Fort Zombie Interview

Rock, Paper, Shotgun caught up with Kerberos lead designer Martin Cirulis for a brief interview about their recently announced action RPG, Fort Zombie.
RPS: You talk about other survivors with special abilities. Care to elaborate on this? I can understand what finding a rifle would do to help fairly naturally, but a few examples would really allow me to grasp what that means?

Martin Cirulis: Once again it helps to focus on the bigger picture of FZ. Yes there is a lot of shooting zombies where that rifle is a big help, but that's not all of it. You just can't FPS your way through the final horde no matter how many guns (of which there is a large variety) and bullets you manage to find. You only have 2 arms. hopefully.

The key to FZ isn't just that you are the biggest zombie butt-kicker in the world, (because that's been done pretty hard in more than a few, much more expensive games) but instead you have to think of yourself in the game as the man with a plan. You are the one guy who has just had enough. You are going to bring people, and tools and weapons together and draw the line that says (no more).

Given that you just can't go through the game as the multi-armed death machine, king-of-all-abilities, those barricades need to get built while you are out of the base, so wouldn't another survivor who used to be a carpenter be useful? Someone has to take care of the wounded and speed their recovery so wouldn't a former doctor be handy? And even out on missions, you may be good at a few things, but it sure as heck would be nice to have someone along who's especially skilled at convincing others to join you or has an excellent chance to spot the box full of Jerky hiding under that pile in the back of the wrecked store.