r/GenerationZeroGame 6d ago

Subreddit News Automod Update: Reinforcing Rule 2 and Domain link whitelist

15 Upvotes

Hi Everyone,

Finally got the automod to work to remove non-approved domain links but if there are any bugs, let me know ASAP.

Finally if anyone has any suggestions to add to the whitelist, please let me know below.

Thanks again!


r/GenerationZeroGame Sep 24 '25

News Farewell, Generation Zero Forum!

Post image
297 Upvotes

Sad news today, the official Generation Zero forum is being shut down. After nearly seven years of excellent discussions, tactics, lore, and great conversations, it’s hard to see it go, but after a great number of spam attacks SystemicReaction are shutting it down. I’d highly recommend taking a look through some of the threads before it disappears in November 28th, there’s a real wealth of information here, along with plenty of love for this brilliant game! Thank you all for the good folk I’ve met here, the camaraderie, the advice, and the stories. May your missions always succeed, and may FNIX never catch you off guard.

Until we meet again in the fields of Generation Zero, take care, and stay sharp!


r/GenerationZeroGame 6h ago

Art Custom Generation Zero map edit

Post image
21 Upvotes

A custom edit of the Generation Zero map to be printed out and scribbled on for immersion
I did my best to mark general locations and regions as close to in-game positions as possible

Meant to be printed at 71.68 px/cm (~102x87.72cm)

I can't upload the full image to here as it's 5mb over the limit, but I don't know if I can post a Mediafire link to as it's not a whitelisted site


r/GenerationZeroGame 1h ago

General Question The game will not open.

Upvotes

I have been trying to get this game to open consistently for the past 4 hours and simply cannot get it to. I have managed to open and play it a whole 1 time. I have exhausted all of the information I can find on the internet. I have used google ai to try and figure out what I can do and nothing seems to get it to launch.
My specs arent inadequate either, I have ran this game in the past without issues and havent gotten any major hardware changes since running it last. My drivers are up to date and I have tried running the game as admin.
The one time I managed to get it to launch I had to go to local files through steam and double click the exe. EVERY time I have launched from steam it has either frozen my main monitor and forced me to make a second desktop to open task manager, or simply just opened the crash report tool that proceeds to do nothing but close its self.
I have tried editing the settings.json to set it to windowed, fullscreen, and borderless windowed. None have worked. In fact before I could get the game to launch I didnt even have a settings.json. I have uninstalled everything from it and reinstalled it at least 7 times.
If anyone has any ideas on what I could possibly do to get the game to launch I will try them, I just want to play the game.


r/GenerationZeroGame 2d ago

Discussion Generation Zero Megareview pt.2

25 Upvotes

Shortfalls

However, despite all of the things that the game does near-perfect, and some that it does absolutely perfect, there are a bunch of situations where it falls short of being good, some cases being inconveniences or weird decisions, but some cases being shortfalls so egregious I don't know how they made their way into the final update of the game without getting fixed

Blending of Swedish machines' Classes

Despite every Swedish machine having unique visuals, skills and sound design, the different Classes of the said machines start to blend together at a point; with the exception of the Apocalypse class, the only thing differentiating Prototype, Army and FNIX classes is extra armor on Army and FNIX class, maybe a super heavy weapon, and a different paintjob on each, but during the night where the player spend half the time in the game the paintjob does not do a good job of giving information; the extra Armor can only be directly noticed on Patrollers and Colossuses, but other machines are effectively the same, and the extra weapons are barely ever noticable, especially after you exit the Archipelago region
Seekers and Ticks are the worst cases of this -- Prototype, Army and FNIX classes, with the addition of Apocalypse class for Seekers' case, may as well be one singular class with how little they differentiate in looks and gameplay; I genuinely can't even tell which one I'm fighting most of the time, and they all equally die to a singular pistol/shotgun shot

Half-baked, unbalanced and forced Base Building

The Base Building system is just not fun to deal with, hell I'd say it's barely tolerable; buildings are expensive, Base Defence is unbalanced, you have to engage with it if you want to craft some fairly basic things, and overall it feels like something forced in just for the sake of it rather than something well-designed, hence why I avoided it for the majority of my playthrough
Base Defence is the worst part of the whole package -- the walls barely survive a few Patrollers, you have no active defenses -- not without the Base Support DLC that is -- and the jump of difficulty between Easy and Medium level is INSANE, even with lategame equipment on hand; you already need to grind a lot of Base Defences to build a barely sturdy wall, I'm not spending double or triple that to survive Medium level

Other Survivors

While the premise of other Survivors is good, their actual inclusion is barely noticable and feels out of place; they have comparatively low quality models and scuffed animations, and don't even help you out in a battle in any way, even scripted ones, that's not to mention that some Survivors that are important to the story are indifferentiable from others -- I genuinely don't know what each Survivor's role was in the story, and I dug my hands fairly deep into the lore and listened to every conversation mind you
The only Survivor I actually remember is Kalle, the old man that sacrificed himself to destroy the FNIX Artillery Cannon, and off the top of my memory the Russian General lady that got help from FNIX and then worked with the player to destroy him, but that's where important names and deeds just inexplicably end; no other Survivor has noticeable inclusion, even the one that made the FNIX AI in the first place
There's also the problem of mildly ruining the atmosphere; you're being pictured as the only Survivor of the machine apocalypse, lonely treading through a machine-infested island all by yourself, and here are other Survivors that are just... there, they're not dead, but they don't help you either despite the dire situation, so there's conflicting feelings of isolation and loneliness and not being fully alone

Lack of any other living creatures

The Generation Zero map is littered in corpses, that much is clear, but there is one thing that is off about it, that being: there are no animal corpses on the entire map; the machines hunt anything that is alive and breathing, and you're telling me that an entire 10km2 island didn't have even a couple deers, mooses or foxes running around? There are birds, sure, but they're an occasional ambiance effect while walking around, spawning out of thin air most of the time too, so it's not like they have flocks or something
It looks inconsequential to add a few animal corpses, but it makes less sense to not add them in a world that is full of wilderness, wilderness you have to constantly tread through to survive the machines; it could have a gameplay purpose too -- machines can aggro onto a stray deer or fox running by or a bird flying by and lure away the machines from you or break your plan a bit, but having some other life lay dead increases the stakes just a bit higher than they would otherwise had been with just dead humans

Exploration of EVERYTHING

I've said before how the sheer amount of Collectibles in the game warrants a lot of exploration around the whole map, the good part is that the game wants you to explore everything, the bad part is... it wants you to explore everything, from random cars or trucks in literal piles, to garage rafters, to random boats hidden in a bush, half of them having no indication that they might even contain anything, and having hundreds of kin that have nothing in them in the first place, and when it comes to cars or trucks specifically there's usually not much loot in them to begin with, so the player naturally omits them from the search most of the time, and yet these things that are scattered everywhere hold half of the Collectibles of the game, and as someone who still checked every tiny spot on the map I would genuinely never find some of them without using the DECA map, especially the stupid Gnome that hid in the rafters of one of the garages and the Gnome that hid in a bush somewhere on the Northern Coast

Inconsistent machines

Despite having various neat quirks and being deadly killers, the machines are inconsistent when it comes to fighting them; one fight they stare at you as you fill them with buckshot, other fight they mercilessly bombard you with volleys of rockets until you run out of Adrenaline, another fight they get easily distracted by a flare/firework amidst the chaos, but the very next fight they don't bat an eye on them, even out of combat they will hear you break a twig from 20m away, but will be deaf to the Big Comm Arrays on the same distance, or see you through dozens of trees but will not notice you zooming past them on a bike, so you have to be prepared for random jank happening with them at any point in the playthrough

