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Death Road To Canada

Death Road To Canada

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Death Road To Canada

Paranormal achievement in Death Road To Canada

Proved the existence of spooky ghosts.


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Death road to canada: beginner's guide (tips, tricks, & strategies).

Death Road to Canada can be a challenging game for new players; learn some tips & tricks, and decipher custom characters, to help even the odds.

Death Road to Canada is a randomly generated action RPG in which the player is tasked with surviving the journey from Florida to the safety of Canada during a zombie apocalypse . Supplies like gas and food need to be conserved, and party members need to be managed with care to succeed. With most elements in this game randomized, it can be a wacky ride and hard to know what choices to make, though there are some tips and tricks every player should know that may make the road a bit less daunting.

While on the Death Road to Canada players may randomly come across other survivors that may or may not be helpful, some could even hinder progress by lying about their stats or starting a brawl among the group. The option to leave them at the side of the road is always there, but adding useful members to the party is often necessary. Instead of risking supplies and morale picking up strangers on the side of the road, players should create their own custom characters before beginning their journey. This makes them discoverable playable characters while out on the road, they may also be found at trader camps and will join the party for free.

Related: 10 Best Modern Pixel Art Games, Ranked According To Metacritic

Making custom characters isn't an exact science, as there are many perks and traits to choose from that have multiple effects. A character's traits affect their personality stats and perks affect their stats and starting equipment. Players will initially have access to 16 traits and 14 perks, and with so many options that can work well together, what will work for each player will depend largely on their strategy for getting through the hordes and collecting supplies. Picking a fighter-type character and a supportive complementary character is a great place to start when designing your party.

Custom Character Combinations To Consider In Death Road To Canada

Creating a character that is 'Calm Under Fire' and a 'Gun Collector' will give +2 in shooting and a starter pistol with bullets. A supportive role could use 'Nurturing' and the 'Healthcare' perk to start with 4 medical supplies and +3 in medical with an increase in the stability of their morale. A 'Paranoid' character with the 'Martial Artist' perk will refuse to use certain weapons but starts with an effective unarmed attack and +1 in both strength and fitness, they may also identify unknown traits in new recruits. For a tank-style build consider a 'Warrior' with the 'Athlete' perk; they will have a boring personality, but start with a randomized sport weapon and gain +3 in both fitness and strength.

Another type of member players can add to their party is dogs. Dogs only need to eat one food per day instead of the two food people will need, they deal decent unarmed damage with their claws, and can bark to attract zombies. Dogs do have one less hit point than humans, but they also boast a much higher dexterity than a human meaning they move much faster and it can be really difficult for zombies to catch them. There are other recruitable pets in Death Road to Canada but dogs will provide a unique benefit. They can continue trekking on towards Canada without any human party members by becoming a Super Dog, which happens automatically upon the death of the last human character. It's important to note dogs can only carry one item at a time, so when looting the player may have to make some difficult decisions. Super Dogs will stand on their hind legs to use weapons, but this causes them to move more slowly.

Another trick involves the wit and attitude stat every character has in Death Road to Canada . When these two stats are low enough the option to say, 'COOL IT' or 'SAY IT, DON'T SPRAY IT' may be available during events. Saying this will almost always give negative results, ranging in severity from lost supplies to death. The group has a hidden counter to track these interactions, and once the 'Cool It' choice is used three times in one game the option to say 'COOL IT!!!' or 'SAY IT, DON'T SPRAY IT!!!' with three exclamation marks can appear. Using this option will always result in a positive outcome for the entire party, with the benefits depending on the encounter. Once used, the counter will reset to allow the player the opportunity to use the function again. Filling the counter at trading camps is the safest way to gain the benefits without getting too many drawbacks, as the worst outcome is being forced to leave. Characters given the 'Irritating' or 'BESERK!' traits will be able to use these dialogue options immediately.

More Tips For Surviving Death Road To Canada

While traveling the choice to stop at a trading post will pop up from time to time, and it is always wise to stop. Free loot is sometimes available, usually some spare ammo or an unopened toilet. The traders can also be helpful depending on the party's needs and  which have randomly spawned . Some traders may even give gifts to the group if they're low on food. Players can use spare weapons gathered to sell for food or other goods the party needs. This becomes especially important towards the end of the road, the last chance the player will have to stock up on supplies before the final stretch to Canada is at a trading post. If possible players should buy better weapons, restock ammo, recruit additional firepower, and top off medical supplies.

When looting any of the available areas, always make sure to keep an eye on the time. The later it gets in the day, the more zombies will gather and the more aggressive they'll become. Night officially starts at 9:00 PM, staying out looting after 10:00 PM can get the player caught in a horde. If looting at night becomes necessary for survival, don't forget to bring a flashlight.

A final important tip, give everyone in the group a gun. Melee weapons cause fatigue, how much fatigue depends on the weapon used and the character's fitness stat. Having a gun as a second option will provide them protection even when they're too tired to keep smacking zombies around. This is especially helpful during sieges where the hordes of zombies will be densely packed and aggressive. During looting events, players will have the option to let spare party members rest safely in the car instead of coming along, this will help to conserve ammo for when firepower is truly needed.

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Death Road to Canada is available on PC, PlayStation 4, Switch, and Xbox One.

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Death Road to Canada

ghost death road to canada

Death Road to Canada - Switch Review

"Worth a purchase for whenever you are in the mood for a good challenge softened by a good laugh."

Brian Stillwagon

Zombie games have certainly earned themselves a reputation. Dark themes, gritty environments and dramatic stories are great, but when they permeate an entire genre where the only variance is whether or not the zombies shamble or sprint, they’ve become tired. Thankfully, Death Road to Canada offers a fresh alternative. A welcome change from the expected tropes, it takes the tired bleakness of the zombie apocalypse and makes you laugh at it. Brought to us by Rocket Cat Games and Madgarden, you hop in a car by yourself, with a computer partner, or a friend and take a challenging and comical road trip across the United States. In this roguelike, top-down, twin stick shooter with RPG elements, you must collect resources, fight zombies, and navigate through a gauntlet of random events that range from funny to fatal.

Seemingly inspired by the timeless classic Oregon Trail , Death Road to Canada ’s main gameplay loop consists of two sections, travel and scavenging. During travel, you will ride in your car (or walk) as a text feed updates you on what your characters are doing and how your resources are being utilized. Periodically, you will be given a random event in which you must choose from a list of options that’ll dictate how you want to proceed. This may be as simple as which option is best to find supplies or whether the place your group picked to camp in is safe. However, the game will often offer you silly and surreal situations, complete with colorfully flashing words in all caps for emphasis and plenty of exclamation points. The results of these choices could either be nothing at all, changes in the group’s morale, the gain or loss of resources or even the death of party members.

I should mention that when party members die, they’re gone for the rest of the playthrough. The travel sections of the game are very bare bones in terms of actual gameplay. You don’t actually drive the car, or choose which streets to take. They are essentially a series of menus and multiple choice questions, which may turn some players off if they prefer more action oriented gameplay.

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When scavenging, players will explore levels and fight zombies to collect resources. The game’s four necessary resources are food, fuel, ammunition and medical supplies, and it does a satisfying job at making each of these resources feel imperative with the exception of ammunition. While guns can make combat easier, they are not the only means of combat. Without food, your party cannot eat or trade; without fuel, your party needs to abandon the car and continue on foot; without medical supplies, your party cannot heal themselves; without ammunition, you switch to a melee weapon. However, bullets are the only resources in which you can control how it’s used.

The controls for combat are simple. Each human party member can carry three weapons and you only have one attack option for each weapon type, either shoot or swing. The depth in the combat comes from the characters themselves, who are not created equally. Defensive players only have the control stick to rely on to avoid zombies. There is no dodge or block, but the zombies do not deal damage immediately after grabbing you, which will give you a second to react and possibly escape. As your journey continues, the zombies become more numerous and aggressive, making what starts as a forgiving game into a heavy challenge.

Both of these facets of gameplay are influenced by your characters’ stats, where the RPG elements come into play. Each character has ten skills that affect combat and their behavior in the random travel events. Most of these stats are hidden to the player until after you have used them for the first time. For example, your group may have camped in an abandoned apartment building and it catches fire, but you may be saved by one of your party member’s high wits stat.

