Dread Dawn review: dawn’t bother
There’s a genre of lesser fun that only makes itself known to me once I’ve completely given up on enjoying a game in any traditional sense, lurking under the surface like a silly icon on a losing scratchcard. I’ll call it ‘system tourism’ in lieu of something better. It’s not like the actually fulfilling virtual tourism you might do in something like Yakuza’s Kamurocho, where you’re scarfing down deep fried whiskeys, entranced by the lights. It’s more like doing a Google street view tour of Venice’s canals to see if you can spot someone taking a leak off the side of a gondola - hunting for anarchic anomalies because, honestly, the sights just aren’t grabbing you.
At the risk of sounding like some sort of horrible joy-mathematician: My experience with open world zombie survival game Dread Dawn involved precisely two and half discrete instances of fun, plus some additional appreciation for a few genuinely good ambient bits I’ll get into shortly. With a significant overhaul of basically every player interaction Dread Dawn offers - from the abysmally tedious looting to the rusty combat - it might some day be worth your time. It harbours some incredible ambition, though it’s surrounded by murk and detritus, like a dictatorial rat in a toilet bowl. Mostly, though, I can only give you advance warning to avoid it.