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Post-apocalypse Anonymous 10/14/2021 (Thu) 00:49:38 Id: e97e7a No. 441477
Give me some good post-apocalypse games not named fallout or wasteland.
>>441477 Does that include cyberpunk? If so, Snatcher.
>>441483 >Does that include cyberpunk? Sure, anything after societal collapse.
Kenshi.
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>>441477 The God Eater series. They're basically post-apocalyptic monster hunter-style games with less exploration but more plot and fighting. The plot of each game gets worse with each release due to following generic shonen anime tropes but the gameplay improves significantly. Also technically speaking Blazblue & Guilty Gear considering both take place after an apocalyptic war, the former rendering human civilization to high altitudes due to most of the planet being infested with magic element.
>>441494 I saw sseth's review but my chinkpad toaster can't quite run it. Star citizen and cataclysm dda are pretty damn good though.
>>441494 I want to say the dev said Kenshi isn't post apocalyptic
>>441513 wtf is it then?
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Atom. Where Fallout is a post-apocalypse built on the culture and styling of America of the ~1950s-1980s, Atom is a spritiual successor that is instead built on the culture and styling of the late 1980s eastern block. It's Fallout's bizzaro world counterpart and facinating for that alone, but actually has good gameplay ontop of it.
>>441477 >image If the Earth was actually hit by a CME we'd know a few days in advance. It would mostly take GPS (any satellite-based technology, really) and the internet down, but power plants would be able to be shut down beforehand so most of the really bad damage could be avoided. >Underrail At the risk of sounding like a Kotaku writer, the game is like a mixture of Fallout and Metro 2033. The gameplay is similar to FO1 and 2 but the world is closer to Metro with everybody living a big underground train station. It's one of my favorite takes on the post-apocalypse, people don't talk about what happened regularly like it was a recent event. In fact, nobody ever talks about what happened or why they all live underground. The way they live is normal to them, you never find out what the horrible world-ending scenario was and most people are completely unaware such a thing happened. Speaking of Metro.. >Metro 2033 and others The series is a little hit or miss for most people, it has its flaws but there's nothing like playing a Russian FPS and all it entails. Exodus is different to the first two, having a set of linear levels mixed with semi-open world areas that are vaguely similar to STALKER. I know people who don't like 2033 or Last Light, but do like Exodus and visa versa. >Kirby A weird pick, but the games often point towards it being set after some kind of horrible catastrophe that wiped out humans. The upcoming game is the most direct about this, being set in an overgrown abandoned city. >Project Zomboid Probably the best zombie game out there that isn't Left 4 Dead. At the surface it seems like your standard indie crafting survival game, but what sets it apart is how mechanically in-depth it is and how lived in the world is. The game is set in a gigantic map with several life-sized towns, entire neighborhoods with houses that are all fully furnished and stocked with random junk you'd expect to find in a house. You can enter any random house and find silverware in the drawers, tools in the shed, bookshelves with readable books, food in the cupboard, clothes in the wardrobes, etc. If you want you can go innawoods, forget society and turn the game into Farmville by growing your own crops and living in a shack you build in the middle of nowhere. The only game I've played in its genre that truly feels like you're a savager trying to navigate the end of the world. >Elex From the legendary Gothic developer Piranha Bytes comes a game that can only be described as pure Eurojank. Heavily exploration-focused, unorthodox but interesting gameplay ideas, mechanically rich, highly divisive and clunky as hell. A true European RPG. If you're in the mood for something that's kind of awkward but breaks the formulaic mold of AAA games like Far Cry 6 and Cyberpunk 2077, give it a try. There's a sequel that might smooth out some of its more jagged edges, if you prefer waiting. >ATOM RPG Classic Slavjank; ugly, buggy, barely functioning yet incredibly fun and in-depth. Commonly considered to be Soviet Fallout, ATOM RPG takes heavily from CRPGs classics such as Balder's Gate and the aforementioned Fallout. If you know anything about those games, you already know how ATOM RPG plays and functions. In fact it feels more like a Fallout fan game than it does its own IP, right down to the UI. Still, if you like those kinds of games you'd probably enjoy it.
