Early Inaccess: The Case for Not Buying DayZ Just Yet
One million people have given Bohemia Interactive $30 for the right to play an early alpha version of standalone DayZ. You should not make it one million and one.
As Bohemia and creator Dean Hall have clearly and repeatedly warned, DayZ, in its current state, is a hot mess. Kudos to them for being up front and honest, especially with direct quotes like this one from Hall:
“I really can’t emphasize enough – this is going to be an early access project on Steam,” Hall stated. “It’s a true-blue alpha. Massive areas of the engine were entirely reworked, involving a large team of people over the last 12 months. Much of what these achievements will enable won’t be seen for many months – so I really plead for anyone who is on the fence to take a skeptical approach – watch streams, read reviews, watch some let’s play and form your opinion. You could always come back to the game in three, six months’ time and buy it then.”
Given that so many have ignored that advice and more continue to willingly pay full price for it every day, I feel obligated to reiterate: DayZ currently has more bugs, glitches and issues than it does zombies, and even what little there is to play, when it works properly (which is about as rare as a golden tabby tiger), is not worth the $30. Not just yet, anyway.
DayZ (Early Access)
Developer: Bohemia Interactive
Publisher: Bohemia Interactive
Release Date: Dec. 16, 2013
Version Evaluated: 0.30.0.114008
I’ve read a number of DayZ feature stories that share hands-on experiences of danger, tension and wacky adventures. Like some guys who wander around with no pants on trying to recruit others to their pants-off party. Or a tense, horror-movie-like escape from an axe murderer in a clown mask. I play and continue to play hoping to find my own story-worthy experience. Sadly, the only tale I have to tell that’s even slightly interesting is one I like to call “The Belly Flop.”
While searching an abandoned apartment building in downtown Chernarus, a massive wrench in my hand at the ready, I attempted to open a door. Like the majority of doors in this particular building, it was simply a piece of art, and the room (if there is even a room behind that faux door) was inaccessible.
Frustrated, I swung my wrench at the wood. At the moment of impact, I heard a gunshot ricochet: Pew! Startled, and believing another dastardly human had crept into the building behind me with murderous intentions, I dove to the floor. I turned and crawled in every direction but there was no one there.
Hmm. A couple whacks on the wall with my wrench made me realize a gunshot ricochet placeholder sound effect was the cause of my distress.
I chuckled, got back on my feet and took a step forward, ready to leave this house of false portals and auditory lies. Only instead of walking, I once again dove to the floor. At first, I thought I accidentally hit the Z key to go prone. So I got back up and attempted another step. Once again, my character threw himself to the floor like a bank customer in a Payday 2 heist.
Resetting the keyboard controls to default and even trying to enter some new key bindings had no impact. My character had become so traumatized by misplaced gunshot sound effects produced by his own wrench that he now suffered a constant, overwhelming need to hit the deck.