Posts Tagged ‘DayZ Standalone’

The Injustice Engine: Cruelty And Murder In DayZ

By Brendan Caldwell on February 17th, 2014.

The first man I murdered probably deserved it. But not this guy. The only thing this guy had done wrong was wander into Berezino with some water, a compass and a rifle (without ammo). It was just his luck that we were there too, looking for baked beans amid the inexplicable piles of shoes which amass inside every townhouse of DayZ. We saw him go into one of the two apartment blocks that loom like huge, Gray tombstones over the city. I followed him inside, calling out: “Hello, anyone here? Friendly!” Read the rest of this entry »

, , , .

289 Comments »

The Saline Bandit: DayZ Diary – Part Four

By Emily Richardson on January 29th, 2014.

DayZ is a multiplayer zombie survival sim which, though incomplete, produces anecdotes of drama, desperation and clown mask-wearing weirdos. Emily Richardson has been playing it with a question: can you be a good person in the videogame post-apocalypse? Read parts one, two, three.

On the way back to Elektro we meet two New Spawns on the road. They’re totally bear, in nothing but t-shirts and jeans. They seem to be having a little trouble with a fence, so we puff out our charitable chests and take our opportunity.

“Hi there!” one of us announces. The pair turn to look at us.

“Are you guys thirsty? Hungry?” we ask. They say nothing, merely looking at us, a group of about four. We start dropping food and water on the floor for them and I try force feeding one some water from my canteen, but he shuffles awkwardly away to break the animation.
Read the rest of this entry »

, , , .

41 Comments »

The Saline Bandit: DayZ Diary – Part Three

By Emily Richardson on January 27th, 2014.

DayZ is a multiplayer zombie survival sim which, though buggy and incomplete, produces anecdotes of drama, desperation and clown mask-wearing weirdos. Emily Richardson has been playing it with a question: can you be a good person in the videogame post-apocalypse? Start with part one.

We’re a team of four heading straight for the city of Cherno. We have another survivor to pick up and we want to help some people around the town if we can. Yes, by now we realise how dangerous this is. Cherno is not a friendly place and we know that bandits go to find a more challenging kind of prey there, but we’ll be a pack of five soon, and we’re up for the fight.
Read the rest of this entry »

, , , , , .

33 Comments »

The Saline Bandit: DayZ Diary – Part Two

By Emily Richardson on January 24th, 2014.

DayZ is a multiplayer zombie survival sim which, though buggy and incomplete, produces anecdotes of drama, desperation and clown mask-wearing weirdos. Emily Richardson has been playing it with a question: can you be a good person in the videogame post-apocalypse? Read part one here.

I’ve started a new life in DayZ and I’m determined that this one isn’t going to kill anyone. I’ve already lost all my friends, but I’ve got a lot of food and water from the town of Polana. It’s time to head back to the coast, meet up with some allies and begin my work as a good Samaritan of Chernarus. Read the rest of this entry »

, , , , , .

63 Comments »

The Future Of DayZ Isn’t Hazy

By Craig Pearson on January 23rd, 2014.

How we roll.
Of all the things for DayZ to be inspired by, I didn’t think it would be the 1947 song “Buttons and Bows”. But according to zombie master Dean Hall’s RedditAMA, DayZ’s eventual future will include bows, throwable weapons, and more zombies. Bows, people. Bows. Oh, wait. And arrows. That makes more sense.
Read the rest of this entry »

, , , .

24 Comments »

The Saline Bandit: DayZ Diary – Part One

By Emily Richardson on January 22nd, 2014.

Hey! Don't kill me.
DayZ is a multiplayer zombie survival sim which, though buggy and incomplete, produces anecdotes of drama, desperation and clown mask-wearing weirdos. Emily Richardson has been playing it with a question: can you be a good person in the videogame post-apocalypse?

I’m waiting behind a big green house in the grass, watching the city below me from my little hill. It’s my second time in DayZ, the first consisting mostly of finding and eating sardines with my guide, Andy. I’m waiting for him to find me when I see a silhouette coming up through the grass toward me, a big M4 rifle pointed at my head.

I yell, ‘Wait, wait, don’t do that!’ and turn and run round the other side of the house. When I turn to look back at him he’s stood waving. It’s Andy, but as a woman, in different clothes and wielding a weapon I hadn’t ever seen before. He thinks I’m an idiot.

I’m so new to this that I feel a lot like the hopeless little kid from The Road and Andy is a bit like my dad, leading me through the world and trying to keep me alive. But not in a weird way, that’s just an analogy. I have no idea what I’m doing, though, or what my course of action is for bashing into other survivors.
Read the rest of this entry »

, , , , .

39 Comments »

Into The Wild: DayZ Adds Berry Picking, Balances Stomachs

By Graham Smith on January 20th, 2014.

Doorways: humanity's natural predator.

Is it worth playing DayZ Standalone in its current alpha condition? Probably not. But anecdotes of scary charcoal-eating clowns, wiggle cultists, forced axe fights, and slow death from disease and dehydration, make it hard to resist.

Still I’m a little sad the changelog for the next experimental patch doesn’t contain more basic fixes, like maybe ‘Removed the invisible sodding zombies‘, or ‘Zombies can no longer run through walls and floors‘, or even ‘Doorways are now easier to manoeuver through‘. Instead I have to settle for the likes of “Balanced stomach capacity”, as outlined in a post by Dean Hall over on the official forums.
Read the rest of this entry »

, , , .

55 Comments »

I’m A Survivor: DayZ Standalone Thoughts

By Jim Rossignol on January 6th, 2014.


Plenty of people who were veterans of the original DayZ mod had been wondering whether the magic of the original experience had survived the making of a standalone game. I’m pleased to report that not only has it survived, but there’s new magic, too. Rocket and his team know what they are doing, and the changes they’ve made have created some tense and terrible moments in this new game. The realism it strives for is simultaneously unreal and dark, and creates some of the most awkward and sinister roleplay situations I’ve experienced in any game.

Surviving is back. And it is horribly compelling.

Read the rest of this entry »

, , , .

86 Comments »

Impressions: DayZ

By Rich Stanton on December 20th, 2013.

I’m crouching indoors, peeking out of a window at a man in the street. He is carefully searching this row of houses, getting closer and closer, toting an axe and wearing what looks like a clown mask. He’s looking for me. I know this because I said ‘hello’ and there was no response. DayZ is about a zombie outbreak. But there’s a clown at the door, and the undead are nothing next to the living.

Hit the jump.

Read the rest of this entry »

, , , , .

123 Comments »

DayZ Devblog Reveals Latest Feature Set

By Jim Rossignol on September 9th, 2013.


One of the most interesting things from the DayZ presentation at Gamescom (which I still have to find time to write up) was Rocket explaining why they’re working on the kind of feature set we’re seeing in these videos of the standalone, and what that means for the game. Perhaps the most significant is item degradation and damage, because it’s one of the things that will push DayZ back into the direction of the taut survivalism that defined its early months. Rocket doesn’t want us to all shoot each other, because getting things that we’ve all gathered will be much more important. Shoot someone and you probably wreck his kit. Moreover, bullets are now individual items, and you will find less of them, so spending them on a noob for his beans will be a bad idea indeed. Watch the latest thoughts on this sort of thing below.
Read the rest of this entry »

, , .

45 Comments »