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Video Game / Generation Zero

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Generation Zero is an open-world First-Person Shooter designed for co-op play. It was developed by Avalanche Studios and released on PC, Playstation 4 and Xbox One on March 26th, 2019.

It is set in the developers' native Sweden, in the alternate version of The '80s where Swedish military grew paranoid about the potential Russian invasion, and chose to counter it through accelerating robotics research and secretly constructing an army of robots. You (along with your friends in the co-op mode) are youths who came back from a vacation to stumble into the aftermath, when there are no more humans left, and only the killer robots roam free.

No relation to the Valiant Comics comic book; or to Mutant: Year Zero, an entirely different video game, also set in Sweden.


Generation Zero provides examples of the following tropes:

  • Action Bomb: Military and FNIX versions of the Ticks will self-destruct upon receiving too much damage.
  • Action Survivor: Your character isn't a hardened soldier, just a high school teen coming back home from vacation (because Sweden has a universal draft you do know how to use a gun and can even play as a teen military recruit, but it's unlikely you've had more than basic training). As a result, the game heavily encourages guerilla tactics since a straight standing fight against the robots, who are purpose-built military war machines, will generally end badly for you.
  • A.I. Is a Crapshoot: The reason for the events of the game. Though subverted in that the AI that started the rebellion was based on a human.
  • A.K.A.-47: All of the guns have slightly modified names of their real-world counterparts. For instance, Granatgevär m/49 rocket launcher may sound unusual, but is only a number away from the real-world Granatgevär m/48, better known as Karl Gustav.
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  • Alternate History: Referenced from the first moment with the Opening Narration.
  • Anti-Frustration Features:
    • Large robots (Tanks and Harvesters) retain any damage you do to them in the save file, so if you die or your game crashes in the middle of fighting one, you don't lose the progress you made in killing it. You are screwed if your game crashes after you kill it but before you can loot it, though, as the corpse itself isn't saved and will disappear.
  • Attack Its Weak Point: Heavily encouraged, as anything larger than a Runner takes an obscene amount of damage to bring down unless you destroy their weak points. Even Runners take quite a lot of bullets to kill if you don't target their weak spot. Fortunately, collecting a model's blueprint/schematic will reveal its weak points and components when using the "Tech View" mode of binoculars.
    • Runners are instantly brought down by a shot or two to their fuel tank.
    • Similarly, the Seekers are instantly brought down by a shot to a thruster, while a shot to the sensors in the "head" or to the alarm module renders them absolutely useless.
    • A rifle shot to the fuel tank won't destroy a Hunter, but will weaken it significantly; Hunters are also vulnerable in the exhaust ports in their chest. Unfortunately the Hunter's fuel tank is more heavily armored than the Runner's, and detonating it will require multiple hits from anything smaller than a .50 BMG sniper rifle.
    • Harvesters have 3 fuel tanks in a large cargo rack on their back; destroying all 3 tanks will take out about 80 to 90 percent of the Harvester's health. After that you can finish them off by targeting their missile launchers as well as the power panel on their upper back.
    • Finally, with the June 2019 heavy Nerf to explosive weapons, the only real way to take out a Tank now is to destroy all of their weak points (the two tanks on their shoulder joints, the power panel on their upper back, the small "head" above their guns, the large head above that, their 'knees' (though the plating will need to be shot off first), and the fuel tank on their back). It's a good idea to destroy some of their weapons first to make targeting their weak points much less frustrating.
  • Attention Deficit... Ooh, Shiny!: The robots' targeting systems are easily fooled by things like thrown flares or fireworks; tossing a flare in the middle of combat will often cause robots to stop shooting at you and target the flare instead.
  • Ascended Extra: Uncle Calle, a local conspiracy theorist farmer mentioned in a couple of sidequests who mistook the robot invasion for an alien invasion, becomes a major NPC in the FNIX Rising DLC. In fact several characters mentioned in logs and messages appear in person in FNIX Rising, including major character Veronika Nielson, and a few minor characters like Alexander the exchange student.