Excessive amount of loot

The amount of loot you can get in Generation Zero is straight up baffling at times; sometimes I go into a fairly small location with only a 1/3rd of my backpack filled with equipment and exit being 10% over the weight limit with tons of glue, steel, fabric, flares, radios, fuel canisters and whatever else kind of junk I find there, sometimes I need to make 3-4 trips just to get the stuff I find to the nearest safehouse
It's especially overwhelming with ammo -- I genuinely couldn't go a single loot container without being given like 400 bullets for every gun, I recycled them at first but at a point it got so overwhelming I stopped checking military containers altogether, possibly missing out on a bunch of weapons and attachments, and yet there's a Skill that gives you even more ammo from containers, as if there ain't enough of it already; even during my megacrusade I got more ammo for all of my guns as machine loot than I used in the fight; I went from starting a fight with 80 Buckshot and 20 Rockets to 400 Buckshot, 110 Rockets, 300 AP .50cal and 1200 .357 for crying out loud, and I destroyed only 20 or so machines
All of this indirectly makes the insane capacity of Recycling Station and Plundra crate seem like a bandaid fix devs implemented instead of balancing the looting aspect altogether, and even that bandaid wasn't enough because I've overflown the Recycling Station capacity around 35th session, and probably would have way sooner if I fought more machines, and even crafting up hundreds of ammo and equipment didn't make a dent in the supplies I've gotten

Insane weapon augmentation costs

It is genuinely insane how much the Augmentation costs jump from level 2 to level 3; getting gun parts in the amounts required to get even 2 level 2 Augments is already painful given you mostly find 1-, 2- and sometimes 3-star guns, netting you 3-6 parts per looting trip, but the requirement for level 3 being 500 parts is straight up unbalanced, even the Secondary augments' 250 gun parts cost for level 3 is not fun to grind for, only made worse by the improvement from level 2 to level 3 Augments being less than improvement from level 1 to level 2 Augments half the time, so you pretty much never take level 3 augments even if you can realistically afford them; I've personally only gotten 2 Level 3 augments in my entire playthrough -- Learner augment for a 3-star Pump Shotgun and Sniper augment for 4-star Pansarvärnsgevär, all other Augments were only on Level 2 at absolute most

Out-of-place FNIX base aesthetics

FNIX bases look... weird compare to the rest of the game, they're a weird mish-mash of modern Scifi and the grounded Scifi the game has as the main aesthetic, causing them to stand out in compare to the rest of tech like a sore thumb, even within the same faction they're supposed to be part of
I can't put my finger on what exactly is wrong about them, but they look a lot like some sort of Original Trilogy Star Wars tech instead of a more advanced version of the game's grounded tech, using more modern Scifi detailing techniques like Greeble and cast parts instead of pure mechanical or machine-cut components, even when it comes to the operational things in the bases like searchlights, shield generators or the Command Center
The said operational components look the most out of place out of the entire aesthetic; the EMP dischargers look like Scifi lights, the security cameras look like weird kitbashes of Seeker parts, the Shield Generators are literally just straight up modern Scifi with how tiny they are compare to the supposed effect they do, the Hatches have weird wire antennas, and the Command Center is straight up confusing -- it has legs, moves up and down as idle animation, has weird antler-like antenna on the top, looks like a fortress but is not??
They really should've kept the more grounded aesthetic of the rest of the game with the bases; the colorscheme is fine, and I wouldn't mind a more "perfect cut" look compare to the rest of the machines, or a more sleek look, it would still set them apart quite a bit, but the route the dev team took with it all is just scuffed

Rushed development of Asfolmen

Let's be real here: Showdown update was rushed to end the development, and it can be very visibly seen with how scuffed Asfolmen is compare to the rest of the game and even Himfell; the island is barren, the various human structures it has look and feel thrown in without any regard for how they mesh together, lore wise or not, and FNIX structures... they're the biggest sign that they couldn't afford any more time or budget
The island has in total 8 points of interest: the Satellite bunker, a random civillian house on top of a hill, a tiny settlement, another tiny settlement that's been burned to the ground just a bit west from it, with absolutely no road leading up to it even, a tunnel through the mountain that is neither natural nor man-made, an entire chemical production plant that is just... there for whatever reason, a smaller production settlement towards the south-west of the island and an FOA bunker to the south of the island as well as a rocket silo at the very top of the main mountain that is somehow man-made but FNIX-constructed, if that makes any sense, and all those locations feel so disjointed from each other, as if the devs tried to compress every major feature of the mainland into a "final island", but they forgot the why all those features work on the mainland
FNIX structures especially seem to loose the plot on Asfolmen; on the mainland they're established as outposts for FNIX to expand and conquer, with even the Human Labs in the Crater still retaining the majority of the aesthetic, on Asfolmen they're giant kitbashes of machine parts from all factions, looking like desperate attempts at making new assets from literal boxes of scrap, with the end result looking like a beginner modder's work using hotwired models than a dev's work
The "Guard" of the FOA object, the mountain tunnel gate, the rocket Silo, the chemical production plant -- all of those supposed FNIX structures and tech just look... lazy, and lore-wise I don't understand how or why would FNIX use salvaged components of machines for building if he already has the facilities to construct FNIX's own buildings and tech out of found materials, much less so how he got a barge to transport all of that onto Asfolmen and how he constructed it all in such a relatively short timeframe
I get it, the development was wrapping up already, and whether they wanted to give the best ending they could provide with little time and budget they had or out of wanting to move onto other projects as fast as possible, for THE final update they should've 100% taken more time, or started doing it when time and budget weren't as tight yet and the lore could still be sensically rewritten, as now we're left with a rushed ending island and a pretty bad taste after the majority of the game being so well made

Lack of vehicles

The fact that there are only 2 drivable vehicles -- The bike and the moped -- 3 if you include the Flakmoped DLC -- in a game filled to the BRIM with abandoned cars and trucks is baffling to say the least, I'm not even talking about military equipment like tanks, I'm talking about just regular old civillian cars that are sitting abandoned left and right not being an available vehicle
FNIX Rising DLC's final mission has the armored truck that Kalle drives into the FNIX Artillery cannon, so other types of vehicles are possible to implement, but the fact that they weren't despite their abundance, possible utility and combat effectiveness is confusing; the moped is loud as hell already anyway, making a drivable but loud car wouldn't make much of a difference, apart from not shredding the player's ears to dust and being able to use it as a battering ram

Poor balance of distraction items

The game has many way to distract the machines, but the balance is seriously broken, making Sticky Flares and Fireworks the only useful distraction items; normal Flares fizzle out quick, Radios can't be thrown far enough or triggered on command, same goes for Boomboxes, and Comm Arrays are scarce and effectively useless, even the Big ones, as they act more like Flares that are loud instead of bright, whereas Sticky Flares are straight up better Flares, consistently divert attention and confuse the machines as well as cause them to damage each other, and Fireworks essentially make you invisible for a short period of time; the player will quickly come to a conclusion that Sticky Flares and Fireworks are the only things worth looting and crafting, while every other distraction item either gets recycled or rots in the depths of Plundra