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>>441528 >power plants would be able to be shut down beforehand And this alone wouldn't cause mass panic and crime? Not that this isn't already happening in most major cities but I digress. Underrail and metro 2033 are good although I never actually finished metro.
>>441513 Then why the fuck are there junk samurais, ruins of technology, lost ancient tech and robots?
>>441525 >>441534 It's not post apocalyptic due to the fact the apocalypse occured either 1000 thousand years before or ten thousand years before it's probably 1k years I can't remember but pretty much I believe a war broke out, tons of people died, alot of people tossed their brains into robots and there's a whole town of ancient robots, and in the uncharted spots you can find an even older one & remnants of society In the desert in a specific spot Death Valley I think A fucking satellite still rains down lasers during the day to annihilate everything a whole town is A fallen satellite/space station as well It's not post apocalyptic because it's been long enough passed a previous war everything was made in recent years if it isn't hundreds of years old/abandoned.
>>441477 >hey look, a cool comic >I know, I'll poorly edit in <insert logo of thing I don't like> thus making an already-political cartoon much worse Fuck these people.
>>441534 The niche is usually called "post-post apocalyptic," sounds pretentious but we have enough media occupying this genre now that it does need a name. It usually means nation states or what have you have been established after the apocalypse. Fallout New Vegas kinda occupies this genre as well. It is pedantically, a wild west game set in a post-post-apocalypse setting, because very well established nations are referenced outside the game map (notably the NCR). The Mojave only seems like a regular post-apocalypse because its on the frontier of established civilization.
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Insomnia the Ark.
>Berlin, 2048 – The world is on the brink. Lack of resources, illnesses caused by polluted air and water, crime on the rise, war >Governments and companies promise remedies through technological progress. Drones and humanoid robots replace humans in the public sector, everything is interconnected, surveillance has become omnipresent. I don't know how is it. I'm downloading right now
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>>441477 Can't describe without spoilers so I'll use initials then spoiler the games individually. The post apocalypse isn't the focus of them, but a background element. VLR, DR, P1-3. Virtue's Last Reward Danganronpa Pikmin 1-3, this is debatable, but the games clearly take place on a modern-ish Earth on an extremely small scale and there are absolutely no signs of ongoing human life. Since none of these probably actually align with the kind of Road Warrior-inspired setting you're probably actually looking for, have a good cartoon about the end of humanity.
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>>441477 >Post-apocalypse game well. TECHNICALLY...
Advance Wars Days of Ruin
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>>441991 Peace on earth is very cool, however I prefer good will to men, it's way darker compared to the 1939 short, it truly shows how more pessimistic is the of the MGM animators perception about the war after it actually happened, the 1939 short at least used some kind of dark humor, the 1955 doesn't have humor at all. My favorite part is when the mice start singing happier at the end of the short and then the angelical chorus joins. I wish MGM had made more dramatic cartoons like this one.
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>>442009 >Post apocalypse Anon how can that be post apocalypse when the fucking apocalypse himself is on the box art.
>>441991 I remember seeing this on Cartoon Network when I was kid in the 90's. I always remembered the soldiers at the end, crouched in puddles of acid rain and blood, cocking bolt actions, trying to end the other despite them being the only two alive for miles. That seen always stuck with me. It helped me to understand the consequences of war. It helped me understand that even after all that darkness that there could be peace if we try. Too bad messages like that are too dark for for kids. Now we have more appropriate, kid friendly shows, like trannies that want to fuck them on blues clues.
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>>441477 I've heard decent things about this game but I haven't owned a Playstation since the PS2. It was made by the people that made Yakuza and it looks like it plays like it so I've been meaning to check it out when I figure out how PS4 emulation works.