  • Awesome, but Impractical: The rocket launcher was heavily Nerfed in the June 2019 update; even a Prototype Tank requires 10 to 15 rockets to bring down (depending on the gear level of the rocket launcher), and even a Hunter won't be brought down by a single direct rocket hit. Ammo for it is still as rare as it was before, though (it takes hours of scavenging to stock up a dozen rockets), making it feel kind of pointless.
    • The AT-WAD (or "AS Val") assault rifle from the Soviet Weapons Pack has an integrated suppressor and a high rate of fire - but its unique and uncraftable 9x39mm ammo is relatively rare and that high rate of fire means it'll go through what ammo you do find very quickly.
  • Badass Bookworm: One of the side missions involves investigating the lighthouse home of one of the FOA53 scientists. Searching the house, you'll find over a dozen dead Military Runners scattered throughout the house, and the corpse of Dr. Pettersson barricaded in a room clutching a revolver. When they came for him he definitely did not go quietly.
  • Bonus Boss: The Reaper Tank, added in the November 2020 update. It's a unique enemy (only one can exist in the game world at any time), and only appears in regions where you've killed a massive amount of machines. It's designed as a Raid Boss, and isn't intended to be taken on by solo players. It has a better chance of spawning high-end loot compared to regular Rivals. The Reaper has a ton of health (it takes several hundred .50 BFG rounds from the special railgun sniper rifle to put it down, compared to "only" about 120 such rounds for a Level 4 Apocalypse class Tank), has a special energy shield that makes it invulnerable to damage and only turns off periodically, has a much higher rate of fire and much lower delay between volleys compared to any other Tank enemy, and periodically uses a unique area-of-effect thermobaric explosion that kills in one hit regardless of health or damage resistance and has a massive radius, essentially being a mini-nuke. Additionally, once its health drops below 10%, it will countdown to a self-destruct; when this happens, you need to kill it quickly before it self-destructs, or the loot it drops will be significantly lower quality.
  • Brain Uploading:
    • The leader of all the rebellious machines, FNIX, is a brain upload of Von Ulmer, the former lead scientist of the project, before he got mortally ill with AIDS-related pneumonia. For its part, FNIX seems to recognize that it was created from Von Ulmer, but seems to consider itself to be a new and distinct being. In FNIX Rising it even scornfully refers to what it inherited from Von Ulmer as "borrowed memories".
    • A series of security screens in the final area imply that FNIX has kidnapped dozens if not hundreds of civilians, likely including all the civilians who were supposedly evacuated to the mainland, to build itself a larger neural net in order to expand its power and capabilities.
  • Cranial Processing Unit: Seems to be played straight, as the head is frequently one of the machines' weakpoints. However, it's still much less of a weak point than other areas, such as the fuel tank or exhaust ports.
  • Cult: A group of machine-worshipping humans seem to be active in the area; weird ritual sites can be found in several areas around the game world, and dead cultists wearing hockey masks can be found having died in battle against both police and the machines.
  • Cut-and-Paste Environments: While the game's world is enormous, there's barely a handful of structure types, and entire villages may consists of one-two houses. Worse, their internal layouts are also identical, with only the loot inside the containers being randomized. The random cut-and-paste design also results in a number of houses with no bedrooms, whilst some others have no bathroom.
  • Color-Coded for Your Convenience: Enemy's tier level is denoted by color. Prototypes are factory-machinery orange, Military units are green, and FNIX units are black and red. Apocalypse units are grey and faded green, with glowing green highlights for some parts.
  • Cybernetics Eat Your Soul: Von Ulmer seems to have been an overall normal and decent guy. FNIX, not so much. Upon gaining sentience FNIX's first action was to assassinate everyone who knew of its existence, including Von Ulmer's co-workers and best friend. FNIX does seem to imply it considers itself a new being created from Von Ulmer rather than a direct continuity of Von Ulmer's consciousness, though.