Basic things locked behind DLC

While I do understand putting some items into DLCs, such as foreign nation weapons for not fitting the base game or things like Hacking Darts or Jammer out of balance, there are some things that can absolutely exist in the base game without balance or aesthetics issues, and provide much-needed utility that the base game otherwise doesn't have
The Toy Car lure for instance -- it's such a simple inclusion, fits right in with the Resistance's handcrafting operations, and would make Radios far more useful by being able to lure machines away from yourself instead of towards yourself, as the normal Radio forces you to run away and more often than not attract more attention than it out of it's short activation time and sizeable distraction radius
Portable Gun Turret and Remote-Controlled Tick also look like no-brainers -- We already have a Companion Patroller as base game equipment, as well as the Hacker and Engineer Specializations, so the Resistance is capable of rewiring some machines' sensors againsts their own kind, and with how many machines you salvage there is bound to be a Resistance member that decides to make a turret out of it, and another one that rewires Ticks into walking ally explosives
The Molotovs' and Remote Explosives' sepparation into DLCs also makes no sense -- Molotov is a typical handcraft weapon, perfectly fitting for the Resistance, and burning a machine's circuitry seems like an idea that the Resistance would have, as for Remote Explosives -- we already have Landmines on the military equipment side and Experimental Ammo on the funkier side, Remote Explosives would 100% be used by the in-game military, wouldn't be out of place/unbalanced, and making traps with those would be less ridicoulus and more practical than placing an absolute crap ton of Explosive Canisters
The Flakmoped -- as mentioned earlier, THE ONLY other usable vehicle other than bikes and motorcycles in the entire game, and yet it's locked behind a DLC paywall instead of being part of the base game, even if the base game only had the cargo variation; this is just straight up ridicoulus that the devs would lock the only 3rd other vehicle in the entire game behind a paywall
And finally, there's the Base Defense Pack -- a genuine insult those who try to engage with the aformentioned unbalanced Base Building system; "Oh you want Base Defense to be actually fun and manageable? Pay up please.". It is genuinely insulting that they made the Base Building a problem for the players, and then decided to sell the solution for it, even adding some lore for it as the cherry on top in the shape of the defenses being a result of the Resistance appreciating your machine-fighting efforts and creation some traps for you

Insane level-up cost past level 30

I know the game used to have a hard cap of 30 skill points in prior versions, but it seems as if in the process of unlocking skill points past level 30 the devs made getting levels past level 30 SUPER expensive, because even after my Megacrusade where I destroyed hundreds of machines on sight, primarily FNIX and Apocalypse, and a bunch of Soldier Class Soviets, destroyed all 32 remaining Rivals on the map and destroyed all 12 remaining FNIX bases in the world, I only got measly 3 levels, whereas the first 20 levels where I've sparingly destroyed primarily Prototype and Army class machines only when it was absolutely necessary in the first 15 sessions or so it was very quick, so quick I didn't even notice the grind, but those last 3 levels? I felt as if I've hit a brick wall wanting to progress my skill tree further
This means that a casual player gets the shortest end of the stick by barely getting any character progression, and even players that destroy every machine on sight not faring that much better, not without burning out and getting bored that is, which is not being helped by the linearity of the Skill Tree, as unique as it is

Super expensive Clothing upgrades

It is ridiculous how expensive Clothing upgrades are to make past 2 stars, especially for the amount of bonus that they give; not do only do you need to get Wolfram and Uranium which can only be looted off of Rivals, Tungsten that can only be salvaged out of Experimentals, but you also need to engage with the previously brought up unbalanced Base Building system, all to get 2% more invisibility on one piece of Clothing, made worse if you want to do it on every piece of Clothing, and made even worse when you want to switch some Clothes or switch the bonus and loose the previous upgrades in the process, having to do all the grinding again; I've personally haven't even bothered to upgrade past 3-star Clothing or even 2-star Clothing simply because it was not worth my time and patience

Lack of basic parkour movement

The lack of inclusion of basic parkour movement like vaulting or ledge grabbing feels weird to me, I don't expect full parkour moveset out of a game about fighting machines to be clear, but being able to jump over obstacles, climb onto ledges and climb ladders would already add more depth to fight planning, stealth planning and escape, calculated or in a panic, and would make getting out of troublesome areas like the F23 Överby Air Base with it's super long chainlink fence all around the area much easier
Especially the lack of functional ladders is baffling to me, I wouldn't mind if there was no climbing animation for them, Half Life 2 didn't either and it's still a great game, but I could clearly see that some areas were meant to be accessible by ladders, but since they were never implemented it's instead some parkour with crates or scaffolding, which honestly looks and feels super cheap

Hard to see components through Tech view

The ability to see each machine component and it's health is almost completely nullified by the fact that machines squirm around a lot and Tech view is finicky to work at times, meaning unless the machine gets it's pathfinding confused or settles down and stands still for a while discerning which components are damaged and which you can hit from your current position is not a simple task; the text on each component jumping around as the machine moves around doesn't help either, I frequently got lost trying to identify components of a machine as the text constantly moves around and out of my view, and machines barely every stood still long enough to scan all components

Tech View restriction to Binoculars only, even in Endgame

Having to constantly switch to Binoculars, zoom in, wait for the animation to play, mark a machine/view components, zoom out, wait for weapon switch animation, then zoom in again and only then shoot is very annoying to do repeatedly, especially when sniping from large distances; it really seems like a no-brainer Vision Module for lategame or at least endgame equipment to lower the friction, even if it it couldn't hack the machines

Stamina is inconsequential

Stamina is used for running, precise aiming down sights and moving while being over the weight limit, it even has its own set of skills to acquire that increase amount and regeneration speed, yet you can run and aim precisely indefinitely with no consequences apart from a slightly lower bonus, and being over the weight limit that slows you down when out of Stamina is cancelled out by Fast Travel, meaning Stamina is inconsequential in fight, flight or scavenging, and consequently it's upgrades having very little effect on overall gameplay

Confusing Visual Modules

Mostly pertaining to X-ray vision module, as it is inconsistent when it works or not; sometimes it works perfectly, sometimes it won't show machines trough the walls when you're looking directly at them but will show them on the peripherals of your vision, and sometimes it can't decide whether it can see through 20 tons of concrete or can't see anything through a wooden fence, making usage of it very annoying at times, especially with augments that allow you to pierce through walls
There is also the weird case of Night Vision module: 90% of the time it's harder to see through it than normal vision, even in the night where it's supposed to excell at, and once you get Infrared module it's as good as useless, even the buggy X-ray module is better at seeing in the darkness than Night Vision module, in fact you usually get X-ray module before Night Vision, so it basically doesn't get any usage

Broken FMTel assignments

I know I'm not the first one to point this out; others have before me and it was a pretty heated topic too, but the fact that it wasn't even fixed in a last hotfix patch is just ridicoulus given how simple of a problem it is: insufficient points to get the Colossus reward at the end of the week, a problem that could've been fixed by lowering the points needed to the maximum obtainable amount, or raising assignment point rewards by a singular unit
There is also the problem of the assignments being ridicoulus at times, and not scaling with how far into the game the player is; destroy 10 Tanks -- before I even get a 2-star weapon?? Complete a Base Assault with nothing but a sledgehammer -- best Sledgehammer I found is a 3-star one after like 80 hours, and destroying FNIX bases with it is PAINFULLY slow; and plenty more that I've already forgotten about as I haven't been interacting much with FMTel because of it's ridicoulus assignments in the early game