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>>441991 >vid >Actual animation, lovingly crafted by people who never heard of CalArts and would probably vomit if they saw what animation has become Why do you seek my rage?
>>447775 There are plenty examples of that, you know, actual animation made by people who actually love the medium. Your comparison doesn't make sense, that's like comparing crusader rabbit to Wolfwalkers
>>442450 It is descent, but by the time I got around to playing it I was already on the tail-end of a Yakuza Collection binge so I had no more taste for Yakuza games and I ended up quitting by chapter 6.
>>441966 >>441534 I guess this would be a good enough thread to sperg out about this: Something that always annoys me in post-apocalyptic settings is how things are always eternally "messy." Pre-war buildings are all ruined and most settlements you find are hodgepodge shanties bracing against a light gust of wind. Everything looks like Dresden. The (newer) Fallout games are the perfect example of this but even some other games like Metro do it too. There's trash everywhere, rubble everywhere and while you or I would think it's all a worthless eyesore, after every factory has been obliterated and supply chains destroyed things like man-made bricks and bottles and cans would be gold. Reusable materials that don't easily break, are manufactured with quality standards beyond anything you or the hundred people you know could could manage, and are free for the taking? You're telling me in the hundreds, sometimes thousands of years after the end not a single person had the idea to gather up all of these valuable metals just sitting around, or harvest containers, materials, paper, cloth, wood, etc. to use or trade? Or in the decades people have been living somewhere nobody had the decency to at least sweep shit up? New Vegas sort of skirted around the issue: a few NPCs call themselves "prospectors" who'd go out into ruined structures to find stuff of value and sell but despite being hundreds of years after the apocalypse (long enough for operating city-states to exist) there's still just junk everywhere.

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Funnily enough although both meet very close to the definition of post-apocalpytic and definitely feel like it, neither of them are.
>>447922 Nigger are you listening to yourself? How the fuck do you "sweep up" a ruined building? And people use plenty of things, but they have to consider their survival in such an environment Cars with little fuel around for example, how would those be useful? One town in fallout used a wall of junked cars as a defense, I thought that was pretty cool but yeah I see what you're saying but the words don't match up with the intentions Reusable bricks? Bottles and cans? Think about what you're saying. What would be one of the most valuable commodities more so than any of those other fucking things. WATER Salvaging dirty bottles and cans when there are likely ''plenty of those around is largely unnecessary. What about calories burned hauling around or extracting bricks from wrecks? Its not fucking worth it.
>>447950 Let me rephrase his complaint. It's the equivalent of making any medieval setting be only filled with greek and roman ruins, just because it's after the roman empire collapsed. Even when it's been more than two hundred fucking years since said event.
>>447922 In Metro at least, the war only happened 20 years before the story, and most things still carry radiation and worse things from the surface, though that part is mostly omitted from the game. There are explicitly people whose entire job is to collect fuel, engines, lightbulbs, and whatever else can be used in both, the Stalkers
>>447984 The event that causes the collapse of a pre-apocalypse civilization in the post-apocalypse genre is an apocalypse. It's an event that's defined by some kind of sweeping destruction of humans, the destruction resources or alternately the rendering of them for some reason unusable or unreachable (radiation, disease, dangerous entities inimical to civilization). The whole point of the genre from both a lore and a creative concept standpoint is that it's not just a continent-spanning empire that collapsed due to external pressures or a third of one continent's poor being wiped out. It's that so much of humanity or civilized society or technology has failed or been destroyed or rendered useless that the remaining humans simply don't have the resources or manpower or organizational skill or even desire to reclaim for original purposes a lot of those areas, because they're focused on just staying alive. Different post-apocalypses probably recover, if at all, at different rates, and it's probably okay to challenge any particular setting's time frame, but let's not forget that a lot of these settings are deliberately created by taking the concept "most humans are dead and the remainder have to struggle for survive" and playing around with that particular notion. It's very often less of a scientific, logical, or simulation exercise and more of an artistic or creative exercise, so logical inconsistencies might very well be dismissed by the creators. I don't say there's no room for a "hard science" post apocalypse, just that a lot of the pop settings of this type aren't interested in that approach. Furthermore, on a more prosaic note, the creative inspiration for these sorts of settings are things like abandoned American malls, which have a nice decayed look but aren't abandoned in the same way that a destroyed society's ruins would be abandoned, or isolated ruin artifact areas like Pripyat--which probably has more tourists and government workers in it in a year than the average abandoned town of a post-apocalyptic area would. Lastly, although large portions of populations have been wiped out in the past and civilizations have collapsed in relatively short time frames, no globally-widespread discontinuous destruction of a high-tech civilization (like what would happen in a global nuclear war) has ever actually happened in recorded history. All constructions of what might happen are highly speculative and are sociologically based, if they are based on anything, on responses to fundamentally different and usually poorly recorded (but well studied) situations, and necessarily require extreme extrapolation. They're going to be highly speculative and leave a lot of room for development and interpretation and, frankly disagreement, especially on the part of fans who have the game's entire lifetime to argue and analyze things. The devs--those responsible for setting, even--only have a portion of a game's development time.