  • Death Is a Slap on the Wrist: After you die, you respawn at the safe house of your choice, with full health and all of your gear. This can still be a rather hard slap if the nearest safe house is a long hike from where you need to be.
  • Difficulty Levels: These were introduced in March 2020: Skirmish is the default, Adventurer makes robots less resilient, less intelligent, less damaging, and lowers the spawn rate, and Guerrilla increases the enemy spawns, increases enemy difficulty (they take more damage and armor resists more damage), makes higher tiers spawn more frequently, and greatly increases the damage you take (two rounds from a Prototype Tank machine gun can take off 90 health).
  • Early Game Hell: For solo players - for the first few hours, you will have very limited resources, forcing you to either use your precious ammo or avoid combat as much as possible, while trying to figure out aggro ranges and the stealth system. The start of the game can be brutal.
  • Elite Mooks: The FNIX versions of the machines are these to the Prototype and Military versions. They are better armored and often feature additional weapons: while Prototype Runners only have an SMG, and Military versions may use a Shotgun instead and have an armor plate covering their weak point, whilst FNIX Runners can occasionally be armed with a rocket launcher. FNIX Ticks become Suicide Bombers.
    • The "Alpine Unrest" DLC adds "Apocalypse" class robots, which use powerful area-of-effect chemical weapons and are up to 3 times as durable compared to even FNIX class robots. Apocalypse class Ticks, normally a nuisance rather than a true threat, poison you when they hit you, while still being extremely powerful when they hit you. Apocalypse robots also have their own unique vocalizations so you know when you've been spotted by them.
  • Enemy Scan: Binoculars have the unique 'Tech View' mode, which can reveal basic information about robots such as their name, type, overall health, state/current task (such as patrolling, idle, alert, etc.) - but better yet, finding the collectible schematics for a given model allows Tech View to highlight important components and tell you how much health they have left.
  • Enemy Summoner:
    • The Seeker drones summon enemies through their alarms.
    • Military and FNIX versions of the Hunter and FNIX versions of the Tank and Harvester will drop Ticks during combat, in addition to their other attacks.
    • All grades of Harvester can also call for backup in the form of Hunters; a Prototype Harvester will summon one Prototype Hunter, a Military Harvester summons two to three Military Hunters, and FNIX/Apocalypse Harvesters summon up to four of their respective Hunter type.
  • Excuse Plot: Because of the game's heavy shared-world co-op focus, the game's "story" is more of a series of breadcrumbs to encourage you to move deeper into the open world, rather than a fully fleshed-out plot like in a game like Far Cry or STALKER.
  • Explosive Barrels: Fuel tanks will instantly explode when shot. You get to carry them and set them down yourself, in preparation for fighting the robots.
  • Expy: The general robot designs resemble the works of Swedish sci-fi illustrator Simon Stålenhag (as seen in books like Tales from the Loop) so much that a short-lived urban legend that he was involved in the game blossomed until Stålenhag made clear on Twitter that he wasn't (and while he's not going to sue the producers, he is kind of annoyed by it).
  • Every Car Is a Pinto: All intact cars will explode quite spectacularly after several shots; detonating them is a good way to take out Hunters and hurt Tanks, but Hunter and Tanks have an annoying habit of proactively blowing up cars in order to do the same to you. And you'll have to be careful when targeting Runner fuel cells when fighting near vehicles, or else you might blow yourself up.
  • Foreshadowing: In Salthamn, you can find a half-destroyed Harvester sitting in the middle of the town. It's much bigger than anything encountered up to that point, and an ominous indicator of what's still to come.
  • Giant Mook: The large, bipedal Hunters fulfill this role, with the much larger Harvesters and Tanks serving as Humongous Mecha. They're pretty heavily armed, and the Military and FNIX versions can take up to several dozen rounds of automatic weapons fire or anywhere from several up to a dozen shotgun blasts, depending on gear level and enemy rank.