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Your group may find a mechanic's garage, and you may learn that the person you chose to fix up your car has a poor mechanical skill, and spent the whole day only pretending to work. Each character has a trait and a perk, which will positively and negatively influence their stats, and well as their personality. These traits and perks are assigned randomly to auto-generated characters, but the game also allows you to create your own characters in which you can assign desired traits and perks to them. These characters can either be loaded from the start of your road trip or encountered randomly throughout a playthrough. My only criticism of the gameplay is that it can get repetitive after a while. The game only has so many travel events, and only so many ways to fight zombies.

Story / Personality

Death Road to Canada ’s story is a simple backdrop that serves as the player's motivation and not much else. You choose one or two characters to start with, and they hear rumors of safety in Canada. With no reason to stay in Florida any longer, they hop into a car and embark on a fifteen day road trip north. Those looking for a more narratively driven experience should perhaps look elsewhere.

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Where the game shines is in it’s personality. A lighthearted tone encompases what would otherwise be a bleak situation, making the game charming and comedic without feeling like it’s trying too hard. Travel events are full of witty and humorous narration that can turn the normally dark situation of surviving in a zombie infested world into a jovial road trip with situations like finding someone trapped under cardboard boxes, or maybe one of your party members is losing a desperately needed sneeze. On one of my more recent runs, a character had quite randomly been possessed by a demon, who promptly asked us for some pizza. Unfortunately we only had chips to offer, but since they were pizza flavored he accepted them anyway. He then asked for “a soul to wash it down with,” to which I replied with “Uh...no?” He left afterward but the experience had changed that party member for the rest of the run, turning her skin red and granting her increases to her combat ability, as well as a very good pitchfork weapon. She did not survive to see Canada, perhaps poetically.

Between the game challenging you with questions of action and morals, characters will often have small dialogue exchanges between each other, ranging from pondering their future to wondering if it’s possible to throw cars at zombies. Character traits and perks also have their share of humor. My favorite trait is Anime Fan, which spawns the character with an “overpowered katana” and warns you not to raise their morale to maximum for “danger of anime.”

Graphics / Art Direction

Death Road to Canada sports a retro aesthetic, using a well executed pixel art design reminiscent of the 16-bit era. Its characters aren’t complex but they are extremely varied. I have not seen two randomly created characters that look alike, and the sheer amount of options available in the character creator is impressive. The zombies are diverse as well, though not nearly as much as the player characters; you will most likely see two identical zombies every now and then.

ghost death road to canada

There is a fair amount of cartoon gore in the game. Zombies tend to explode into pixelated guts and black blood when defeated. The levels, while varied in terms of map layout as a roguelike should, unfortunately look samey. Most of the game takes place in suburban environments, or single large buildings that encompass the entire level. Occasionally, you can find yourself in a cabin in the woods. The game’s perspective is top-down and there is a constant film grain over the game by default, giving an old movie feel.

Music / Sound Design

The game’s soundtrack is a groovy chiptuned, oldies rock collection. The music fits the game’s aesthetic very well, and the songs stand out as a great backdrop and remain memorable. The audio effects execute as purposefully synthesized, furthering the game’s retro aesthetic.

Final Score: 84%

Death Road to Canada is a modern, comedic, zombified reimagining of The Oregon Trail . While not without some shortcomings in my opinion, the game more than makes up for them with its quirky personality. Everything about the game serves to further its 70s-80s retro cinema aesthetic. The game’s repetitive nature does not lend itself to continuous daily play, however it is still worth a purchase for whenever you are in the mood for a good challenge softened by a good laugh. Players that throw themselves in head first will find themselves hard pressed to complete the game but a combination of careful play and luck will see them complete their journey to Canada. Drive safe.

Thank you for checking out our Death Road to Canada Switch review and thank you to our $5 and up Patreon Backers for their ongoing support:

  • Andrew Caluzzi (Inca Studios / Camped Out)
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Geeks Under Grace

Have you ever played Oregon Trail and thought: you know what this needs? Zombies. Lots of zombies. Maybe some farting dogs, a guy who fights via an obnoxiously loud air horn, and a giant Mounty robot. Add a minivan and a constant need to find fuel, food, or friends and you’ve made Death Road to Canada , a pixelated cross-country adventure game that dares you to survive the deadly drive up north in the middle of a zombie apocalypse. It’s clever, challenging, unforgiving, and honestly just plain fun. 

ghost death road to canada

Content Guide

It’s the zombie apocalypse so there’s plenty of blood, guts, gore, and hacking and slashing here. It is all pixelated so it’s not too gruesome, but this is not a peaceful game.

There’s some language throughout but not much at all.

ghost death road to canada

Most of Death Road to Canada ‘s gameplay is a trade-off between fighting zombies, scavenging or resource management, and navigating bizarre scenarios on the road. You’ll collect weapons, hoard fuel and food, make and lose friends, and use your special skills and traits to hopefully survive the road trip and the zombie apocalypse.

You start as a party of two—single-player or multiplayer—and can expand up to a party of four or shrink to a party of one, recruiting and changing characters throughout the playthrough. In your car, which can also break down and be replaced, you’ll have to fight and drive for 14 days of travel, followed by a full-on hack-and-slash run for Canada at the border.

The gameplay is constantly evolving and changing so nothing ever gets boring, but nothing stops being unforgiving. One false move or mistake can cost you the whole game and you always have to manage, choose, and fight wisely to be prepared for whatever insanity the next day will bring. 

ghost death road to canada

A lot of Death Road to Canada ’s charm lies in its sense of humor and its complete absurdity. While some things are always the same—like fuel, food, and health—the random encounters and characters you meet along the way are what make the experience so fun. You definitely can have a fairly normal playthrough with normal people on a normal drive with normal weapons, but you’re still bound to run into some bizarre situations. There’s always a chance of being able to recruit a weird character like a ninja, sports fan, poodle, anime girl, valkyrie, or bodybuilder, all coming with their own perks and weaknesses and making the playthrough all the more interesting. But be careful with the sports fan; his air horn is infinite, but so is the headache it creates. 

These characters make every playthrough different as you can never create them, only hope you’ll find them along the way, which makes for some of the most unexpected scenarios. I’ve lost all my companions only to realize that the tall man in a coat was actually three dogs, so then I had a full party of dogs. I’ve also adopted dogs that could be so cute that gangs left me alone, valkyries with magical flying hammers, posh ladies who use their unbreakable umbrellas, or spacemen with infinite space gun ammo. 

ghost death road to canada

Your characters also have distinct personalities and skills which further add to the absurdity. Certain traits will always allow for special dialogue options or fighting styles, such as farting your way out of negotiations, robbing trading camps, or using kung fu instead of weaponry. You can buy more traits at the end of games, giving you even more boosts and options. And with hundreds of weapons in the game, you really can have your own unique fighting style and strategy every single time you play. I’m more of a blade-wielding, dog-loving martial artist myself, but I’ve played with friends who were anxious baseball bat swingers, beefy gunslingers, and shotgun-loving mechanics. The options are truly endless. You can also create custom characters to appear in the game, so feel free to add your friends, enemies, favorite characters, and everyone else you’d like to fight beside you in the zombie apocalypse. 

Another great feature of Death Road to Canada is the party management and multiplayer system. It’s super easy to add multiplayer to the game and invite up to three friends to be your party members. I’ve played Death Road to Canada with my friends several times and it is a really fun experience, especially given all the bizarre scenarios you can run into. And it’s also a good test if they’d let you die to a hoard of zombies. However, the party management system—with or without multiplayer—is really intuitive and thought-out. You can decide how your party members will behave, what they focus on, what weapons they use, and of course who to keep and who to kick out. This system makes combat scenarios really fun because even if you’re a single player with three companions, you can still decide whether they’ll be defensive or offensive, melee or shooting, adventurous or close-by—all of which can be life-saving in a pinch. 

ghost death road to canada

My only caveat with Death Road to Canada is how unforgiving and challenging it is. While this can be really for some players, a lot of your success on the road really comes down to luck. You have to be lucky in what you find, what you scavenge, what you run into, and even still you can lose all of it with a few false moves. As far as I know, there’s no save and reload option, so if you make a stupid mistake, you just have to live with the consequences—which can be really frustrating when you finally have a playthrough with enough fuel and solid companions only to lose because of a random hoard of zombies by the exit or because you thought you’d try robbing a surprisingly aggressive trading post. These elements can make the experience feel unforgiving at best and unfair at worst, which can be a turn-off to some players. 

