Inside the trailers I noticed the mess we as humans apparently created, and I had to look through every nook and cranny just to find me a can of food, and some sort of drinkable liquid to keep me alive. Right away I noticed the outbreak didn’t start just a day ago, and saw that nature has done its thing most grassy knolls had grass roughly three feet tall, with every element of civilization degraded to an overgrown mossy mess. I spawned nearby a trailer park and was absolutely flabbergasted by the beauty of this game. The developers listened to the community and really polished the game. But something lit a fire under their asses and the last year has pushed the meager begins of Miscreated into a legendary state. I thought it was just another game, trying to live on the hype of DayZ and would soon be forgotten or defunded. I first jumped in about a year ago, and it was fun but not as fun as the more finished survival shooters. After years of development, Miscreated remains in alpha, offer constant new content and game improvements for its early access testers to try and report back on. Perhaps the reason for this game’s success is its management wasn’t under the gun to quickly push out a cheap knock off to DayZ before its standalone version could hit the market. There's no greater sign of hope in a zombie apocalypse quite like abandoned redneck dwellings. Miscreated is the most beautiful looking game the genre has ever been graced with, without question. Oh and it’s not well optimized because it looks like Minecraft either. Clearly optimization is a core concept and not an afterthought in developing this game. The first thing I noticed when jumping into Miscreated was the same atmospheric feeling I got when I first played the DayZ mod, and unlike back then, Miscreated doesn’t chug along like it’s trying to render the entire Universe unseen in the background. Miscreated is a game where serious fans of the genre took what worked well in DayZ and took off in a development sprint to run the metaphorical equivalent of the Forest Gump job across America. But for all its faults, it had an atmospheric feeling to it that turned every minute of gameplay into a drug addled adrenaline ride. This is despite the movements being clunky and zombies being near useless. I loved DayZ and won’t deny that it’s probably the game I sunk the most enjoyable hours into of any game in my library. Miscreated is the sandbox survival game I’ve been waiting for, and the devs are just starting to get warmed up. So go figure the one game getting the least hype and attention may be the one to have done the genre the best justice. Most follow ups to DayZ felt total cash-ins on a popular concept, and even DayZ couldn’t deliver on all of its potential when given the chance to become a standalone game. I know that Hatchet can easily kill.Over the years we have seen a lot of hardcore survival games in a post-apocalyptic theme, but only a few of them were really done well. If you are willing to waste a turn without moving you should be able to at least achieve a guaranteed return of the Favorite. This card should have no conditions at all in order to compete with the other lvl 9 card. But also for the 'if you killed an enemy this round' text of Executioner's Axe. Not only because of the greatness of ranged stun. Still Executioner's Axe is so much weaker than Heart Seeker! My whole build is based on retrieving-throwing the favorite almost every round, which seems like an ideal much for Executioner's Axe and I'm still forced to take the other card. I see your point and I have faced it too, when your build is based so much on the Favorite and it seems to be completely unreachable between or under enemies.
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