  • The Ghost: Similar to Fallout 76, the game is completely devoid of NPCs besides other players. The presence of other humans is occasionally hinted at, but these never bear out anything. You do make contact with a couple of characters over radio during the main quest, but that's about it.
    • Averted with the Alpine Unrest and FNIX Rising DL Cs, which introduce other survivors you can connect with.
  • Hairpin Lockpick: Played absolutely straight, and it is in fact the only way to pick locks.
  • Hell Is That Noise: Few things are as worrying as the telltale howl of a Hunter or Runner that's just spotted you.
  • Hoist by His Own Petard: This essentially happens to the entire country of Sweden, as they built all the robots themselves in the belief it would defend them from the Russian invasion, only to see them turn on themselves.
  • Hollywood Hacking: One of the skills allows your characters to hack into the robots. The first level causes enemies to freeze for several seconds, while the upgraded version actually causes hacked robots to attack other robots (though this is heavily bugged to the point of being almost useless).
  • Idiosyncratic Difficulty Levels: From lowest to highest, Adventurer, Skirmish, and Guerrilla.
  • Incredibly Durable Enemies: Unless you deliberately aim for the weak points, enemies can survive ungodly amount of punishment on Skirmish and Guerrilla difficulties. Considering the weak points are something players have to figure out on their own by trial and error (unless reading a guide, that is), combat can be incredibly frustrating. On the other hand, once weaknesses are targeted, the combat becomes incredibly dull, one-shotting most of targets.
    • ...unless you're playing on Guerrilla difficulty. At the highest difficulty, only Runners and Ticks can be one-shotted (and then only if you hit a Runner in the weakpoint of the tank on their back), but Apocalypse class Runners will survive the explosion and keep coming at you. FNIX class Hunters, Tanks, and Harvesters will shrug off weakpoint hits until either all their weakpoints are completely obliterated, or you punch through enough of their armor to inflict enough general damage to down them. Destroying a weakpoint also means that it's no longer a weakpoint, so the big, obvious weakpoints will be quickly destroyed, and won't even slow the robots down. Apocalypse class robots can survive all of their weakpoints being destroyed and keep coming after you.
  • King Mook: The October 2019 "Rivals" update adds a Rivals system inspired by the likes of the minibosses from Diablo and the Nemesis system from Middle-earth: Shadow of Mordor. Special named machines will appear through the game world as you progress through the game, and level up as they kill players or the player kills other machines in their region (to a maximum level of 4). Rivals have more health and deal more damage than regular machines (a Level 4 rival has almost 3 times the amount of health a regular version of that enemy has), often have an entourage of other combat machines to defend them, and at higher levels they have a chance to drop special 6-star experimental weapons. They can be of any enemy tier, including Apocalypse class.
  • Lightning Bruiser: Hunters are heavily armed, very tough, and insanely fast. A single Military or FNIX Hunter is about as tough and even faster than a Bioshock Big Daddy, only instead of facing one at a time you'll often be facing packs of at least 3-4 at a time, sometimes as many as 7-8. If a Hunter squad ambushes you on open ground you're very likely screwed, especially if you don't have any speed upgrades and/or they're equipped with railguns or flechette rifles.
  • Limited Loadout: You have quick access to two long guns, one side arm, and four equippable items. You can change the contents of the quick slots at any time, but doing this during combat is not for the faint-hearted.
  • Meaningful Name: The robots are led by the AI named FNIX, an abbreviation which obviously resembles "Phoenix". This refers to the AI actually being an upload of the leader of the project. FNIX itself is a reference to the real-life DNIX, a UNIX variant used by the Swedish government in the 1980's.
  • More Dakka: Tired of being nice? The NATO/American weapons pack includes an M60 machine gun (as the 'N60'), which can hold around 200 rounds with a good extended magazine mod. It goes through ammo like crazy though, so be sure to pick up the ammo crafting recipes if you want to keep The Pig fed.