Overall, Death Road to Canada is a hilarious game for parties, Discord hangouts, or to play with friends, and it’s also a great time for a solo player to find out what the zombie apocalypse has to offer. It should definitely be approached with the same level of humor it offers, because the absurdity of both the challenge and the creativity here is intense. But if you’re ready for some wild road trip stories and maybe a chance to finally be Canadian, this is a great gaming choice for you. 

The Bottom Line

Death Road to Canada is an action-packed, bizarre, and challenging road trip through the zombie apocalypse that needs you to have an equally strong sense of humor.

Sydney Stoddard

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Bloody Disgusting!

[You Should Play This] Travel the ‘Death Road to Canada’

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“You Should Play This” focuses on modern horror games worth your time and attention.

The zombie apocalypse is overdone in much the same way saying that the zombie apocalypse is overdone is. It takes something truly novel to escape from the rancid horde of me too half-hearted undead fodder.

In the realm of video games, this is as true as anywhere else. The use of zombies and the aforementioned zombie apocalypse are rarely done well. The indie scene has plenty of the fodder, but it also houses most of the good takes as well.

Take Death Road to Canada . A beautiful hybrid of text-based adventure and roguelike dungeon crawler with a deliriously silly sense of humor, this procedurally-generated indie gem both embraces and pokes fun at the zombie genre with plenty of knowing nods to other media and the tropes they often employ.

ghost death road to canada

Your party of up to four survivors must scrape together fuel for the car they’re using for the road trip. Then there’s the small matter of weapons, ammo, food, and medical supplies as well. You can acquire these whenever the game offers up a location to raid. Then your intrepid little posse must smack, batter, and generally destroy the shambling undead as you search gas stations, hotels, sewers and more to get some goodies.

During these 2D top-down action-oriented segments, you wield whatever you can find. That can be anything from shopping carts to pistols to lump hammers and all sorts in between. They can break, of course, meaning you have to time your shots (one hit might knock a zombie down, but not end it outright) and try to keep ahead of the hordes rather than take the fight to them every time (especially as you’ll knacker your poor survivors out).

It helps that the undead are the slow and shuffling type. You plan right and you can avoid large swathes of them on your way to gathering supplies. Yet in true old-fashioned zombie tradition, it’s very easy to let a group of them surround you, and that is almost always going to end badly for you.

ghost death road to canada

The oddball moments mostly come during the text-based side of Death Road to Canada . As the group travel on the road, they’ll have conversations and be faced with choice-based scenarios. The outcome of these vary depending on a) what the character’s traits are, and b) if they’re human or otherwise. Yes, your party can consist of more than just human survivors. There are dogs and cats (who can drive, because why not?) and even a very grumpy gnome to be found on the way to the Great White North. The replay value in Death Road to Canada is found in these ever-changing mixes of apocalyptic cliches and off the wall oddities.

You may only get a small amount of time in the company of certain characters, and you may not make it to Canada (it’s not as easy as it sounds), but it’s easy to get attached sometime, and maybe have a brief regret when Hank the gentle giant who can punch a broke n car into a working state is swallowed by the horde in the dank depths of a dilapidated cannery.

ghost death road to canada

Death Road to Canada takes the grey grimness of the post-apocalypse and splatters it with goofy 16-bit-styled charm. It trades a darker, nastier side for its comedy edge, but it remembers what surviving a zombie apocalypse is supposed to be about, traveling to a faraway place with a surly gnome, a belligerent canine companion, and an anime-obsessed, katana-wielding young lady. All in the hope of a better life.

Death Road to Canada is available now on PC, PlayStation 4, Nintendo Switch, and Xbox One.

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‘Misery’ Would Be a Masterpiece in Any Decade [We Love ’90s Horror]

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In the years since this column’s debut, ’90s horror movies have actually found a sizable and heartwarming amount of rediscovery and reappreciation. Physical media has resurrected and restored numerous films to the point where even derided efforts like my beloved I Still Know What You Did Last Summer can get a celebratory 4K upgrade. With this new outlook, horror culture is starting to better redefine the historical landscape of the decade. The conversation is no longer enveloped by the shadow of Ghostface .

But, Misery offers a unique issue when it comes to embracing a movie. An issue made more complex and wonderful by Misery being one of the greatest popular stories to occur in our lifetimes.

A bold claim? Of course, but the evidence is on my side. The novel by Stephen King is often cited among his top standalone achievements in fiction. I had never read the novel and felt that was necessary preparation for this column. Its reputation is beyond earned. The meat of King’s story – injured writer held captive by their biggest fan – hasn’t lost a shred of potency or terror. Misery is in King’s S-tier without question.

That only makes Misery the film all the more incredible. Director Rob Reiner and screenwriter William Goldman add to or change a hefty amount of the source material, inventing whole new characters and plotting. Normally, this would cause concern for an adaptation. However, they don’t misunderstand or alter the dark heart of King’s nightmare. Clever writing and impeccable casting (a true “no small parts” movie where I could spend the whole column praising every cast member) help make everything click into place. Misery is a benchmark example when it comes to understanding how to tell the same story in two different mediums.

ghost death road to canada

Since casting has already come up, Misery ’s definitive stamp on pop culture history must be Kathy Bates as Annie Wilkes. Given gold from the novel and screenplay to spin into platinum, Bates crafts a villain unmatched in her fearsome domination over our hero, Paul Sheldon ( James Caan ). Even then, Bates never loses control of the enormous emotional spectrum she needs to make Annie succeed as a human being and not a cartoon. If I must make one of my controversial statements: Anthony Hopkins’ delicious Hannibal Lecter is often understandably heralded as the horror performance of the ‘90s, but Bates deserves that honor instead.

There is so much to champion about Misery that I’d feel remiss if I didn’t fire off a few highlights before getting to The Point. As stated, the limited cast is aces. Caan brings his one-of-a-kind charisma and pathos to Sheldon’s ordeal, Lauren Bacall nails every second of her special appearance as Paul’s agent, and the pairing of Richard Farnsworth and Frances Sternhagen as a married sheriff and deputy is so perfect that I’d watch a whole movie just about them. From the wintery cinematography of Barry Sonnenfeld to the clockwork editing of Robert Leighton , this is a production in perfect harmony with all its moving parts.

ghost death road to canada

Now, The Point. It’s not in debate whether Misery is respected. Rather, there are parts of its DNA that seem to have made it a difficult movie to adopt as a masterwork of the decade. For one, it doesn’t feel like it belongs in its decade. Not solely because it was released in 1990 – a year that this column has proven is a high watermark for horror – but because it has a timeless aura. You can certainly date the movie but the execution and intention of the story does strive for universal understanding regardless of era. That timeless quality ensures the film’s longevity, but it also seems to have stopped it from leading horror’s greatest hits in the ‘90s because it doesn’t feel “‘90s.”

Though, the real core difficulty and power of Misery is that it is a story that rejects fandom as identity and feeling ownership over someone’s creative work. So, an Annie Wilkes Funko Pop! or a T-shirt with a Paul Sheldon book cover design is always going to carry some unavoidable dissonance. You can say similar things about horror merchandise mainstays like Freddy Krueger or Pennywise, but regardless of their moral positions as mascots, they aren’t actively engaging with criticizing fan culture. Annie Wilkes will always confront the audience’s relationship with consumer art and its artists, and that’s likely why she’s not able to become a legitimized brand for horror.

Which is kind of awesome. We all love our favorite horror icons, but Misery shouldn’t really be a part of that machine by design. It’s operating on a singular and pointed nature that defies submitting to total commercialization. Misery is a legitimate masterpiece that would stand out in any decade, but it needs to be seen right up there with Candyman as a contender for the best horror movie of the ‘90s.

