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Review: Generation Zero

av Henric Brandt

Generation Zero is set in an alternate 1989 Sweden. Following a trip in the archipelago, you return home to find the populace vanished, replaced by an array of hostile robots of varying sizes that you must combat to survive.

Screenshot: Generation Zero (Xbox one X)

The initial trailer for Generation Zero presented a compelling vision. The game’s aesthetic immediately drew comparisons to the work of artist Simon Stålenhag, leading many to believe it was directly inspired by his art. However, Avalanche Studios has explicitly stated that this is not the case. Regardless, the visual similarities are undeniable and contributed to the initial excitement surrounding the title. The convergence of science fiction and a Swedish setting is a relatively rare occurrence.

Screenshot: Generation Zero (Xbox one X)

Concerns arose upon starting the game. Instead of a polished introduction, players are presented with scrolling text detailing the character’s backstory prior to arriving in the archipelago. While Mutant Year Zero, another title with a limited budget, utilized animated stills and sound for its cutscenes, Generation Zero opts for a basic, scrolling text display against a black background.

Screenshot: Generation Zero (Xbox one X)

The initial moments within the game world create a strong first impression, with a stylish and well-crafted environment. However, closer inspection reveals a lack of variety. Identical license plates, kiosks, and building interiors suggest a significant degree of asset reuse. While the individual elements such as forests, houses, and smaller details are skillfully rendered, the repetitive application of the same textures results in a monotonous experience.

Screenshot: Generation Zero (Xbox one X)

The game mechanics share similarities with Division 2, including the control scheme. However, Generation Zero lacks a refined cover system, which is detrimental considering the need for stealth when facing enemies with superior firepower. A third-person perspective might have been more suitable than the first-person view. The robots are swift and resilient, requiring precision aiming to effectively eliminate them. Furthermore, the ammunition management system presents a significant inconvenience. Manually switching ammunition types within the inventory during combat, particularly when surrounded by enemy robots, proves to be frustrating.

Similar to Fallout 76, Generation Zero suffers from a sense of emptiness. The game lacks human NPCs, with only robots and occasional online players populating the world. During testing, attempts to play with more than two other players resulted in disconnections.

Screenshot: Generation Zero (Xbox one X)

The game launched on March 26th, followed by a 9 GB patch the next day. This patch introduced new issues, including rendering the player avatar invisible and removing all equipment. While the avatar was eventually restored after multiple reloads, the equipment remained lost.

Screenshot: Generation Zero (Xbox one X)

Generation Zero does have positive aspects. The soundtrack is impressive, the environments are visually appealing (from a distance), and the sound design is atmospheric and well-executed. The ability to distract robots using radios and fireworks, followed by detonating gas cylinders for explosive results, provides moments of enjoyment. However, the core gameplay loop primarily consists of locating, engaging, and looting robots, often followed by frequent deaths due to inadequate weaponry and overwhelming enemy encounters.

In conclusion, while possessing the potential to be a highly engaging and stylish title, Generation Zero ultimately falls short due to its repetitive nature and underlying tedium. These shortcomings prevent it from being a complete failure, but limit it to a mediocre experience.

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