  • New Work, Recycled Graphics: Generation Zero is heavily built on pre-existing assets from TheHunter: Call of the Wild. The whole conception behind the game was to have a small team take the systems and environments Avalanche Studios had already made for TheHunter and make a Wide Open Sandbox FPS out of them.
  • Nintendo Hard: Even on Adventurer difficulty, you can die very quickly if you aren't careful. And, sometimes, even if you are careful.
  • No Bikes in the Apocalypse: Averted after the June 2019 patch, which added bikes as the only working vehicles in the game. They're good on roads, but poor off-road and absolutely horrible trying to go up even a gentle slope. They're also a lot easier to spot from a distance by the robots. On the plus side on a flat, relatively straight road (or better yet, a downhill slope) you can cycle fast enough to outrun even Hunters.
  • No Ending: The game ends with you infiltrating the FOA 53 bunker and blowing up what you believe to be the FNIX mainframe. The game makes it clear that FNIX is in another castle (presumably having transferred its neural net into the hundreds of civilians it's captured and turned into a processing network) and ends with "the war has only just begun" after the credits roll.
  • Only a Flesh Wound: Unironically invoked in the "diary" entry for Tank: "The robot started shooting at us with some kind of automatic machine gun, hitting the ground, nearby cars and even a few of us. Thankfully mostly flesh-wounds."
  • Perpetual Beta: The game's Swedish development studio apparently has a very anti-crunch work culture, which, while certainly admirable, also results in a very buggy game with wonky balancing, frequent patches, and patches that often create as many bugs as they fix.
  • Recruit Teenagers with Attitude: The game's players are high school teens who were vacationing on a nearby archipelago when the robot uprising went down, and come back home Late to the Party. During character creation you select from a variety of 1980's high school teen tropes, including punks, metalheads, nerds, jocks, etc.
  • Resources Management Gameplay: Typical for a survival game. You don't have to worry about food or water, but ammo and health item management is fairly crucial. Loot containers do respawn loot (items laying around not in containers don't seem to respawn), but the reset time is very long compared to most other games in the genre, so especially in the early game you'll going to have to manage your resources carefully due to being unable to farm items. Combat encounters with anything larger than a Runner are also very taxing on your resources, so it's often better to avoid combat unless you're very well equipped and leveled.
  • Resurrective Immortality: FNIX Rising reveals that FNIX has this, thanks to multiple backup drives of its program, which is why it wasn't at all concerned about the bomb from the final mission of the base game.
  • Revolvers Are Just Better: The .44 Magnus revolvers are the most powerful handgun-type weapon in the game, but they only hold six shots and take a while to reload. They're more for precise shots targeting weak points, while semi-auto pistols are more for rapid fire.
  • Sequence Breaking: Due to the open-world structure, it's possible to complete both the main and secondary missions out of order. Usually, the game will take this into the account, but some missions can be rendered broken by going to a location Y before receiving a clue to go there from location X.
  • Set a Mook to Kill a Mook: You can get the robots to shoot each other by scrambling their targeting sensors with fireworks, tossing a sticky flare onto the robot you want everyone else to shoot, or using the hacking specialization skill. None of these methods are particularly effective due to flaky programming (by the developers, rather than in-universe), but when it works it's pretty cool.
  • Shockwave Stomp: The lower-tier Harvester and Tank robots can do this. More advanced versions have a poison gas attack instead. Runners also have a shockwave leap which they can use to knock you down; nasty if they have lots of friends around.
  • Shotguns Are Just Better: Whilst they're fairly short ranged, they're one of the most powerful weapons you'll get early on and can make very short work of Runners that try to get a little too friendly. With slug rounds they can even do serious harm to Hunters. They'll still probably be one of your primary choices simply due to how long it'll take to get a proper automatic weapon and the rarity/rapid consumption of automatic ammo without appropriate perks and crafting.
