Dead' scenario could ever truly survive a 'Resident Evil' was one that always gave me plenty of thought as to how this would be a tangible game to play out outside of their respective franchises. Seeing as I would later describe the complexity of this game to friends who enjoyed another hardcore zombie survival gem on Steam in the manner of "Project Zomboid is to CDDA what Rimworld is to Dwarf Fortress", having only watched it and not actually played this game at all until somewhat recently near the end of 2022 where I first got to truly experience zombie survival redefined for myself. Naturally my first of about forty or so deaths was me basically flopping my way around and hardly even having grabbed any goodies in a second floor apartment, having to resort to chucking myself outside of a window I opened due to a metal locked door I couldn't work out how to open. This resulted in a broken limb and other problems that greatly slowed me down before quickly succumbing to a small group of zombies that piled onto me with frightening ease. What I hope to get across in this review here is that Cataclysm: Dark Days Ahead is an exceptionally in-depth survival game that makes even Project Zomboid's hardcore gameplay look relatively simple for the most part as, although it does not follow the usual rules in zombie games where a bite from an infected zombie is fatal, practically everything else is either just as complex or even MORE so once you really get down into the nitty-gritty of it! Now normally this is where I go into detail about each of the game's mechanisms and how it all ties into the player's gameplay experience, however because of the sheer scope of systems on offer here (a couple of them, mutagens and vehicular modifications, I haven't even gotten around to touching yet!) alongside the vast array of items at your disposal and so many methods of survival, I'll have to narrow things down to a more general experience of what one can initially expect to focus on in their early days for the sake of brevity here. With that being said, CDDA puts you in charge of either a randomized character set in one of many unique scenarios or a carefully-crafted custom character which you can balance via a set amount of points that you gain from picking negative traits/lowering stats/harder scenarios or lose from doing the opposite alongside professions that also cost a varying amount of points depending on how much there is to gain and their overall usefulness at the start of the game. From there, the main goal is to essentially survive by any and all means necessary, as how you go about this is entirely up to you. Given that the game works on a 2D tile-based grid system that features 21 floors in total, it should be no surprise that one of the key factors to survival is being acutely aware of your environment at all times. Since visual sights and audible sounds made by the player can easily lure in monsters, even going so far as some relying on 'smell' that functions as an invisible element that spreads the more you stay within one place for them to track you with, resulting in a quick death for the clumsy and unaware very early on. Speaking of enemies, seeing as Project Zomboid is known for its vast hordes of zombies whilst Resident Evil is a horror classic that hosts a wide variety of dangerous zombified animals alongside various mutant monsters. CDDA, however, includes all of these but ups the ante even further by including a seriously impressive list of creatures, from the dull and plain to the Lovecraftian horrors and all manners of hi-tech cyborgs and mutants and mutated creatures alike! I specifically highlight creatures that have mutated here due to how games tend to get dull for experienced players once they have figured it out and 'cracked the code' as it were, with only vast numbers in brutal starting scenarios or self-imposed challenges really bringing back the thrill of surviving. What CDDA does to solve this is truly fascinating as almost all monsters can mutate into different forms over the weeks and months, with a simple zombie turning into a Zapper that deals electric damage when struck with melee weapons, a fat zombie becoming a Bloated that emits toxic gas and explodes either when hit or right next to the player or a zombie dog transforming into an acidic version capable of spewing acid at the player alongside being dangerous to smash them. (Be prepared to smash any and all corpses, less you wish to see them rise again hours after being killed!) Truly it is terrifying how far these mutations go as CDDA doesn't let you get too comfortable for very long, seeing as scrounging for any useful items is a sound strategy early on but, unless you wish to risk getting caught-off guard by more evolved monsters and die a painful death, players are expected to adapt to an ever-changing environment and make the most of the tools that are available to them as many seemingly useless items will have some unusual or even outright obscure use for veterans to make use of. On the topic of combat, one can hit enemies with a melee weapon or aim with a firearm for those too risky to get up close, noting that 'action speed' plays a huge factor with things like individual limb encumbrance, stamina, weariness and pain all to account for. Unlike with Project Zomboid though, where guns are a huge detriment due to how loud they are, firearms in CDDA have their uses and only become more critical depending on where your skills develop. These twenty seven skills in four categories determine how efficient you are at the given task and what items you can make or craft, with practical experience dealing directly in how good you are at said skill whilst theoretical knowledge from books ties into learning new recipes but also accelerates practical XP gains up to that level. Given the honestly scary depth of all the various systems that one can utilize here, be it crafting many items and building structures and useful appliances via Fabrications and Survival skills, utilizing your Mechanics/Electronics to soup up a regular vehicle into a true post-apocalyptic behemoth, Computers for hacking into devices or even crafting highly-potent mutagens via Applied Science/Health Care with the right Catalysts to safely process over time alongside many other uses for the various skills on offer, I can only again emphasize that this is not for the casual of RPG survival players! All of this to say that, even if you are curious but feel like the price point is a bit high, guess what? Via GitHub or CDDA's own official website, one can easily install this game for free as CDDA originated as a game you can download without being charged any price, purely relying on donations from fans up until the Steam version earlier last year for financial support. What this means is you can try it out for yourself and explore practically all content seen on Steam without paying a penny, although I always encourage people to double-check where to safely download such files for themselves. Only thing to note is that, when purchasing this game, all proceeds go towards specifically KorGgenT, one of the main developers of CDDA, as opposed to the team as a whole. Whether you wish to fund him personally is a choice I leave to you however, given that you can install the game for free, I find that such a gameplay marvel as Cataclysm: Dark Days Ahead truly deserves a spot for one of the most technically-impressive Survival RPG Roguelites out there and I can fully recommend this to those tired of casual/traditional RPGs and are up for a true hardcore challenge where both combat and survival matters!
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