

The flashing indicator helps let the player know that a drawer can be opened, a toilet investigated, or an oven door dropped, but sometimes interacting with a door is a little troublesome. Each one of these openings is small and can sometimes be easily missed especially when trying to avoid a horde. If I had one complaint with these combat scenarios it is that the opening, closing, and walking through doors is a little more difficult than it should be. Even the weather will change how the zombies behave and rain aggravates them more than normal. Before each encounter, the game indicates the time of day, the amount of zombies, and their aggression level, letting the player weigh the risks involved in each scenario. It is here that players can swing melee weapons or pick up furniture to chuck at zombies. The exploration, or action segments, the second form of gameplay, takes place from an overhead view through simple pixel art. Friendly AI is also competent too as they will follow, attack with you, and only rarely get stuck on the environment. Although each character moves and attacks the same, these perks provide difference to make gameplay different each time. It is these perks, buffs, and debuffs that make this action simulation appealing with creative replay value. For example, an athlete might receive a combat buff whereas a character with a medical background can heal teammates between combat scenarios if medical supplies are available. Death Road To Canada takes this idea and runs with it as well as characters have both a job class and personality trait that determines how well or how poorly certain situations are handled. When starting the Oregon Trail, the player has the option to select from different factors when starting the journey such as how much money to bring, job class, and how much food to pack. Even though it negatively affected my success and gameplay, it is still hilarious and didn’t even mind that my journey was now made more difficult because of this silly encounter. I suppose I picked the wrong answer, or maybe there was no right answer, because my character received a drop in moral after pointing the finger. As an example of humor, while driving in the car one character farted and the game asked me which character was responsible. Sometimes these indicator bubbles tell the player information, other times provides an option. Many times there is no right or wrong answer, just different outcomes this is a randomly generated roguelike after all and you only get one chance death sends you back to the title screen.


Or, the game will ask where you wish to go, that factory or house on the hill. Shooting it might yield food if your character is handy with firearms, or you could miss and drop moral, for example. For example, the game might tell the player that a deer walks in front of the car and asks what you would like to do: shoot at it, drive around, or let it pass. These dialog bubbles are often humorous and can indicate what is coming next. During the narration portions, text appears on screen to indicate what is happening during travel. Gameplay is essentially broken in two sections: narration and exploration. Decisions are everywhere.Ĭheck out my stream of Death Road to Canada below: The types of cars also provide detail to the journey just as SUVs using more gas but are lousy at jumps, or riding in a small car to get better gas mileage but isn’t as durable. Even finding and maintaining a vehicle is a challenge. Each death, however, is usually a learning experience to prepare the player for the next attempt. Do you risk rummaging through that zombie filled Yall-Mart store to find desperately needed food? Do you continue driving without sleep that will make your attacks weaker and moral to decrease but could be safer? Do you take on a human survivor only to have them betray you at the worst possible time by stealing all your gear? What makes Death Road to Canada so compelling is that each decision might seem small but it could very well be your last. Often faced with difficult decisions, the journey is constantly filled with anxiety. Reaching Canada won’t be easy as the player must collect and manage gas, food, medicine, moral, health, weaponry, and more to survive the long journey just like the Oregon Trail. Playing as a custom made avatar or a randomly generated character, the player is tasked with journeying from Florida to Canada as a zombie outbreak has spread across the land and rumors of a safe haven in Canada is the only hopeful thought keeping you alive. Relying on both luck and skill to survive, reaching Canada is one death-filled journey that is quite entertaining. Putting a new twist on the classic Oregon Trail gameplay, Death Road to Canada contains very difficult but also rather humorous gameplay.