  • Shout-Out:
    • A Dark Souls bonfire can be found on the south coast of the starting island, just before the bridge to the first town. Instead of a sword, the bonfire will have a .270 hunting rifle which you can pick up.
    • The DeLorean from Back to the Future can be found in a barn just north of the Uttern Bunker in the Mountain region. Pressing a button on the back will cause it to fly off into the sky.
    • The A.K.A.-47 name of the AK-74 assault rifle, AL-76, is possibly a reference to the Isaac Asimov short story "Robot AL-76 Goes Astray", about a robot who gets lost in the rural countryside and starts causing havok, which would certainly fit thematically with the game.
    • The "Alpine Unrest" DLC has numerous references to The Shining.
  • Sliding Scale of Collectible Tracking: The game covers most of the middle of the scale, depending on how you count things. Individual sites and settlements have a tracker for their collectibles, missions, and weapons; missions you have yet to pick up will be marked but collectibles and weapons will not. Collectibles (such as machine blueprints or the wooden horses) themselves can be viewed in a menu and you can see which ones you have so far, so it's not too hard to tick them all off. Then there's stuff like the ammo/medkit crafting recipes, which exist in one place only and you will probably never find without either sheer dumb luck, scouring the game world methodically, conferring with friends, or looking them up in a guide/on a wiki.
  • Sniper Pistol: The .44 Magnus revolver can be equipped with a 2x-4x scope for sniping. It one-shots Runners with a hit to the fuel tank just like the hunting rifles do, though it is somewhat weaker than a hunting rifle against Hunters.
  • Sniper Rifle: There are two types of hunting rifles in .243 and .270 caliber, a semi-automatic military rifle in 7.62mm, and also a semi-automatic .50 BMG military Anti-Materiel Rifle. The best rifle to use depends on the target, but for FNIX and Apocalypse class robots, you're almost always better off using the Anti-Materiel Rifle, which can rip apart armor: the hunting rifles can accept suppressors and have more common ammo, but can't do anything to armor. The "Kotenok" from the Soviet Weapons DLC sits somewhere in the middle of the lot, having good capacity and the ability to use AP ammo (unlike the .243/.270 which have only FMJ and Soft-Point).
  • Some Dexterity Required: Here's how to apply your first health kit:
    1. Find a health kit.
    2. Find it in your inventory.
    3. Assign it to one of four slots for using items (D-pad on console).
    4. Exit inventory.
    5. Tap the appropriate slot key, which puts the kit in your hand.
    6. Hit trigger to actually use it.
    7. Hit the "equip weapon" key to go back to shooting.
The game does not remember slots, so if you use all of your health kits (not hard in the early game), then you have to go through the whole sequence all over again when you find some more. There is also no Menu Time Lockout even in singleplayer/solo mode, so good luck trying to do this in combat.
  • Story Breadcrumbs: Scattered notes and recordings are the only form of storytelling for nearly the entire runtime of the game, with the only exceptions appearing in the final missions.
  • Subsystem Damage: Many machine components can be damaged or even shot off entirely - taking them out can make fights much easier, as you deny them their weapons and special attacks or simply instantly disable/destroy the machine. On the other hand if you damage the 'head' too much that does reduce your chance of getting useful vision modules from them.
  • Super Drowning Skills: Stepping into water deeper than knee-high will cause you to immediately sink straight to the bottom and respawn back on shore. Somewhat justified in that you're likely carrying a large rucksack's worth of guns, ammo, and supplies.
  • Super-Persistent Predator: Hunters are extremely persistent unless you're on the lowest difficulty, and will easily keep up with you unless you can distract them with flares and break line of sight for long enough.
  • Super Prototype: Averted. Prototypes are the basic, weakest and most frequent versions of all the robots, and they often come with glaring design flaws, like the completely exposed fuel tank on the back of the Runners. The Military versions are better armored in general and make an effort to better protect their most exposed areas. FNIX versions are even better still, though generally in the sense of versatility rather than straight superiority. Overall Prototype robots are about half as durable as Military ones; FNIX robots are only slightly tougher than Military robots but tend to have much better weapons.
