seven days to Load.
seven days to Die understands what games in the survival genre shoot for. Dumped within an unforgiving world, you’re tasked with living; first for a day, then a week, and then for so long as possible. The hurdles to your survival are numerous, and the tasks necessary to overcome those hurdles can require complete understanding of scavenging, crafting and item use. The core selling point of a survival game, as tedious as it might sound, sees players analyze, prioritize and capitalize on threats and opportunities which promote themselves in the overall game world.

See when you can spot the zombie.
So when you begin seven days to Die on the morning of your first in-game day, you’re told your priority is to find wood, plant matter, small stones and more to create the essential items you will need for survival. As you complete these tasks you end up kitted out with at least enough to truly get you through your first night–some clothes, a stone axe, a bow plus some arrows–and then all guidance stops. You’re left to your own devices; left to determine your own priorities via scavenging and exploration. This is actually the real seven days to Die experience.

I found this darkish bird nest upon this pitch black rooftop.
Exploration is difficult. The world is packed with nasty things such as zombies, bears and traps. Watching out for danger while also managing your priorities like water and food is tough enough already, but it’s made tougher because of needing to demand character menu to see your present water and food levels. The exploration is hindered further because of the game’s terrible graphics. Low resolution textures over the board make the overall game look ugly. Repetitive usage of assets turn landscapes right into a monotonous ocean of similar looking trees, grass textures, and rocks until you reach a fresh biome. Worst of most is the heavy-handed make use of fog, which reduces the view distance to some dozen metres for the most part. This implies enemies can quickly get the drop you when you scavenge. Bird nests, that have important feathers, are drab brown discs usually on the similarly colored ground (not in trees), and several times while I hunted for them, zombies would catch me by surprise by exiting the fog after I’d already determined I was safe.

The crafting system is menu-based, where one can craft nearly every item provided you have the ingredients. Simply choose the recipe, press through to the d-pad to build it and the overall game will (after some build time) create it for you personally. The exception here’s that one weapons require recipe manuals–if you would like to make a rocket launcher, you will have to find its recipe first. Scavenging is frustratingly difficult, as useful items are tricky to find. Instead you have to take everything you can find–brass doorknobs, grain alcohol, rotten flesh–and do everything you can to survive.

An individual interface is a nightmare.
When the seventh day hits you will discover out assuming you have all you require or not, just because a horde of zombies will flock over the map and do their finest to murder you. In the event that you haven’t found the recipes you will need, the ingredients required and completed the defensive work necessary, you will discover yourself outmatched against significant odds as the zombies will get you wherever you hide.

On Xbox One, those odds are really nigh impossible. Disappointingly there is no aim-assist, which immediately escalates the difficulty of the overall game when compared to PC version. Firing arrows at zombie heads requires pinpoint accuracy, an inherently more challenging task with a thumbstick without aim-assist. In addition, rather than creating a menu system suitable for a controller, an individual interface simply uses the proper thumbstick to regulate a slow-moving cursor. That is never more frustrating than if you find yourself in a town packed with zombies and out of ammunition. Desperately trying to navigate the right path through the menus to get the arrows recipe, then slowly moving your cursor across to the ‘create all’ indicator and looking forward to an arrow to surface in your inventory is a lot harder and utterly maddening because of the terrible UI.

That fog isn’t there because it’s overcast.
seven days to Die looks drastically worse than its PC counterpart–even with these fog and reduced view distance it struggles to perform. Because of an auto-saving system the overall game will seize every minute roughly. The loading times for saved games are abysmal, to the idea that I was waiting a lot more than 20 minutes for a casino game to load. Zombies regularly glitch and die standing rather than falling down dead, which isn’t good when you dump another three of your last five arrows involved with it, still thinking they’re a shambling threat. You can play online with people, however the game uses listen servers hosted by players, so all progress disappears if the host drops out. There is also little incentive to play with other persons as, generally we experienced, hosts often quit if things go south.

seven days to Die on console is an awful port of a casino game which otherwise shows real promise on PC, where it currently languishes in Early Access. In its present state on consoles, the overall game is technically playable, but that is the best which can be said of it.