The ‘90s often get a bad rap with horror fans. After  the numerous successful slashers and creature effects films of the ’80s , the ‘90s offered a different variety of horror fare. Though there were plenty of hits, hidden gems, and misunderstood classics, the ‘90s usually don’t get the kind of love that other decades get when it comes to horror.  It’s time to change that .

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YMMV / Death Road to Canada

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  • Angst? What Angst? : While there is a plethora of problems that can crush the hopes of your party, death is strangely not one of them (not directly, at least). Characters don't lose Morale (or even mourn) if one of their teammates die, be it from zombies or some other reason on the Death Road. Likewise, if a party member with really low Loyalty betrays your party in a certain text event, your characters will take damage, but no hits to their Morale.
  • For the first stage in a run, the stage with the most loot and least walking by far is the Rest Stop. The loot is piled neatly in one of the building's rooms, and there's extra food in the vending machines. It's not uncommon to find a valuable firearm or advanced melee weapon here.
  • For City stages, the Hardware Store often yields gas and durable melee weapons. You may even find a Chainsaw! The Lost Safehouse/Infested Stronghold are also places worth going, as they have tons of loot (and many weapons for the latter).
  • For Always be Looting stages, the Sporting Goods Store and Hardware Store are much like their city counterparts, but merged with the Y'all Mart layout, which greatly increases the chances of finding good melee weapons (and finding more of them).
  • The Concrete Bunker is guaranteed to have at least a few guns, one of which is of the advanced type (Auto Shotguns, Assault Rifles, Uzis, etc), and loot of all types sans gas.
  • The Dark/Haunted Mansion is a villa full of goodies, though it can be difficult to navigate without a flashlight (just bring one and everything will be fine). There's a room that's guaranteed to have an awesome melee weapon... or something like Pukeyballs, Turrets, or haunted silverware .
  • The Giant Animal leads to a variant of the Commercial Row stage on steroids. It has double the functional store rows. The vehicle provided isn't worth hijacking (think of an even worse version of the many vans in the game), but the stores themselves still provide what they do.
  • The various Cabins are a nice "in and out" stage with decent loot. Some even provide cars, and in the siege variants, the stage is sufficiently spacious and not too agoraphobic.
  • The Gas Station holdout levels are quite easy to survive in thanks to the propane tanks that can be thrown at the zombies for a spectacular explosion (just don't get caught in it). There's also always plenty of gas to grab from the station itself, and plenty of supplies. Sadly, it's not the typical randomized siege and is chosen in Always be Looting.
  • The Last Sale at Y'all Mart might be intimidating… until you realize you can run into the store, grab the supplies, then spend the rest of the siege outdoors. It tends to get less hectic outside even with zombies spawning from the ground.
  • Sacrificing a disliked party member intentionally can be this.
  • You can set NPCs on fire or blow them up with explosives where they would otherwise be immune to Friendly Fire. This includes the hated Anime Salesman.
  • Being able to circumvent a bad event due to a combination of personality traits can feel very good. Especially if said event ruined one of your runs.
  • Being able to tell the Dinkdoor owner to COOL IT provided you already have such a character on your team.
  • Cutting loose on the final sieges of the game if you were hoarding ammo so far. It feels extremely satisfying to whip out your automatic weapons, explosives, or gas-powered weapons to annihilate the zombie hordes that have been making your road trip so difficult and send every last one of them to kingdom come.
  • "That Bear Stole My Stuff" is the worst of the "Walking Events", which occur when your team is struggling to find a new vehicle after losing one. Unless someone in your party is a crack shot or is an impatient strongman, you'll be forced to choose between losing all but one type of supply or taking one or two hit points of damage for each character in your party.
  • Bandits, at least without certain types of characters. Most of the time, it'll come down to either losing a severe amount of supplies, or else taking (a lot of) damage. If you have traits such as Paranoid, Oblivious, or Charming, though, said characters more often than not get a Moment of Awesome as they outwit, ignore, or reason with the bandits.
  • Fire sparks. Often found in the Burning House/Blazing Inferno and sometimes found on highways, a single spark landing on a character is enough to light them on fire. This can easily deal one to three points of damage, depending on how long it takes for the fire to die out.
  • "Who Can Be Trusted?" has you send someone to distract bandits. If you have no one in your party with their Loyalty revealed (or all your current characters have low Loyalty), there's a chance that you'll pick a character with low Loyalty who will then turn on you and deal damage to the rest of the party. There's another other option that is to plow the car through, but that results in everyone taking damage and heavily damaging the car to the point you can lose it and have to face Walking Events in bad shape. There's also the matter of Composure. Without it, even with sufficient loyalty, the chosen party member will panic and take damage. This is where the Civilized Trait really pays off.
  • "Misplaced Keys", involves a gator snatching up your current car's keys. Without good strength, fitness, or shooting, those keys are gone, and the event relies on one's mechanical skill. It may be tempting to use this moment to improve one of those combat skills, but more often than not it ends in failure.
  • "Traffic Jam" is almost certainly a moment where you abandon your car without question. One option is AGGRESSIVE OFFROADING! which is only available when someone in your party has low Composure. If said character also doesn't have high Wits, your party and car take damage. Finding a New Route requires both high Wits and not high Attitude to get through freely (low Wits means damaging the car and dampening the party's morale, while high Attitude costs a lot of gas and eats up food as a result of taking a rest). Bench Pressing a Car is little different from abandoning the car entirely, except one character at least gets +1 to Strength instead of a chance of finding various bits of ammo. Essentially, this event requires a very specific set of personality traits to get by without fuss, and only the Paranoid trait is guaranteed to succeed for at least one option (there is no Trait that guarantees low Composure and high Wits).
  • Ending Fatigue : Before you reach Canada, you have a long journey ahead of you, but the three final challenges were basically made to drain everything you might have stockpiled up until there. By the time you reach the final map, you might be screaming for the game to end already due to the fact you'll be either running extremely low on ammo and/or teammates.
  • A character with the Oblivious trait can ignore some bad events. One of them has an angry old man which usually delivers a scathing, morale-crushing rant, but the character with Oblivious will simply ignore the old man, who will be so baffled by it that he will stop ranting. The last words on the event? "[Character] wasn't paying attention the whole time, and gets more drawn into their own little world."
  • Another Oblivious positive outcome from the "Cowardly Bandits" event, an Oblivious can shout "WHAT DID YOU SAY?", which will (somehow) terrify the bandits and make them run away. The kicker? The character really didn't hear what they said, they weren't even trying to be intimidating.
  • One of the possible buildings in city locations is a "Department of Motor Vehicles". Inside is a long, long line of skeletons. One of the rooms in this building contains another long, line of skeletons. If the player skips ahead to the machine, they can then change their name — with one of the options restoring a huge amount of morale by simply adding "Cool" in front of the character's existing name.
  • The very end of the game — where the crew reaches Almost-Canada — features a defense segment similar to a siege — this time with Canadian Mounties, beavers, and moose to back you up. Furthermore, the Canadian Mounties wield hockey sticks as weapons and occasionally apologize to the zombies they're beating up. The siege ends when a Humongous Mecha arrives. One of its weapons is "Eh-zers".
  • Just having dogs on your team significantly ups the odds of having something funny happen. Dogs can have the same personality combos as humans, so a Paranoid dog can be prepared to handle bandit ambushes and other such things. This is coupled with an impressive number of text events that have their text or even result changed if a dog participates in them; for some, the dog has their own way of dealing with the event, and for others, they get frustrated and achieve nothing.
  • One of the text events has bandits ambushing you in a house full of zombies and they threaten to yell and attract them to you if you don't give in to their demands. An Angry-Strong character has the option to simply knock two of them out cold with absolutely no warning. The result implies the rest of the bandits are so dumbfounded by the suddenness of the reaction that they just leave without doing anything else.
  • The Anime Girl's exclusive weapon will tear through zombies like nothing, in addition to having a high-damage projectile with infinite ammo, despite her low strength. Her decent fitness and maxed out attitude don't hurt either. Of course, her 4-mission limit before exploding puts a damper on her role as a true game breaker. However, if you manage to make her talk to the customers of the Anime Salesperson, their "love for anime" will arrest her mutation indefinitely … or 99 days if you're playing on Endless Mode, making her a permanent recruit for most game modes and letting you tear through zombies with impunity without worrying about her exploding. She can still leave or die as any other recruit, however. It's also possible to detach her weapon if she's transformed into a dog.
  • Another rare character, Giga Guy , is this. While he can only use one weapon, said weapon, the Giga Guster, is extremely powerful. It requires no ammo, using it causes no fatigue, and it can be charged to unleash a stronger shot or fired as fast as the player can spam the attack key. Giga Guy makes things a total joke, with the only downside being that he costs 20 food to recruit.
  • El Satan, the wrestling champion, counts as an early-game example, since he is able to lift zombies and toss them around like furniture (he doesn't even have to wait for them to be downed!). This can save a lot of resources when it comes to breakable weapons in addition to being a powerful attack. His only downside is that he can't use guns or chainsaws.
  • Alvis is a Jack of All Trades example of this. He's got maxed-out fitness, good strength and shooting, and knows Kung-Fu, allowing him to deal lots of damage even without a weapon. It's easy to determine his loyalty as well, given that his Composure is always low (it requires low Composure and Loyalty to be able to rob people). He's also able to stay in the party when reaching the Despair Event Horizon , changing appearance instead of ditching or fighting the party (this only works once; if it happens again, he's gone for good).
  • There are various other characters with very high strength and/or fitness stats that focus on powerful melee combat such as the Sumo Wrestler, Fencer, Contender, and Valkyrie.
  • Gordo has high combat stats in both melee and ranged combat, as well as completely neutral personality stats, making choices in text events regarding him reliably predictable. The only catch is that he's a character that needs to be found in a city ruin, which requires quite a bit of luck (or the City Seeker trait) and exploration. Rck Grimes is quite similar in this aspect, although his personality stats are much higher in exchange for having only slightly lower melee and ranged combat stats than Gordo (sans composure, which is always at the lowest).