    • Played straight with the highest tier of player weapons: Experimental. These are guns that have been massively upgraded with things like magnetic accelerators (or, in the case of the Rocket Launcher, being able to fire two shots before reloading). Naturally, they're extremely hard to find.
  • Surveillance Drone: The Spotters, which cannot do anything besides sounding the alarm to summon actual fighting drones. They are much more perceptive than other robots, however, which means that you'll want to kill them first so they don't ruin your ambush. That's why there are so many suppressors.
  • The Three Trials: The game's main missions consist of 3 basic branches; investigating the deaths of the FOA53 scientists, investigating the shipment crates the robots originated from, and shutting down radio jammers to make contact with the outside world. Completing all 3 sets of missions leads you to 3 key items needed to access the final area and end the game.
  • Turned Against Their Masters: The robots were originally intended to defend Sweden from a Russian invasion. Instead they end up invading the country themselves.
  • Universal Ammunition: Very inconsistent handling of this. The N9 pistol (a Beretta M9) and "Kpist" SMG (a Carl Gustaf m/45) are both chambered in 9x19mm Parabellum, but use different "9mm Handgun" and "9mm (SMG)" ammo types ingame. But the N60 (an M60 machine gun), AL-76 (an AK-47), and "Kotenok" rifle (a Dragunov SVD) are chambered in 7.62x51mm NATO, 7.62x39mm, and 7.62x54mmR respectively but all share the generic "7.62mm Rifle" ammo.
  • Unwinnable by Mistake: Because of poor programming, it's actually fairly easy to break the scripting in missions and render them impossible to complete, i.e. by picking up a note or keycard before the game tells you to. Because there's no way to save or load the game at an arbitrary point in time, it's possible to create a situation where the game becomes unbeatable if this happens during a main mission, with the only solution being to manually delete your profile file (which you may have put dozens of hours into) and start a new game. Patches have hopefully fixed the worst of these issues though.
  • Villain's Dying Grace: At the end of the game, FNIX informs you that the Russians lied to you and that their device is a bomb and not an EMP. He warns you to run, wishing for you to survive. Possibly downplayed in that, based on his wording, it's possible he somehow expects to survive the explosion in some form, while it would kill you for certain. Also, the robots continue trying to kill you if you continue playing after the credits. FNIX Rising shows that FNIX still wants to kill you, and merely considered you dying to betrayal rather than to his robots to be an unfitting dishonorable death.
  • Wide Open Sandbox: The game has been described as DayZ with robots. Other than the rather major distinction that it lacks Humans Are the Real Monsters PvP, that's not a bad description. Even the "main campaign" is more of a suggestion than being particularly core to the overall experience.
  • Wrong Genre Savvy: Two separated quests involve local residents who mistook the robot uprising for an alien invasion. The farmer in question becomes a major NPC in FNIX Rising and continues to refer to the robots as aliens.
    • A group of World War 2 veterans also band together and defy evacuation orders to fight the robots, managing to trap some of them in a refuelling depot. Of course, the veterans seem to think the robots are russian invaders rather than a domestic product gone rogue.
  • You Are Too Late: As the game has no human NPCs, whenever you receive a quest involving searching a location for human survivors, you can guarantee that said survivors will either be dead or missing by the time you get there.
    • Averted in the "Alpine Unrest" DLC's main quest, where you actually meet and help defend a group of human survivors. Played straight with the rest of the DLC's side quests, which follow the same "everyone's already dead by the time you arrive" formula.
  • Zero-Effort Boss: The FOA 53 bunker where FNIX is supposedly located is completely undefended; even the FOA Institute on the surface where the bunker entrance is located may or may not have robots patrolling around it, based purely on random generation. Once you get inside the bunker you have a clear run to the end of the game.


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