I Honestly Want The New Zombie Adventure Included Fast Travel

Ready for the next adventure inside this zombie survival title? Catch you across the way of the game world in roughly… Ten minutes of travel? Fifteen? Truthfully, however long it takes to arrive walking or driving, as the new release seems to despise simplicity and wants the main character to struggle more than he already has.

The absence of fast travel inside this first-person adventure, the recent addition within a long-running series featuring first-person zombie-killing adventures, is surely designed to promote discovery, yet what it achieves for me is to breed irritation. Even after thoughtfully evaluating the reasons that explain this open-world zombie survival game does not need to include quick transport, all of them disappoint — much like the hero, if I leap him from a structure quickly.

The Reasons the Omission of Instant Movement Disappoints

For example, you might argue that The Beast’s free-running is fantastic, and I fully concur, yet that does not imply I desire to sprint, leap, and scale constantly. True, this adventure offers cars which I can drive, however, transport, road access, and fuel supplies are scarce. And I concur that discovering fresh areas is what defines an expansive game engaging, but when you have journeyed through an area repeatedly, there is not much remaining to explore.

After my initial trip to the city’s historic district, I got the feeling that the title was intentionally extending my transit period by dispersing mission spots within the same quests.

As soon as one of the side quests directed me to a hazardous location in the historic zone, I checked my map, looked for the most accessible automobile, located it, drove toward the old area, used up my fuel, viewed my map again, sprinted the remaining distance, and, finally, had a great encounter with the dark zone’s zombies — only to find that the subsequent mission goal returned me to the place I originated, on the other side of the map.

The Case in favor of Instant Movement

I have to admit that the title doesn’t have the most expansive landscape ever seen in an expansive adventure, yet that is a stronger argument to support quick transport; if the lack of it bothers me on a reduced landscape, it would surely bother me in a more vast one.

Of course, it would be beneficial to plan quest objectives in a specific sequence, but is it truly about about “encouraging exploration” if I feel compelled to reduce my travel time? It appears rather that I’d be “decreasing inconvenience” as far as I can. Furthermore, if I am absorbed in a narrative and want to know the subsequent events (which is positive, designers!), I don’t wish to complete additional mission goals beforehand.

Possible Fixes for Quick Transport

There is a single point I can imagine supporting excluding quick transport: You avoid a straightforward way out. And I need to acknowledge, I do not desire to forgo the momentary fear I feel whenever night falls – but surely there are solutions for that. As an instance, quick transport from hazardous areas might be banned, or quick transport spots could be set away from protected zones, forcing you to do a quick dash through the dark before getting to a safe place. Maybe even more effectively, this title could permit instant movement among quick transport spots exclusively, thereby you minimize transit period without the possibility of sudden movement.

  • Instant movement could be confined to car locations, as an example,
  • involve game funds,
  • or get disrupted by surprise incidents (the possibility to be attacked by sudden monsters).

Of course, it is only logical to activate new instant movement locations after investigating the nearby area.

The Strongest Argument supporting Instant Movement

Perhaps the strongest argument supporting quick transport, however, is freedom: Although with an instant movement feature available, users who choose to travel solely on foot and by car would still possess that option, whereas gamers with limited time to game, or with reduced interest for automobiles and climbing, could spend that period on other in-game activities. It, in my view, is the genuine experience of independence one should expect from an open-world game.

Tracy Sampson
Tracy Sampson

A passionate writer and innovation coach dedicated to helping others unlock their creative potential through practical strategies.