  • The Paranoid trait is extremely useful. Characters with it have special actions in events that would allow them to save the group from potentially dangerous situations. Sure, some of the actions of a Paranoid character can deny them a benefit occasionally, but the aforementioned Paranoid character is the only one affected. Overall, Paranoid characters can have a lot of rewards in events with little risk.
  • Similarly, the Civilized trait with the Health Care perk allows you to start with very high Medical skill on the character, enough to heal up at 1:1 Med Kit/Health and up to 7 Med Kits at the start, in exchange for the lack of any shooting or mechanical skills. This allows you to take far more risks, be more reckless, and take damage while training your characters on text events if needed. Needless to say, this can be very, very useful.
  • The Civilized trait in general is powerful and combines well with many perks. First, it gives all the benefits of Charming. Then it also gives max composure and loyalty; loyalty is usually a mystery and having max loyalty is rare. Then it gives bonuses to medical and mechanical skills. All of this is given because of its alarming downside: a whopping 3 unit decrease in the amount of morale you can have, from 6 to 3. But besides the morale check for a dexterity boost at the end of a run, having high morale is only good as a buffer. Because a Civilized character's attitude is so high, they gain and retain morale more easily, including a crucial extra morale point when eating while having low morale. And even if they do leave due to morale bottoming out, they won't take anything from the party due to their high loyalty.
  • The T*S*T*C Class is a Min Maxers Delight when it comes to manual control. A character with this class has a Strength stat that is equivalent to being maxed out on a regular character, and can be raised six more times . This makes for some incredible furniture abuse and being able to use deadly, heavy melee weapons with ease. The catch is that this character cannot raise Fitness, but even then, it at least starts out at 2, which is still more than an unaugmented character's Fitness stat.
  • A similar example can be found by combining Megabuff with Fierce Temper. This immediately grants the character the "Angry-strong" trait (high strength with low composure), which can be helpful in various text events, as well as being handy with melee combat in general. Like with Alvis, it also makes it easier to determine if this character is loyal or not in a run due to the "Bandit" trait requiring low composure and loyalty.
  • A minor example can be found in the Big Bruiser trait. Their boxing skill negates the need to find them a melee weapon, and they have an additional health point. The only catch is their slower run speed, which can be more or less cancelled out if they're under AI control. They tend to be the ideal AI buddies to recruit for support.
  • The vast majority of events when attempting to find a new car, whether they hurt your party members or their morale.
  • The "Silent Guardian" event is a huge pain if it pops up near the start of your journey. Without a party with very high Strength, or just someone with high strength and low composure, there's no way to get past the guy blocking you without plowing the car through them, which will damage it.
  • The "Driving Range Last Stand" is this, without anyone with super high mechanical or a party with good enough fitness and strength. This also tends to appear near the start of your journey, where you almost certainly don't have either of those. You have the option of fighting a siege with only golf clubs scattered around as supplies, getting hurt as a result of not being fit enough, or driving past it and not getting any rest.
  • "Fight or Flip", which requires a random character to roll their strength or fitness stat to escape a zombie attack. This seemingly tends to target the weakest survivor most of the time, resulting in damage no matter what, and hardly the strong ones, let alone the one with high strength and low composure (this grants a guaranteed escape).
  • The bandit attack involving yelling to attract zombies. Unlike many other bandit attacks, this one mostly works on luck via calling out their bluff. Thankfully, with either a Paranoid or Angry-Strong character, this can be taken care of guaranteed, but otherwise it's another roll of the bullshit dice.
  • Customized characters that start off with extra items provide them to the party when they appear on the road, even if they aren't actually recruited. This can result in Gun Collectors providing a Pistol and Ammo (they hold onto their Rifle and Shotgun), Ultrafit providing a bit of food, and Health Care specialists providing lots of Medkits.
  • Randomized characters' combat or personality stats (not both) are measured if there's a paranoid (high Wits, low Attitude) character in the party when their recruitment page pops up (the player can either choose to accept or decline them afterward). If said randomized character is paranoid but none of the current party members are, their stats will be shown as they join, meaning they measured themselves .
  • The anime salesperson is universally disliked due to selling garbage items that are liable to break or are just plain weak. It's unfortunate seeing as how this guy often takes up space where a more useful trader would be. The only redeeming quality he has is to cure the Anime Girl's ticking doom clock, but whenever she appears, he usually doesn't. He's also a safe and easy target for "Cool It!"
  • The Clown. He often shows up early in the game, and you can't reject him from joining your party if you have room. He has mediocre fighting stats and awful personality stats. It's here that people deliberately try to ditch him via distancing him from the exit, or being a meat shield for zombies.
  • The Governor Emperor is a deliberate Joke Character who steals your food if you're foolish enough to let him legitimately join your party. Even as a temporary character, he has the lowest stats all around. You can't immediately reject him from your party either without taking a morale hit; you have to toy with him first by initially saying "yes" to his request, then changing your mind. If you have a full party, you can't avoid a morale penalty anyway.
  • The Cleaning Lady and the Debutante may as well be regular recruits, but are part of the rare character roster. They both have incredibly weak melee weapons that cannot be unequipped. It's quite unfortunate if one spends ZP to get a rare recruit only to get these wastes of time. The Cleaning Lady would later be removed from the random rare pool and be relocated to a unique trader post, the Final Hospital, where she provides the more constructive service of healing a party member and boosting that character's vitality for a price, as well as being available for hire, but the Debutante remains a tumor in the random pool. Downplayed with the Sports Fan and the Bee Man , who are similarly weak, but at least only appear in Trader Camps.
  • The Goat is absolutely not worth recruiting, as it can only be recruited without a full party, and doing so hurts a random party member. It always starts out with zero loyalty and attitude too, so it's worthless as a watchdog pet, and will screw you over when it gets the chance.
  • Common recruits that have low composure but high attitude force themselves onto the player's party if there's room similar to the Clown, whether the player likes it or not. More often than not, they end up being The Load .
  • Characters that revolve around "Cool It" can be this, as said strategy often ends poorly (unless fully charged). One example can be the "Irritating" ghost in the Haunted Mansion. Rather than boosting a useful stat such as strength, fitness, or vitality, talking to this ghost reduces a character's wits and attitude to the lowest value. Even if an already Irritating character outdoes this ghost, it doesn't count towards their COOL IT counter . There are also common recruits that start off with the "Irritating" stat, which trigger the "Dinkdoor" event. Here, the player must attempt to recruit this person, or respond with anger, lowering that character's morale, composure, and attitude stats . The only positive way to get through this without a full party is to have an already irritating character in the party to say "Cool it".
  • Characters with low Loyalty are usually a liability at best and a threat to your own party at worst, as they can abandon your party or cause potential consequences when put in charge of guard duty or other events. The cons of having low Loyalty far outweigh the benefits, so it's best to get these characters killed deliberately, or replace them.
  • The sound of your car's engine roaring is oddly satisfying to hear, even more so if your car is a Muscle Car or an Electric Hybrid.
  • The sound of zombie teeth flying everywhere. Often means you're putting the hurt on the zombies with little difficulty.
  • The sound of a random Zombo Point being acquired in the field.
  • The *ding* sound of something good happening in a random event.
  • Nightmare Fuel : For a game that takes a Lighter and Softer approach to a zombie apocalypse, it still manages to pull off some legitimate creepy moments. A classic example is when the in-game time hits past evening, everything starts getting dark, all the zombies and characters that you're playing/leading as take on dark silhouettes (lessened if you use your flashlights), and you get a sudden dose of Mood Whiplash . And, no matter how hard you try, when you try to sneak around from the zombies, they will eventually swarm you into a corner. And when they do …
  • Paranoia Fuel : Not knowing your survivors' loyalty easily falls into this. Should you keep them, or should you ditch them? Can they be trusted to not screw over your team? Save Scumming through force-quitting the game can mitigate this, but until that one text event that relies on loyalty, you're in the blind. Not even the Paranoid trait is guaranteed to mitigate this, and even a Paranoid survivor isn't always loyal…
  • Banter between survivors can often meddle with morale at a moment's notice, possibly bringing a character's morale down low enough for bad things to happen. Some conversations and responses have no sense of pattern whatsoever, being unaffected by personality stats. Survivor 1: If you tie a string around your finger it will turn purple! Survivor 2: Why would I want to know that, Survivor 1? WHO CARES? Survivor 1's Morale decreased :| → :(
  • AI Survivors have a strange way of thinking when it comes to picking up weapons (they tend to focus more on knockback than damage). They'll more often than not prefer to use weaker, lighter weapons, even if they're absolute crap and break easily. The Golf Club is one such weapon. Thankfully solved in an update where you can lock AI's inventory slots, forcing them to either use a certain weapon or never pick anything up so they'll actually use any unarmed skills they have.
  • Not being able to see all the personality stats of each survivor, unless that character's stats are predetermined (usually by personality or as a default setting for a rare character). This can result in some serious trust issues and other risks in random events.
  • Lethal and non-lethal damage types during text events. There is no way to know (besides in the rare cases the game outright tells you) what will kill a character and what won't. Some cases are obvious, but there are plenty of things that look fairly innocuous but will get someone killed, and others that might look like a bad idea but won't. And of course, this takes a toll on your medical supplies, since you can still be damaged the normal way.
  • The fact that the game tends to give you vans far more than other cars, due to how many of them there are. They guzzle gas like there's no tomorrow and are slow as snails. Their only redeemable quality of durability gets tossed out the window in text events anyway, and there's few situations where it helps in the field too.