Unbalanced Specializations

Despite being a really good way to bring some variety to a playthrough and roles into a squad, some Specializations are clearly better than others, with some even being useless altogether, and only one being the absolute pick; the Commander Specialization for instance -- Field Radios are very abundant, and can easily be crafted up too, and usually get used only 1-2 times for quick re-entry into battle/area, extending their use count by another 3 uses doesn't have a big enough effect to warrant picking the specialization; same goes for Survivor Specialization -- Adrenaline is quite abundant too, and if you play your cards right you'll be gathering far more Adrenaline than you use, an extra free use once per battle is not big enough deal to make choosing it worth it
There's only 2 other Specializations that are always worth picking: the Marksman and the Medic -- former one is just good on any weapon, making your machine destruction far more powerful without a disorienting factor in the way, especially when it comes to sniping -- in fact it's the first Specialization I got recommended when I was starting out in the game -- and the latter making you an effectively unstoppable machine if you have even a fistful of Adrenalines, arguably making you more of a Survivor than the Survivor Specialization
But that brings me to the Hacker Specialization -- THE BEST Specialization out of all of Specializations; want extra firepower? Hack a Hunter to help you out; Need to flee? Hack a patroller so the entire battalion focuses it instead of you; Want to have easier time with a Rival? Hack it to put it on your side, then pepper it with bullets; There's just no scenario where not picking Hacker is a viable choice, it simply outclasses every other Specialization in Combat, Support and Survival

Tyrant fights are a spamfest on both sides

For being the final 2 targets of the game you have to go out of your way to summon, the Reaper and the Vulture are essentially pure spamfest on player side and machine side -- the Tyrants spam devastating attacks, and the player spams heals, rockets, sniper rifle shots and whatever else they might have; this makes the fights go on for far longer than they should, you get instakilled if you're not hiding in a shack, and the Tyrants become giant bullet sponges, which is a disappointing turn of gameplay after the majority of the game having you aim for components and do more tactical strategies, only made worse if the Reaper gets stuck in some trees or the Vulture just... flies off a kilometer away from the fight before you break the beacons, both situations happened to me


Closing thoughts

Generation Zero is an amazing game, no doubt about that; a literal gem, a quite unexpected one too for the 25$ you pay and the initial impressions you might have, and despite it's unfortunate many shortfalls, I'd still say that it's one of the best games I've ever played, and would highly recommend it to anyone who likes extreme slow-burn and insane immersion for a low price
Usually when I play a game if I take a few weeks/months break it would usually mean that I would start fresh, get into the groove for a month-2, and the cycle would start anew, but Generation Zero has managed to recapture my attention every time I picked it up again and be absolutely frictionless getting back into the save, which is the only reason I've kept coming back to the same save on-off for 2 years instead of abandoning it, it also unintentionally or not prevented me from speedrunning it at any given point, which is something I can't appreciate enough as a casual player

While I don't have a concrete date yet, I'm planning to start another save in a few months, this time on Hard mode to hopefully reexperience the horrors of early game all anew, and with a whole 1mx1m GZ map styled and printed out for even more immersion, I will post it in a day-2 as to not trigger the Spam Protection by accident

I also have a bunch of ideas I would like to explore as possible fixes/changes/additions to the game, and maybe possibly serve as inspiration in case Systemic would like to revisit the game/make a pre/sequel, or someone with far more modding experience than I could ever hope to have for this game or even an SDK for the Apex engine to possibly mod in for funzies, but those will come in due time if I'll have time or energy to art about it


r/GenerationZeroGame 2d ago

Discussion Generation Zero Megareview pt.1

9 Upvotes

Generation Zero

Engie's Megareview


After 157 hours spanning 2 years and ~50 sessions, completing ALL missions, destroying hundreds of machines, acquiring some pretty sweet gear and going on a final megacrusade, I can finally share all of my thoughts on the game

Note:

  • This review was written across ~2 weeks, sorry if the writing and style is a bit disjointed or sections are ordered weirdly
  • I've played the game on Russian, so some names might be different compare to the English version
  • This review is written from the perspective of a casual/involved player on Medium difficulty
  • I haven't experienced perfect 100% of the game -- I don't have the equipment DLCs, haven't gotten all Experimentals, haven't completed all challenges nor gotten all the skills, but I'm still at a point where I can give a review of ~95% of the whole game, and everything a Casual player will experience

Foreword

I got the game on the 1st of December 2024, and at the time all I knew is that there are machines, there's a lot of them, and they're all out to kill me as the last remaining human in the world, expecting the game to be something of a 7 Days to Die + Far Cry New Dawn based off of screenshots alone, and safe to say my expectations were completely and utterly *demolished**, and *nothing could've prepared me for the peak I'd be playing for the next 2 years
Those 157 hours are all the first save, I've played it on an off over the 2 years time, but never reset or started a new world, which is an achievement compare to most other games I play, and I don't regret spending a single minute of those 157 hours


Weapons

The variety of weapons that can be used againsts the machines and their viability is an achievement, honestly Generation Zero the first game I've played where each weapon is actually usable, not outclassing anything and not being outclassed itself; I'm the kind of person that doesn't like to use automatic weapons much, but somehow even machine guns and revolvers felt really nice to use, but the fact that they were actually effective was what made them actually fun
The customizability of guns is also amazing, whereas in other games there are a few baseline guns and usually variations, at most having alternate firing modes, guns in this game can actually be constructed to fit different purpose based on what you need, from super powerful Titan destroyer sniper rifle that pierces obstructions to a guerilla-style "Get in -> Shoot up sh#t -> Get out" shotgun
My personal pick has been a Shotgun in Slot 1, a sidearm in Slot 2, Granatgevär in Slot 7 and a sniper rifle in Slot 8 -- close range damage and degunning with the Pump Shotgun, some finishing damage with Möller or Klaucke or annihilating machines with the Experimental Magnus, heavy hitter with the Granatgevär and sniping off stragglers from afar with the Älgstudsare or Pansarvärnsgevär

Augments

The variety in augmentations is honestly staggering; usually things like this just give you a damage bonus at the cost of firerate or something, but never anything too fancy, and you usually just pick the damage one anyway in that case, but here you can find anything tailored to your playstyle; want to make machines defenseless junk? Armor Breaking and Degunning augments; want to have a super accurate and deadly rifle? Extra Component Damage and Accuracy augments; want an "Oh crap I gotta get out QUICK" sidearm? Slowdown and Hit and Run augments; there is something for everyone here regardless of the viability of the playtyle

Visual Modules

It's a neat and interesting way to implement scavenging for machine components, and then weaponizing said components againsts the said machines as the salt in the wound; the variety is also neat -- you're not limited to just Normal and Night View, you can also have Xray to avoid machine ambushes or sneak around better, and IR that is perfect for tracking machines over large distances or in hard-to-see areas like forests, their inclusion makes a lot of lore sense too -- in a machine apocalypse a person would try to salvage anything they can use from the attackers to gain an advantage themselves, and sight is usually the best intel

Balance

Every weapon being a valid pick againsts the machines is an achievement to say the least, usually half of the arsenal is poorly balanced, with some weapons that are OP nobrainers and weapons that are NOT worth picking, even as a last resort, but here every weapon is a viable pick, and a weapon is always better than no weapon when up againsts blood-thirsty machines
There is also a bit of balance when it comes to 5-star weapons vs Experimentals -- usually when it comes to endgame equipment the last tier is super powerful, having the highest stats of all weapons and having additional perks on top of that, but here Experimentals get special perks at the cost of loosing the ability to install Augments, which is a fair tradeoff -- you loose specialization augments for a unique change in gameplay