>>447950 >How the fuck do you "sweep up" a ruined building? Easy, with a few sledgehammers and some elbow grease. Pick apart the ruble, bust up the big chunks into smaller chunks, then cut them into cement/wood blocks. Now you've got a cheap construction material for new projects. Any ruins that don't get picked apart for salvage will quickly be reclaimed by nature, Chernobyl style. Trust me, 200 years after a nuclear war you won't be able to find shit from before the collapse unless you start digging in the forests. >Cars with little fuel around for example, how would those be useful? Almost everything in a car is useful salvage in a post-apocalyptic scenario. Glass, metal, leather seats, lights, rubber tires...
>>448147 Okay, thank you for the whole in story and designer justification for the post-apocalypse setting. The problem is whole post-apocalypse thing just hurts suspension of disbelief when you make a 'post-post-apocalypse' setting that looks like a normal post-apocalypse game. It also doesn't help when post-apocalypse series have multiple decades time skips and still be almost as stagnant as the 1st entry. Looking at you fallout 3&4. I can forgive Metro and Last of Us 1&2 for the setting since they happen about 25ish years after the apocalypse, not fallout 3&4. Although that's squarely the fault of bethseda, it would been just as fine to have 3&4 to happen about the same time as 1 but they wanted to use the brotherhood of steel, harold, and the enclave.
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Does Homeworld classify as 'post apocalypse'?
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Do games where the twist is you're not actually living in a fantasy world but Earth after being nuked back to the dark ages count?
>>448960 I hate "it was Earth lol" twists. It always comes off as a fuck you to the genre and audience from the author.
Technically it is.
>>448964 >It always comes off as a fuck you to the genre post apocalypse or the fantasy genre?
>>441976 SMT inst really post apocaliptic, youre living before, during and the inmediate aftermath of the apocalypse.
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I know it's been said twice already but I also recommend Underrail, currently going through it and can attest to it's quality. It's expansive, in depth, has good build variety , nice lore and is the right kind of difficult. Has an expansion, is bound for a last update soon and a sequel is being worked on.
>>448994 Although one bad thing to say about it is that in the highest difficulty, viable builds are really pushed into one type, so I've red.
>>448973 Fantasy. Half the point of fantasy is the ability to completely ignore everything about the real world or, in the case of urban fantasy, the ability to explore how fantasy stuff changes/changed the world and interacts with technology. "It was Earth!" just cuts off room for doing anything with your work in the future for a TWEEST that's not even original in the slightest. (Post-apoc fantasy, where the fantastical world is revealed to be on the ruins of a more advanced but still fantasy civ, is OK but most works barely do anything more with it than use it an excuse for ancient ruins and doomsday weapons)
>>448896 How's Deserts of Kharrak as a singleplayer game?


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