  • While the "Paranoid" trait is usually awesome as it allows one to read random recruits' stats ahead of time in addition to having many more solutions when it comes to certain events, they'll either read the newcomers' combat or personality stats, never both. If a dog is rescued from a level, the Paranoid character may still read its combat stat, despite dogs never being able to raise their fighting stats at all. They also cannot read the stats of familiar or rare characters, which is a shame.
  • There are a number of melee weapons that don't deal a lot of damage yet can still break easily, such as the Mop, Broom, Golf Club, and Knitting Needle. The Cardboard Tube is an especially intrusive example as the AI always picks it up and uses it for some reason, despite it not doing any damage whatsoever. The Piece of Wood at least has the excuse of being super easy to find via broken furniture and works as an expendable Emergency Weapon .
  • The Bow and Arrows tires out whoever uses it very quickly, in exchange for manually charged shots. Said shots have limited effect, and cannot be replenished without the Bow and Arrows perk. It's not worth using without the Bow and Arrow perk and high strength/fitness, meaning you have to tailor your entire playstyle around it and thus it's ineffective when found out in the field.
  • Downplayed with the Slug Shotgun. It's hardly any different from the regular Shotgun, except it doesn't have spread shots. Rather, it has a single accurate shot. Why not simply use a Cowboy Rifle ? It's usually rare to come by anyway, only available in the Concrete Bunker and from the Shotgun Salesman.
  • Solo-Character Run : It's entirely possible to win the game by playing with only one character from start to finish if you know what you are doing, you'll most likely not risk running out of food, but surviving sieges will take a lot of preparation and know-how since you'll be even more shorthanded than usual. You do get an achievement for succeeding. Solo runs also protects you against characters that normally force themselves into the party .
  • Spiritual Adaptation : With its irreverent humor and Affectionate Parody of the Zombie Apocalypse genre, Death Road to Canada is perhaps the closest thing we'll ever get to a Shaun of the Dead video game. The tactic of giving large groups of zombies "the slip" is even an integral part of the endgame!
  • Losing a buddy can hurt, especially if he/she was a custom made character based off of someone you know. Losing The Load or The Mole in your party, on the other hand, falls into Catharsis Factor .
  • Group members are prone to violently snapping once morale is low. Some might steal your loot and run off with it. However, loyal buddies might actually leave a note, wishing you luck on your journey to Canada, before disappearing with all of their supplies returned to you.
  • If you have a dog in your party and the party is doing poorly, the dog may lose all faith in your team's ability to make it to Canada and refuse to continue on with you.
  • "Dog Squad" requires you to finish the game with a full party of dogs— and only dogs. Several factors make this achievement extremely unlikely to accomplish. To begin with, you cannot begin the game by playing as a dog— you must start out as a human and find a dog along the way. You can make things easier by giving your starting character the 'Friend of Dog' perk, which increases the chance of them finding dogs on the road, but you still need to survive long enough to find multiple dog-recruiting events. You MAY get lucky and run into Woof, a Rare character that splits into three dogs when they 'die,' but you still have to find the fourth via a random event and hope the game allows you to recruit them and kick out the remaining human party member. Not helping things is that dogs have two-thirds the HP of standard human characters and cannot wield weapons unless they become the Sole Survivor of the party, which turns them into a Super Dog that can wield weapons and firearms, and even then they can only wield one at a time, unlike humans who can wield up to two, making it that much more difficult to survive even if you get lucky enough to round up a party of dogs. All these factors combined make it easy to see why this the least-obtained achievement in the game, sitting at a measly 0.4%.
  • "Has Left the Building" requires Alvis to reach his Despair Event Horizon twice. Obtaining Alvis himself is very much luck-based, and one needs plenty of time to break him twice. Getting Alvis himself to break can also be luck-based, as deliberately lowering morale may result in other party members' despair events triggering instead.
  • "The Loneliest Road" requires beating the game with just a single character, without recruiting anyone. It's difficult to fend off zombie hordes alone, and just as difficult to maintain a steady cache of supplies with bandits running amok.
  • "Mr. Popular" requires completing the game with Mason in the party. Mason constantly makes party members "disappear" through random events, mostly Despair Event Horizon events, which are more likely to occur when he shows up due to his inherent morale penalty, and he will leave on his own terms if he's alone. He is also the only character in the game that cannot stay dead and respawns if he gets killed in action. A party member will "disappear" every time this happens as well. You either have to hope you recruit him close enough to the border or you hold out long enough to find more party members to replace the ones that "vanish".
  • As mentioned in Low-Tier Letdown above, Bandits should just be avoided. In addition to the usual risks of having a character with low loyalty and composure, characters with the BERSERK! trait cover this already alongside bonuses to combat stats.
  • Frantic Whiners have one less health point and a bad attitude in exchange for a faster run speed. It usually isn't worth it, not even pairing it up with the Big Bruiser to cancel that perk's weakness.
  • The benefits of being a Gourmand isn't worth it for the increased food consumption, and running the risk of higher morale drops when low on food. There are better ways to have higher health points. The Sumo Wrestler sort of walks this line, as he has excellent strength and fitness stats, but also has the Gourmand trait.
  • Being a Specialist deprives a character of all but one inventory slot, meaning they cannot switch between weapons on the fly. The combat stat increases may be tempting, but dealing with the limited inventory space, especially late game, might be a real pain.
  • Due to the varying difficulty factors in stages, it can vary from run to run, but sieges are almost always here, as the party has to outmaneuver and survive a timed assault of endless zombies; on higher difficulties, the numbers can be overwhelmingly-high, the zombies can move at a brisk jog as opposed to their typical slow lumber, and indoors, waves can even rain down from the ceilings, to force the player to keep moving. Worst of all, unlike normal stages, you don't get to choose party members; everyone is forced to participate, even if they're tired and/or one hit from death. There are variants where merely lasting for an hour isn't enough; you have to navigate a maze in low light to the exit to escape . The only constant consolation is the reward at the end, which can boost stats, restore morale, or heal any wounds.
  • The "Backs to the Wall" siege. All the buildings are ruined, thus containing no additional rooms, and there is absolutely no loot whatsoever . At least with other Sieges, there's a chance of finding a little bit of ammo or even some good weapons!
  • The "Factory Complex" siege. Unlike the other gauntlets, the Sewer and the various roads, the path is far less clear and linear, which makes it incredibly easy to get lost.
  • The "Mall of the Dead" siege. The layout is the same as the Mall looting events: however, you have no extra rooms to run off to and you have to fend off a very large amount of zombies in an enclosed space for 1.5 hours, as opposed to the usual 1 hour. You have two extra allies in a pair of NPC Mall Cops: while fairly helpful on normal difficulty, on higher difficulties, they are of little help against the sheer numbers of zombies, especially since one will quickly run out of ammo and become nearly useless. Not to mention that there's only one exit to the level, which often means having to fight through the entire horde just to get out.
  • The "Stuck in a Ditch" siege is also ridiculously difficult on late game or on higher difficulties, due to the lack of space to maneuver around zombies. Unless you have Grenades, Pipe Bombs, or something that can handle large hordes of zombies, you can bet someone will bite it during this siege.
  • The despair sieges that can trigger if someone in your party is critically low on Morale: "Fatal Argument" for multi-character parties, and "Haze of Despair" for a Solo-Character Run . Both are 2-hour long sieges with a higher than usual count of zombies (though Haze of Despair has fewer zombies than Fatal Argument). How bad are they? Enough for the game to give you the option to quit then and there as you might not survive, or survive at the cost of wasting a ton of ammo. The only upside is if you do clear the siege, your party will get a massive Morale boost.
  • The event "Driving Range Last Stand" often appears at the beginning of the game. Unless your party starts out with incredibly high fitness or mechanical skills, you will suffer. Either you take guaranteed damage for your entire party, or you have to survive a siege with little more than golf clubs, which are weak and break easily. Alternatively, you can drive off with no sleep, but that leaves your entire party Tired, an ailment that seriously impairs their combat abilities.
  • The final siege, aptly named "City of Crushed Hopes", is this, no matter what. Overwhelming waves, an outdoor map with no good routes or areas, and a whopping FOUR HOUR timer (about four minutes in real time) note  most sieges (with the exception of the Despair sieges) last for 0.7 hours at minimum, and 1.5 hours at worst . It's highly advisable to gather as many high powered weapons and ammo as possible, and to search each of the buildings for additional supplies. Thankfully, the buildings in this siege can yield quite a lot of useful items, such as guns or explosives, as you will need them.
  • The Mall Rescue has a glitch that prevents the room that contains the rescuee from appearing (it usually appears within one of the stores located deeper in the level), rendering any difference between it and the regular Mall stage moot.
  • The Burning House/Blazing Inferno may yield a lot of loot, but it's on fire. Sparks of fire can fly everywhere without warning, and can easily cost health points. Fireproof characters shine here, but they're hard to come across and are rarely used.
  • The "Hazardous Materials" rare stage might be considered the most difficult of the bunch. Think of the sewer siege, but instead, you need to explore both wings of the sewer to rescue the hazmat team members for the full prize. It's common to get seriously bogged down by the zombie hordes.
  • The Untouched Grocery store may yield food in the hundreds, but boy, does the stage make you work for it! The entire store may as well have a zombie population akin to a metropolis, and they're absolutely relentless .
  • The more unpleasant-but-not-difficult variety can be found in places like the Furniture Store, Office, and the non-city Book Store (the city Book Store at least is surrounded by other buildings containing more loot), where loot is minimal and there are no beneficial gimmicks to the level. Places like these are best avoided.
  • Underused Game Mechanic : There are Rare and Familiar variants of the default game mode and the extreme game mode, but not of the short, long, or endless game modes. Speaking of, Endless mode defaults to the extreme difficulty, which is unfortunate for those who want to try their hands at an endless run without starting off with massive zombie hordes and bandits that deal double damage.
  • Unintentional Period Piece : Characters with low Wits sometimes bring up Barack Obama during car conversations, blaming him for everything. He was President of the United States at the time of the game's release.