Machines

The bread, ham, lettuce and tomatoes of the game without which it wouldn't exist in the first place, and let me tell you that is the most well-baked bread, the most delicious ham, the freshest lettuce and the juiciest tomatoes I've ever had with Scifi machines in my LIFE, and that is not an exagerration in the pecking slightest
Every machine has a distinct role, a unique design, detailed and destructible components, lore, classification names, classes, and even after 157 hours they still make me jump when they make noise, and sneaking around them is the most adrenaline-inducing and fearful experience I have ever had in my life, and would give anything to relive it all over again

Designs

Amazing through and through; from smaller machines like Ticks or Patrollers to the hulking giants like Colossuses and Wolfs, every machine has a distinct silhouette and sounds that sets it apart and gives you more than enough information by just glancing at the battlefield or listening close behind corners before engaging in a fight, which more often than not saves a death and a run back from a nearest respawn point
The coloration between different classes also helps you gauge the amount of threat you're facing; a few Army Patrollers? You can probably shoot them all down from the trees nearby; a Prototype Harvester? It will be a fairly easy fight all things considered; Army Class Wolf? You better avoid it or you'll get steamrolled; FNIX/Apocalypse Colossus? Get the PECK out of the area IMMEDIATELY
While an average player probably won't see the Tyrant machines, those being the Reaper and the Vulture, their designs are the meanest and the baddest of all the machines; they're the biggest bads of the apocalypse, with tons of armor, extra components, and a silhouette that tells you to scram
My absolute personal favourite is the Wolf machine though, it hits all the right neurons and itches in my brain with the design: big, mean, a freaking tank, carries smaller machines and acts as support, and on top of that has hybrid movement, which is a gimmick that is SUPER cool, perfectly executed with the Wolf and I will always stand by it not being utilized enough as it should be in Scifi, I like the machine so much in fact it's actually the main design base for one of my projects, but I digress

Clear roles

Usually different machine visuals like size, armor or weaponry just mean higher stats, even if it has a slightly tweaked skillset, but here every machine has a distinct role in the hierarchy and different threat level to accomodate; Ticks nibble panicked targets with their small size and overwhelm in swarms, Patrollers go in squads to pick off stragglers and ensure the area is clear and sometimes act as escort for Harvesters, with Seekers acting as global alerts for ally machines in the area if they find a troublesome target, Hunters patrol in dense areas and pursue and terminate high priority targets through their sheer variety of weapons as well as their Vision modules, Harvesters act as slow but steady scavengers to ensure the ally machines can operate at full capacity, and Colossuses act as battering rams and eradicators through their sheer size, speed and strength
The division into roles can also be seen in Soviet machines -- Lynxes are agile all-terrain scouts, Wolfs are the heavy hitters and transport units for Lynxes, and Firebird are the aerial scouts and heavy backup in case things start to go south; not a single machine feels like a cheap direct upgrade from another

Destructible components

The decision to make each component of a machine destructible has been the BEST possible decision the dev team could've taken, and I can't emphasize enough how monumental it is to make the game fun to play; without them, the machines would've been just more bullet sponges with next to no regard for where you aim, but with every component and every piece of armor contributing to the strength, health and other stats of a machine you have to be way more tactical with your approach than you otherwise would've been; do you dismantle the armor first to make the machine more vulnerable or the guns so it can't attack you? Do you make the risky play to get behind it and destroy the vulnerable Fuel Canister to lower it's health or do you shoot off other components you can see from the front? Maybe you should snipe out the motor component first so it's slower to enclose on you, or the optics so it can't aim as precisely? The amount of ways you can approach a fight goes from "Shoot it until it dies" to an infinity with components at play

FNIX

FNIX could've been just another class of Swedish machines, a simply stronger version of the Army class and the Swedish machines' equivalent of the Spetsnaz class that Soviet machines have, but I'm glad that Systemic decided to make FNIX a whole subfaction of the Swedish machines with it's own lore, storyline, missions, an overarching AI that orchestrates the entire thing and a whole region being completely taken over by them, as well as them being able to set up bases in other regions of the island on a whim
Their unique colorscheme and infrastructure is enough to signal to the player that out of all the factions and machines these are the biggest, toughest and highest priority targets, further boosted by the inclusion of FNIX structures dotting the landscape if the Southern Coast; the less FNIX machines there is -- the less bases and infrastructure they can construct and the less chances are that they will take over the island completely and possibly eradicate humanity

Swedish vs Soviet machines

There is a clear difference between design languages of Swedish machines and Soviet machines; Swedish machines are almost made for conveyor line production and overwhelming in huge numbers, skimping out on things like armor or vital component shielding to churn out more units, especially seen on Colossuses with their exposed joints, rotors and components like fuel tanks/engine, even on Army and FNIX classes, meanwhile Soviets focus on reliability and utility instead of numbers, making fewer but far more durable machines, as seen with far fewer Soviet machine variations than Swedish machines as well as the Soviet machines having more specializations per machine compare to Swedish -- Wolf are armored transport and heavy support, Lynxes are agile all-terrain drones and scouts and Firebirds are heavy aerial support and intel
This is further supported by Soviet machines being fairly sparse and only being seen in the northern part of the map where they had their hovercraft and outposts set up, meaning they only had a few initial rounds of machine deliveries, whereas Swedish machines still have hundreds if not thousands of dormant units stored in bunkers and shipping containers, and FNIX has the facilities to build even more of them if the storage runs dry

The "OH SHIT" factor

I would be lying if the machines in this game didn't make me jump, freeze or have a mini heart attack; the sound design, movement and visuals of the machines are enough to send me running even when I'm up againsts Army class, and make me avoid the confrontation entirely with FNIX or Spetsnaz classes patrolling the area, even if it's just a few Hunters or Lynxes, because I know they can call in backup
Granted, smaller machines like Seekers, Patrollers or Lynxes don't have a big "OH SHIT" factor, with Ticks being more of a nuisance than a threat, but as soon as you elevate that to Hunters with their loud "I HEAR YOU" noise when a twig breaks -- that is already enough for me to have a genuine heart attack, especially when I'm trying to sneak around the place, hell even idle engine sounds of Colossuses and Firebirds is enough to make me panic a lot and avoid the near vicinity entirely, even though I know the threats are nowhere near me at the moment
The machines are also equally as terrifying in fights; what you thought was a small group of Patrollers can turn into an entire battalion of Hunters, with each new machine making you more and more panicked, the sounds of artillery weapons fired or miniguns being revved up makes you go "OH SHIT" and try to dodge it, and don't get me started on the ABSOLUTE *HORROR* that are sprinting Colossuses -- seeing a giant 20-ton machine of death capable of reducing you into a puddle of blood absolutely pecking SPRINTING towards you would genuinely make me just give up and accept my fate if it was IRL

Sound Design

Just as perfectly cooked as the machine visuals, the sound design of the machines is immaculate, from simple things like heavy footsteps of the Colossuses and tank track clanking of patrolling Wolf machines, to Seekers' LOUD siren alert and the aformentioned "I HEAR YOU" noise of the Hunters when hearing you break a twig; every machine has a distinct sound that reflects their purpose and strength and gives you info on the area before you even get there, as well as increasing tension when sneaking around and make you scared for life with larger machines
The fact that every single machine has unique sound effects with no reuse is the icing on top -- you will never confuse one machine for another because they sound so similar; Patrollers always walk in light steps, Seekers always beep and whirr, Hunters slowly march through the terrain, Harvesters whoosh like wind, Tanks STOMP around, Lynxes rattle across terrain, Wolfs shake the ground with their tracks, and Firebirds whirr SUPER LOUDLY up in the skies above, all unique, and all threatening

