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Title: Zafehouse Diaries 2
Genre: Indie, RPG, Strategy
Developer:
Screwfly Studios
Publisher:
Screwfly Studios
Release Date: 16 Jun, 2017
English
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See no big difference to ZD 1, like a dlc. But I give it thumbs up cause ZD 1 was a good game, ZD 2 better.. TL;DR: Problems of the first title were not fixed, the diary is still very repetitive and used for things a good UI could display easier and quicker, the UI is used for more things, yet it is even more clunky and generally awful, and it runs very slow despite being a 2D game at its core. -------------- Here some thought about the game: I kinda liked the first title of this series. It had its flaws, but it also had a very interesting atmosphere and potential. The idea with the diary was intriguing, but didn't work out quite well in the first title. Hoping that they would have dealt with these problems I was eager to check out the sequel. But, the diary is still just a cumbersome way to display what has happened. I think nobody actually reads all that is written there, but simply tries to scan the text for important info. Most of the information should have been displayed in other ways, and the diary should have been for serious events in the game, and for the relationship between the survivors. But everything is still very generic. Sadly, the clunky UI got even worse. Some elements that were formerly presented with text only are replaced with symbols and icons. Yet, it doesn't really help in many cases. There is a symbol indicating who is carrying a weapon, but the symbol is always a pistol. You have to mouse over it to see if the person is actually carrying a pistol, or another weapon. The map is not very useful to me. The house symbols on the map have no relation to the size of the house. What looks on the map like a big 3-story building out of stone, can turn out to be a small wooden shed. If you click on a location you get am outline of the house on squared paper - but you can't derive the size of the house from the paper. You have to investigate the house in order to know if it is the house of 3 families, or just a small shed with two rooms. That just doesn't make sense. Some map symbols of locations are so badly readable, that the devs decided to put icons along with them, so you can know that something is supposed to be a shop or a library. But the icons are also not recognizable, so the devs decided to put a legend on the map, so you can always check which icons is supposed to mean. That's just awful design fixed with even more awful design. This game apparently is made in 3D. It is at the core a 2D game, but created with a 3D engine. This game brought my graphics card to the knees, despite nothing is actually 3D. Everything you see on the screen is a 3D model - but they view never changes, so there is aboslutely no reason to have it rendered 60 times per second. It would look the very same in 2D. This is a very odd choice that brings nothing to the table but wasting energy and sucking the power out of laptops. The visuals of this game should be easily pulled of by a computer that's 20 years old.. TL;DR: Problems of the first title were not fixed, the diary is still very repetitive and used for things a good UI could display easier and quicker, the UI is used for more things, yet it is even more clunky and generally awful, and it runs very slow despite being a 2D game at its core. -------------- Here some thought about the game: I kinda liked the first title of this series. It had its flaws, but it also had a very interesting atmosphere and potential. The idea with the diary was intriguing, but didn't work out quite well in the first title. Hoping that they would have dealt with these problems I was eager to check out the sequel. But, the diary is still just a cumbersome way to display what has happened. I think nobody actually reads all that is written there, but simply tries to scan the text for important info. Most of the information should have been displayed in other ways, and the diary should have been for serious events in the game, and for the relationship between the survivors. But everything is still very generic. Sadly, the clunky UI got even worse. Some elements that were formerly presented with text only are replaced with symbols and icons. Yet, it doesn't really help in many cases. There is a symbol indicating who is carrying a weapon, but the symbol is always a pistol. You have to mouse over it to see if the person is actually carrying a pistol, or another weapon. The map is not very useful to me. The house symbols on the map have no relation to the size of the house. What looks on the map like a big 3-story building out of stone, can turn out to be a small wooden shed. If you click on a location you get am outline of the house on squared paper - but you can't derive the size of the house from the paper. You have to investigate the house in order to know if it is the house of 3 families, or just a small shed with two rooms. That just doesn't make sense. Some map symbols of locations are so badly readable, that the devs decided to put icons along with them, so you can know that something is supposed to be a shop or a library. But the icons are also not recognizable, so the devs decided to put a legend on the map, so you can always check which icons is supposed to mean. That's just awful design fixed with even more awful design. This game apparently is made in 3D. It is at the core a 2D game, but created with a 3D engine. This game brought my graphics card to the knees, despite nothing is actually 3D. Everything you see on the screen is a 3D model - but they view never changes, so there is aboslutely no reason to have it rendered 60 times per second. It would look the very same in 2D. This is a very odd choice that brings nothing to the table but wasting energy and sucking the power out of laptops. The visuals of this game should be easily pulled of by a computer that's 20 years old.. I wanted something The Walking Dead-ish and it does give me that drama feel, but the diary style is not my thing.. A fine game for those that enjoys strategic survivor planning, roleplaying in the mist of texts and images. Smooth gameplay, great background ambience of the game. Saw alot of updates from the developer, listening and tweaking to the bugs posted by the community. Lacks more varieties of event and encounter. Recommend to try it out if it fits your genre of play.. TL;DR: Problems of the first title were not fixed, the diary is still very repetitive and used for things a good UI could display easier and quicker, the UI is used for more things, yet it is even more clunky and generally awful, and it runs very slow despite being a 2D game at its core. -------------- Here some thought about the game: I kinda liked the first title of this series. It had its flaws, but it also had a very interesting atmosphere and potential. The idea with the diary was intriguing, but didn't work out quite well in the first title. Hoping that they would have dealt with these problems I was eager to check out the sequel. But, the diary is still just a cumbersome way to display what has happened. I think nobody actually reads all that is written there, but simply tries to scan the text for important info. Most of the information should have been displayed in other ways, and the diary should have been for serious events in the game, and for the relationship between the survivors. But everything is still very generic. Sadly, the clunky UI got even worse. Some elements that were formerly presented with text only are replaced with symbols and icons. Yet, it doesn't really help in many cases. There is a symbol indicating who is carrying a weapon, but the symbol is always a pistol. You have to mouse over it to see if the person is actually carrying a pistol, or another weapon. The map is not very useful to me. The house symbols on the map have no relation to the size of the house. What looks on the map like a big 3-story building out of stone, can turn out to be a small wooden shed. If you click on a location you get am outline of the house on squared paper - but you can't derive the size of the house from the paper. You have to investigate the house in order to know if it is the house of 3 families, or just a small shed with two rooms. That just doesn't make sense. Some map symbols of locations are so badly readable, that the devs decided to put icons along with them, so you can know that something is supposed to be a shop or a library. But the icons are also not recognizable, so the devs decided to put a legend on the map, so you can always check which icons is supposed to mean. That's just awful design fixed with even more awful design. This game apparently is made in 3D. It is at the core a 2D game, but created with a 3D engine. This game brought my graphics card to the knees, despite nothing is actually 3D. Everything you see on the screen is a 3D model - but they view never changes, so there is aboslutely no reason to have it rendered 60 times per second. It would look the very same in 2D. This is a very odd choice that brings nothing to the table but wasting energy and sucking the power out of laptops. The visuals of this game should be easily pulled of by a computer that's 20 years old.
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