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ghost death road to canada

Death Road To Canada

ghost death road to canada

Steam Machines Are Dead? Long Live The Steam Link!

ghost death road to canada

With wireless, the issue isn't the speed, it's the inherent latency. It's why even on 802.11b back in the day, even if your internet speed was 5mb and your wifi speed was twice as fast, people recommended you play online games while wired to the router. The Steam Link is an amazing device. The only hiccups I ever noticed were when I was playing a CPU intensive game, since the pc you're streaming FROM needs some CPU cycles to encode the video on the fly. I'm pretty OK with Steam Machines not going anywhere honestly, as long as Valve continues to support Linux. The work they've done for Steam OS has benefitted gaming for all Linux users, and I hope they keep that up.

It's also worth noting that the Steam Link goes down to like $5 on every major sale, so there's no reason not to try them. And it works with just about any controller you already have. Plus, if you're a tinkerer you may choose a $5 Steam Link over a Raspberry Pi depending on what you're after(retro emulation and Kodi, for instance, can run as native apps on the Steam Link)

Native apps is a great step. I wonder if subsequent versions will allow usb storage and a larger hard drive to make a mini steam machine? I mean, it already is but the storage is somewhat limiting.


Yeah, this doesn't surprise me. Again, as long as Valve continues pushing the Linux market (which they seem to be, and Steam OS seems to still be in active development for the time being) I'm totally ok with the fact that Steam Machines never went anywhere. It was an interesting experiment, and I was way wrong about how effective the experiment would be, but in the process we got way more Linux support for gaming which, honestly, is a win for everyone, not just Linux gamers.

And here we go: http://steamcommunity.com/app/221410/discussions/0/1696043806550421224/

Thanks for that update, it's awesome to hear that Valve is very committed to Linux. There is a hacking community for the Steam Link and you can install things on it using the bit of disk it has available. I wonder if Steam Link v2 that may potentially do 4k or more will have more disk and it will allow for certain games to install. Or maybe a Steam handheld? Who knows but his " At the same time, we're continuing to invest significant resources in supporting the Vulkan ecosystem, tooling and driver efforts. We also have other Linux initiatives in the pipe that we're not quite ready to talk about yet; SteamOS will continue to be our medium to deliver these improvements to our customers, and we think they will ultimately benefit the Linux ecosystem at large. " Can't wait to hear more.

Death Road To Canada Is A Well Polished Oregon Trail+Rogue Like Beat Em Up!

ghost death road to canada

Death Road To Canada: Pixelated Zombie Love

The Mystery of the Ghost Fart

  • View history
  • 1 Event Text
  • 2.1 If alone
  • 2.2 If the party has only one human, but also a pet
  • 2.3.1 Character is a pet
  • 2.3.2 Character has high Attitude
  • 2.3.3 Otherwise
  • 2.4.1 Character has high Wits & Attitude
  • 2.4.2 Otherwise
  • 2.5 [Character] tells everyone to COOL IT

Event Text [ ]

It's just another day on the death road when someone farts in the car.

Drama and mystery consume the team.