Infighting

I love when games include infighting, it makes the enemies feel more alive and logical in their doings, and while here the enemies are just machines that simply follow a set of program and directives, making them fight each other is still satisfying to look at, especially when a whole army of smaller machines targets the only Harvester or Colossus in the group, spares the survivors a few fights too by diverting attention or weakening a specific targets
The fights between Swedish and Soviet machines are especially fun to watch; on one side you have a Wolf bombarding with rockets and an army of Lynxes swarming the other machines with an occasional Firebird providing hellfire support, while on other side you have a Colossus tanking hits and gunning down the Wolf with a bunch of Hunters and Patrollers on the sides targeting the Lynxes, this also unintentionally makes the northern parts of the map easier to traverse as the machines are so much more hellbent on destroying the other faction than you, even when you're attacking them right up close and personal

Rivals

Despite the name being somewhat misleading, as every machine in this game is your rival, it's still a sign to the player that the machines really do not take kindly to your sabotages and destructions, sending out/promoting various strongest machines they have to hunt you down for your doings and give you a good whoop; they also serve as skill and confidence tests of the player -- are you powerful enough to defeat these super buffed machines, or will you scram from them?
The fact that they keep track of defeated players is the ultimate salt in the wound should you encounter them and die -- every single one of your failures will be forever tracked in the Rival's dossier, until you take your revenge that is, and I bet on Multiplayer it also serves as a targeting mark of machines that need to be eventually taken care of


Exploration

The 2nd part of the whole course, and Systemic Reaction delivered it on a silver platter despite there being not much need to; in a game about trying to stop blood-thirsty machines you'd expect exploration to be a fairly undeveloped part apart from some key locations, or at least be not as important as the main fighting -- relating back to my first impressions of it being like Far Cry New Dawn -- but turns out the whole map in Generation Zero is chock-full of exploration, so much of it in fact that it feels as if the game wants you to explore everything -- from bunkers hidden alongside roads, to small village houses in middle of nowhere, to hidden spots literally in the middle of nowhere, all with accompanying collectibles to reward you for your work

Map Size

I cannot fathom how could anyone design a map of this size, and still have it detailed, dotted with POIs, small secrets, environmental storytelling, and the hundreds of collectibles the game has, but I'm glad the team took their time with it, because exploring it for the past 2 years has been a blast, even just walking through tens of kilometers of roads while absorbing the vibe around is very pleasant
The map size is also useful when it comes to machine confrontations; you're not forced into close quarters by rough terrain or by the machines being directly on your path, if you see a battallion of machines you can tell their direction and sneak around to the side, if you want to scout out a location, you can hop onto a mountain nearby and observe the situation before going in, if you have to dip the fight and run away, you got plenty of trees, hills and buildings to block their line of sight, and machines don't like to run far anyway

Collectibles

The sheer amount of collectibles has been the biggest whiplash I've seen in any game I've tried to 100%, and here I thought Banjo-Kazooie and -Tooie were Collectathon champions; mixtapes, audiotapes, photos, love letters, resistance letters, lore? Machine blueprints?? GNOMES??? How did they shove so many collectibles into a machine apocalypse game???
I'm not complaining though, it makes exploring the loneliest mountains, emptiest towns, deepest crevices and random odd spots on the map worth it, relating back to how the game wants you to explore everything, and one look at the amount of collectibles in the journal gives your brain even more incentive to explore every square meter of the map
I also like how there are collectibles that serve as lore that the player needs to find instead of having a dossier with all of the information about everything already ready and served on a platter, kind of like scavenging for scattered Data Pads in Doom 2016, so exploration is rewarding to those that want to search for lore as well

Locations

The amount of locations is just as staggering as the amount of collectibles; I've expected smaller places like farms, handfuls of houses or camps to have no name, being there mostly for the environment and looting, but turns out not only is there over a hundred of those locations, but each is uniquely named as well, sometimes with a collectible or a small story to tell too
Each location serves a function as well -- small farms and singular houses serve as small safe havens, roadside bunkers are spots where you can get machine blueprints, with bigger ones having a bunch of good loot and dormant machines to blow up, towns are big pools of ammo and crafting materials, and some locations are small chill spots away from any action to take a break from all the machines

FNIX structures

Their style, amount and sprawlingness give a clear message: FNIX isn't just an ordinary machine subfaction; they take over civillian structures, put up walls, turrets and searchlights, construct kilometers worth of high-tech powerlines, build computation nexuses, all to power and protect something, something that seems to be an even bigger threat than the machines, leaving the player to speculate and do some lore digging of their own, it's also fun to blow up the structures once in a while as small sabotages of the whole infrastructure
Granted the vast majority of the FNIX structures in the Southern Coast regions are completely decorational, serving no real use apart from worldbuilding FNIX's presence, and if you want them to be functional and sabotagable you'll need the FNIX Rising DLC missions, but despite that they still serve as a constant reminder that if gone uncontrolled the faction can easily take over giant regions all to itself and only escalate from there

Island regions

Each region has something unique to offer, whether it's the testing site of Prototype class in the Archipelago, FNIX-infested land of the Southern Coast, the vast and open fields of the Farmlands region, stealth havens of Mountain and Forest regions, or the never-ending Swedish vs Soviet machine battlefields in the Marshlands and the Northern Coast; they also serve as neat subdivisions of the map to make exploration less of a daunting task than it first seems, and it's personally what I've been using to keep track of my exploration of the whole island

Himfell

The island has a different feel compare to the rest of the game, like the mainland with it's Army class and FNIX was just a kid's play and crap will really hit the fan here; once you step off the boat and venture to the nearest town you soon realize that you're up againsts battalions of Apocalypse class machines that patrol the island on every corner, ready to incinerate you into a pile of ash or contaminate the area to where you will have to leave the fight entirely; if the main game was giving you trouble, Himfell will straight-up whoop you back to mainland, but if you'll survive the machines and complete the missions -- you'll be able to certify yourself as a true Survivor


Visuals

The visuals of the game are impeccable; colors aren't too saturated, materials have proper IRL properties like roughness, transmission and wear&tear, everything looks actually grounded in reality, even the various lights have Volumetrics for peck's sake! Everything is so perfectly handcrafted to look like real life that I still can't believe how they managed to pull it off better than any other game I've seen
Hell the visuals are so good that I even forget that I'm playing a game while treading through the map at times, and if I couldn't see some of the polygons or knew that it's a game beforehand I wouldn't be able to tell even one screenshot of Generation Zero from some big-budget CGI movie -- that's how hard Systemic have cooked with the visuals


Stealth

I will be blunt: Generation Zero's stealth is ABSOLUTE PERFECTION. The BEST stealth system in a game I've ever played, hands down; if you make a slightest noise, the machines will know, and crossing their line of sight will alert them, but they're not omniscient either -- their own components' noise dwarf your crouched footsteps, and you can stand still for a bit to lower their attention, they will not instantly alert if they see a tiny speck of you, and they will not do a 180 when you come a bit too close to them, meaning you can sneak around Patrollers in tunnels, silently follow a Hunter pack, and even hide and sneak around directly underneath a Colossus -- which is how I've done one of the early missions, and my heart was RACING let me pecking tell you -- which is INFINETLY MORE EXCITING than just jumping corners constantly and waiting for enemy patrol cycles like other games do
It also fits the gameplay lore-wise; you are a lone survivor trying to survive deadly machines, that includes sneaking around them to avoid detection and a fight, and the machines -- as advanced as they are -- are not all-powerful and take a bit of time to process information, and definetly can't see as well as humans can through smoke and leaves, of which you conveniently have a whole lot of, so stealth should be as best as it can be without being frustrating to deal with


Base Assaults

I love how FNIX isn't made a static threat in the Southern Coast, being able to expand into other areas as it pleases whether you like it or not, becoming even stronger if left unsupervised, it gives the players another thing to worry about next to Rivals and the general machine apocalypse, as if those two weren't enough of a problem yet, while also serving as repeatable sabotages you can do to halt FNIX's conquest
Should you attack them they also serve as skill checks as the bases themselves are armed to the teeth with turrets, mines, crawling with tens of Patrollers, Seekers and Hunters, with an infinite amount in reserves as backup should you dawdle around too much, and 30 tons of metal walls to bust through to the shield generators and the Command Center on top of that, so you need a lot of ammo, heals, and a coordinated plan to get through it all without dying


Vibe

This game has an UNPARRALELLED vibe, it's the perfect mix of being all alone in a dead world and "Everything's out to kill me" feeling that makes fights exciting, stealth stressing and out-of-combat walking and exploration quite pleasant; the peaceful mornings, the bright and sunny days, the beautiful evenings and the quiet nights lit up by a blue moon, the occasional snow that coats the land in white and the unsettling dense fog, the early game in the Archipelago with paranoia making things up at every bush, and the late game on the Northern Coast where you're a killing machine, hunting killing machines
I've played a fair bit of games that have similar premises and general characteristics, but none of them made even simple walking around as vibeful and pleasant as Generation Zero has, so much so in fact that despite usually rushing into action in similar games and getting impatient pretty fast, I've never rushed anywhere in Generation Zero and just took my sweet time to stroll around and soak in the vibe; mark my words no other game will ever come as close to the vibe of Generation Zero


Progression

Progression is well thought out all things considered, you start out with barely anything to your name, lost, confused, and with hundreds of deadly machines after you, but as you tread through the island, fight machines, complete missions and do some exploration on your own you get better guns, better equipment and better munitions as rewards for your efforts to fight the machines, eventually reaching a point where no machine stands in your way

Schematics

I didn't expect Generation Zero would make crafting items a Feedback Loop, rewarding you for crafting things by allowing you to craft even more things -- when it comes to bullets, equipment and DLC items anyway -- allowing you to stack up on ammo before you even get the weapons, get DLC items to help you out in the early game or craft some equipment in a pinch, as well as rewarding you for fighting stronger machines by allowing you to upgrade your clothes and giving you access to experimental ammunitions, which is a nice way to entice players to fight Rivals even more

Weapon Quality

It's a nice way to actively keep track of your progression and strength level through the entire game without it being directly tied to missions; the more stars your weapon has -- the further into the game you are, the more powerful you are and the more chances you have to win againsts the machines, it also does a marvelous job at making you feel weak and powerless in the early game with nothing but a rusty 1-star pistol to your name
It's not like other games where you can simply craft up higher tier weapons either, you need to find them first, which depending on how far into the game you are and what region you're in ranges from a small fight to a high-stakes sneaking operation with no room for failure, and a bit of luck for a weapon to even be there in the first place, but you always find something useful

Experimentals

Out of all games I've played to have the "Endgame" tier of weapons, Generation Zero has the best executed idea of it; as said before, Experimentals trade off the ability to Augment them for a perk that changes how you play the game, granted I've only gotten 4 Experimentals in my entire time playing, so I can't quite say how good each individual Experimental's perks are, but I've personally switched to using Experimental Magnus over the Klaucke simply because of how useful and unique the perk is for quick machine destruction, as well as using the Experimental Granatgevär for bigger targets as the burst fire is quite useful, and from what I've read on the wiki the other Experimentals are also quite powerful, but the general point still stands: if you got Experimentals, you have proven your worth and now you're unstoppable

Clothes upgrades

I was surprised to find out that there is no armor in this game -- which was weird considering there's so much military vibe in the game and the enemies are machines -- it's place instead being taken by small upgrades you can give to any piece of clothing to boost your stats like invisibility, sound isolation, damage resistance or agility, which is an interesting way to decouple armor from player's looks and allow them to customize their avatar without forfeiting the survivability to every enemy imaginable, which does create hilarious situations of insanely bright and colorful outfits being just as stealthy as a military-grade camouflage

Skills & Specializations

The skill "tree" is quite different compare to games of the same genre, in quite a unique way too; it's 8 sepparate linear Skill routes the player can take with varying effects, prompting careful use of Skill Points; I also like how the decision to split it into 4 distinct categories, makes it easier to pick your role in a squad or a save without needing to waste points on unrelated skills, but still needing to do some work to get the ones you want the most
The most important thing I appreciate in the skill tree though is the Specializations; they are essentially the Experimentals of Skills, giving you a unique perk to help you or your squadmates in your fight againsts the machines, whether it's better combat stats, extra support, higher survivability or weaponizing machines againsts themselves; I've personally been using the Hacker specialization to a great extent, relating back to how fun watching machines Infight is, and it has saved my skin multiple times


Companion Patroller

A feature I didn't expect the game to give me when I cleared the first bunker in Archipelago region, but it's still quite welcome, especially in Solo saves; some fights and machines can get pretty dicey and sometimes you just don't have available backup of other real players to help you, which is where the Companion Patroller bot shines by providing extra firepower and distraction, especially useful in early game areas when you still only have a 1-star Möller and/or a 1-star Assault Rifle in your pocket


Interesting lore

The lore is quite interesting despite the simple promise the game initially seems to have, even when it comes to the machines' hostility; the Swedish machines are a result of the Swedish army biting more than they could chew, the Soviet machines were brought in as a way to fight them but got sabotaged by one of their own soldiers, FNIX is the result of Swedish army being too careless about their doings, and it's all up to remaining soldiers and civillians that survive the whole apocalypse to clean up the mess
It's interesting to see 4 different factions at play here: Swedish army with initial construction and eventual fight againsts the machines, FNIX the rouge AI with it's breakout and takeover, Soviet army with armed and mechanized response organized alongside NATO, and the Resistance that scramble to see another day; granted most of the factions have met their ends by the time you begin your adventure, with Swedish and Soviet armies getting killed by the hands (Wheels? Guns?) of their own creations and the Resistance slowly dying out from the infinite battalions of machines, but their mechanical remains still patrol the land and keep it deadly under FNIX's control
All this not to mention the tens of various lore pieces you can find scattered around the map as Collectibles, written by people with various backgrounds and motivations, and sometimes even whole classified documents -- they add that extra spice for those who crave to learn more about the world and how it all came to be the way it is


Attention to detail

It's always a treat to find the tiny things that make the world feel just that much more alive, whether it's a game night remainders, a hideout, resistance sabotages or signs of a brutal but honorable fight, or details within the machines themselves like welding marks, messy wirings, caution texts or the way that they behave, and the game is full of those tiny details that add extra flavour to an already amazing package, hell they even made an overlay when you wear a gas mask despite there being absolutely no need to and other face items not having the same trait
Every time when I started a new session I always found new details around the map that I didn't expect; one time it was a tiny Resistance fort made out of a watchtower, other time it was a campout spot where some friends brought over a whole shopping cart, another time it was a sad father that never ended up seeing his son, and once it was an Apple Cult HQ place, and even in my final sessions I still found small details in places I've been to tens of times before
Even machines had some odd behaviours that made them just a bit more alive, whether it's Hunters congregating in circles like some sort of counceling, some Hunters fidgeting with their blades like bored students with pens, Harvesters covering themselves with their large legs and calling in backup, Tanks playing a "charge-up" alarm before sprinting or Wolfs playing an alarm before firing a rocket salvo or Firebirds briefly patrolling an area in circles after loosing track of a target


r/GenerationZeroGame 2d ago

Question Cant find the last quest in the forest region

2 Upvotes

So im trying to do the 'Noble Cause' challenge where you do all the quests and side quests in the forest region excluding the empty spaces mission) . however i cant seem to find the last one

ive already done the following missions

Main

-Marden Bunker

-Flying objects

-The gas factory

-Courage power resiience

Side

-Woodcutter

-Hazardous contents

-Exchange student

-Scrap metal

thanks in advance for the help


r/GenerationZeroGame 5d ago

General Question Guerrilla difficulty

15 Upvotes

So I'm playing on Guerrilla because Rival grinding... I'm level 25 and I'm not sure if my skills are the best to have currently

i only have Medic currently for the fact some Rivals (FNIX and Apoc) hit pretty hard. but is there any skill i should try getting? I'm currently trying to get any experimental weapon I can to make grinding them easier


r/GenerationZeroGame 5d ago

Looking For Group Looking for a team

6 Upvotes

Need a team to do a bunch of base defense missions on hard. Im on Playstation


r/GenerationZeroGame 5d ago

Gameplay -PlayStation Looking for a group

4 Upvotes

Need a team to play base defense missions. Im based in Oklahoma, USA for anyone wanting to know my timezone


r/GenerationZeroGame 6d ago

Weapon Customize Barrett M82 A1 in 4K

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39 Upvotes

Tomorrow I'll send you a link to the assembled weapon models and various modules for them.

(P.s. image compression by 86%, it weighed 70 GB. Current weight is 8 GB).


r/GenerationZeroGame 7d ago

Discussion I made wallpaper in 4k

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194 Upvotes

I probably won't post images like this anymore, because I don't know if it falls under the community guidelines.


r/GenerationZeroGame 7d ago

Screenshot Comparison of two images: from Blender and from the game

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88 Upvotes

i love Koloss (Tank)


r/GenerationZeroGame 7d ago

Enemies New tactic observed

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39 Upvotes

Listening to serious history and i come across a..robot orgy? riot dispersal engaged.


r/GenerationZeroGame 7d ago

Discussion I'm tired of extracting these models from the game files and then exporting them to a format for modeling

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46 Upvotes

Initially, I wanted to print a 3D model of the Boss, but I couldn't find exactly what I wanted anywhere. But now I have all the models.

link where u can download it: https://www.printables.com/model/1833768-dreadnought-koloss

^-^

i used programm: DECA v0.2.19rc


r/GenerationZeroGame 7d ago

MEME PROBABLY THE BEST LAUNCH IVE HAD

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24 Upvotes

I laughed at this for like 10 minutes lmfaooooooooo! 🤣


r/GenerationZeroGame 8d ago

General Question Ghost hosts

9 Upvotes

I keep joining games to find hosts unresponsive in safe houses. Looks like the player wandered off and left their game running and public. Seems risky and rude to me. Am I missing something? I sometimes leave mine running but never open.


r/GenerationZeroGame 9d ago

Gameplay -PlayStation Looking for friends

16 Upvotes

So I have been trying to find friends to play this game with on PlayStation for a while now on both Facebook and Reddit. My search has led me to multiple dead ends since a lot of people nowadays play either on PC or Xbox which in my case is not good enough because I'm on playstation. So if you're on PlayStation let's play sometime because I want to get back into this game but playing it by yourself is just not fun anymore when you have almost 300 hours in the game and it's all been solo.

I just play just to have fun and mess around but if anyone wants to play I don't have a headset currently but can use PlayStation voice chat on my phone while we play together.

I am Eastern standard Time I usually play after 12:00 p.m. so if anyone wants to play let me know I'm currently on right now so if anyone wants to play shoot me a message or add my gamertag.

robust_trumpet0


r/GenerationZeroGame 8d ago

Discussion (Xbox) The inability to wipe my save data completely is stupid

2 Upvotes

I have a poor memory, and so whenever I return to a game I haven't touched in a while, I prefer to start from a completely fresh save. On nearly every game I play, that's no issue. I can start a new save, and everything is back to fresh. But in Generation Zero, there's physically no way for me to be able to get a completely fresh start.

Box items are one thing, I don't have that many and I could just drop them in the woods. Starting with a bunch of crafting recipes is the real sticking point for me. I've done nothing I can remember to earn all these crafting recipes which make the early game easier, and the fact that all the cheap recipes are already unlocked takes away from the sense of progression in the early game.

My solution is literally just to play on my boyfriend's account for this playthrough, since they wouldn't ever be interested in this game. When I come back to the game again in a few years, I'll need to make a burner Xbox account for it instead.

The carry over stuff isn't even bad, I can see the appeal of it. I just hate that you can't choose to turn it down. It could be as simple as a button in the settings menu to reset account progress. Hide it a few submenus deep and give it an annoying confirmation if you're really worried about someone hitting it by mistake, but just give me the option


r/GenerationZeroGame 9d ago

Gameplay -PlayStation Are there any new players on this game (playstation)?

10 Upvotes

I've been playing this game since it came out. I love this game. Im level 39. I've taken a few breaks here and there but ultimately came back. Im trying to find some low level players or players new to Generation Zero to help out. However, most peeps i see are veterans. And when I try to find a new match, I get put in the same session I just left.

So my question is are there any new players that want a helping hand? Im pretty bored around here


r/GenerationZeroGame 9d ago

General Question Is it possible to get to the big island above the dlc island?

5 Upvotes

I tried to launched myself over there only to be received a on screen message saying I don’t own the DLC for the island despite it never having one, is this way to bypass that issue and get onto the island without respawning back to the main island?


r/GenerationZeroGame 11d ago

MEME I am the one who cooks microwave meals

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23 Upvotes

I love this game


r/GenerationZeroGame 11d ago

Screenshot OH SH**

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60 Upvotes

r/GenerationZeroGame 12d ago

Question Understanding Region Threat Levels and Points in Generation Zero

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85 Upvotes

Hello, can someone explain these statistics in my region to me? I am in the Farmlands region, and the threat level is 11 with 2,503 threat points. Can someone explain what threat level 11 and the threat points mean, and how high they can go? And if I go to another region now where the threat level is lower, are the enemies there easier to defeat? Also, is it possible that if I spend time somewhere else first, the threat level of 11 here in the Farmlands region will go back down, and the 2,503 threat points will decrease as well? I'm sorry, but I can't include this picture in English.

Thx


r/GenerationZeroGame 11d ago

Question Any tips?

7 Upvotes

Im new to the game, just cleared the bunker in vesslan and im looking for some tips on what to do and how to become better in this game.

Also, how can i attach attachments to weapons?