Pick someone to blame:

  • [Character]
  • [Highest Wits Character] solves the mystery
  • [ Grating Character] tells everyone to COOL IT

Results [ ]

If alone [ ].

Who could have done this? We may never, ever know.

If the party has only one human, but also a pet [ ]

Who could have done this? It was probably [Character]. What a bad [dog/cat/goat/critter]!

Blame [character] [ ]

[Character] is blamed for the fart.

Character is a pet [ ]

Wow! What a bad [dog/cat/goat/critter]!

The smell lingers!

Was this the real culprit? Who can say...

Character has high Attitude [ ]

[Character] shrugs in a good natured way.

Otherwise [ ]

[character] solves the mystery [ ].

[Character] explains a complicated sequence of deduction that arrives at one conclusion:

Character has high Wits & Attitude [ ]

The fart was made by a GHOST!!! WWWWHHHHOAAAAAAAAA!

It was [Other Character] who was the farter!

Character has low Loyalty

Low loyalty

In secret, it was actually [Blaming Character] who was the fart monster!

[Character] tells everyone to COOL IT [ ]

If human: [Character] tells everyone to COOL IT. BEADS OF NERVOUS SWEAT roll down [Character]'s face. Yet nothing can be proven! If animal: [Character] emits a VERY CLEAR SECOND FART. Mystery solved!

  • 1 Melee Weapons
  • 2 Ranged Weapons
  • 3 Guide:How to Win


  1. Death Road to Canada para Nintendo Switch

    ghost death road to canada

  2. Death Road to Canada Review

    ghost death road to canada

  3. Death Road to Canada

    ghost death road to canada

  4. Death Road To Canada Gameplay

    ghost death road to canada

  5. Death Road to Canada Review

    ghost death road to canada

  6. Death Road to Canada

    ghost death road to canada


  1. Death Road to Canada or Something

  2. Ghost on road

  3. Talking To Ghosts: Asking The Dead The Questions We All Wonder About

  4. Death Road to Canada

  5. Ghost remembers his death #Shorts


  1. Haunted Mansion

    The Haunted Mansion is a very rare location found in Death Road to Canada . The layout (and darkness) is similar to the Dark Mansion, however, as the name implies, this particular mansion is haunted. Certain pieces of furniture (chairs, drawers and fridges) may be possessed, causing them to periodically float in the air and attack zombies.

  2. Paranormal achievement in Death Road To Canada

    Death Road To Canada 4,638 1,000 66 4.14 1,743 22 (1%) 1,743 gamers are tracking their Death Road To Canada achievements. Click here to track your progress. Paranormal achievement in...

  3. how do I get the paranormal achievement? :: Death Road to Canada

    There are four ghosts you can find in random parts of the mansion. Each Ghost gives different buffs or penalties depending on your choices. Simply interact with one of them to unlock the achievement. #4 i kiss your mom with this mouth Jan 30, 2020 @ 1:55pm Originally posted by ʟᴀɴᴅᴏɴ: Originally posted by Spaalone Babuguuscooties:

  4. Death Road to Canada #23

    0:00 / 20:51 Death Road to Canada #23 - Mystery of the Ghost Fart Team CSTN 261 subscribers No views 1 minute ago ...more ...more Death Road to Canada Browse game Gaming Browse all...

  5. Death Road To Canada Wiki

    Explore Browse wiki Home View source Welcome to Death Road to Canada Wiki! This is the unofficial wiki for collaboration of information about Rocketcat's indie action RPG game, Death Road to Canada. It is currently available on Steam and GOG for Windows, Mac, Linux, IOS, Android, Xbox One, PlayStation 4 and Nintendo Switch!

  6. Death Road to Canada

    Death Road to Canada is a 2016 roguelike video game developed by Rocketcat Games and Madgarden, and published by Rocketcat. Set during a zombie apocalypse, the player attempts to guide a group of survivors to "the last zombie-free nation" of Canada. [1]

  7. Death Road to Canada: Beginner's Guide (Tips & Tricks)

    Death Road to Canada is a randomly generated action RPG in which the player is tasked with surviving the journey from Florida to the safety of Canada during a zombie apocalypse.Supplies like gas and food need to be conserved, and party members need to be managed with care to succeed. With most elements in this game randomized, it can be a wacky ride and hard to know what choices to make ...

  8. Achievement Guide: To Do the Impossible.

    There are a total of 72 achievements (AKA 'cheevos') in Death Road to Canada, of which three are secret, and, by my jurisdiction, 17 easy (24%), 14 (20%) medium and 7 hard(10%). 34/72 (47%) are character-based. ... The Sassy Ghost can be asked about its flexing, giving the character one strenght point, or asked about its sassiness, reducing one ...

  9. Death Road to Canada

    Final Score: 84%. Death Road to Canada is a modern, comedic, zombified reimagining of The Oregon Trail. While not without some shortcomings in my opinion, the game more than makes up for them with its quirky personality. Everything about the game serves to further its 70s-80s retro cinema aesthetic.

  10. Review: Death Road to Canada

    Review. Most of Death Road to Canada's gameplay is a trade-off between fighting zombies, scavenging or resource management, and navigating bizarre scenarios on the road. You'll collect weapons, hoard fuel and food, make and lose friends, and use your special skills and traits to hopefully survive the road trip and the zombie apocalypse.

  11. Cheevos (Achievements)

    Cheevos are the developer-given name for the Achievements system within Death Road to Canada. While there were initially 60 cheevos as of the AORTA update, the DUODENUM update introduced another 12, bumping the total number up to 72 unlockable Cheevos in all, linked to your Steam account. Many...

  12. [You Should Play This] Travel the 'Death Road to Canada'

    Death Road to Canada takes the grey grimness of the post-apocalypse and splatters it with goofy 16-bit-styled charm. It trades a darker, nastier side for its comedy edge, but it remembers what ...

  13. Death Road to Canada / YMMV

    The theme that plays during the City of Crushed Hopes, the final, grueling 4-hour siege of the game on the higher (or Crueler Bandits) difficulties. The sad, yet hopeful sound of this music can make you fight to your last if you have endured a particularly nasty journey to Canada so far.

  14. DEATH ROAD TO CANADA (Complete Series)

    Subscribe for more Oney Plays http://bit.ly/oneysholeOney Plays Death Road to Canada for PC. This video of Death Road to Canada Gameplay / Walkthrough was ...

  15. Ghost Road

    One of the best known haunts of Ontario is Scugog Island's Ghost Road, just outside the quaint village of Port Perry. This has been the sight of many interesting phenomena, as well as the birth of many legends.

  16. 'Death Road to Canada' Review

    Death Road to Canada nails the struggle of trying to survive. ... [Pre-order] Ghost In The Mirror (Adventure, story, puzzles) Il Sui, Today at 8:34 AM. Grift: Scam Tycoon (by Bodeville)

  17. Spooky Graveyard

    Jon the Rocket Knight Spooky Graveyard Spooky Graveyard Death Road to Canada. Upon entering, the party will be tasked with pursuing the source of the "spooky goblin laughter". To do so, you must have a weapon capable of breaking into the doors of the mausoleums at the rear of the map: a sledgehammer, crowbar, shovel, or pickaxe.

  18. Death Road To Canada

    Death Road To Canada Mac Linux PC 🐉 Tale of the White Wyvern is an all new text based, high fantasy, sword and magic adventure mini-MMO that you can play with your friends! ⚔️


    1.3K 35K views 2 years ago Stumpt play Death Road to Canada! We're taking control of a car full of jerks as they explore cities, recruit weird people, rescue dogs, argue with each other, and...

  20. Malicious House

    The Malicious House is a rare event where the player spawns in a medium sized house. The interior of the house is bathed in an insidious red glow. In one of the rooms, the player encounters a mysterious looking obelisk and when interacted with gives the player a choice to either touch the obelisk or refuse. This results in the character interacting with the obelisk taking 2 hit points of ...

  21. Death Road to Canada

    Ghost Trick: Phantom Detective, Resident Evil 4 - Separate Ways, Hi-Fi Rush, and more. Browse all Best Games of 2023. ... Death Road to Canada is a Randomly Generated Road Trip Simulator. You control and manage a car full of jerks as they explore cities, recruit weird people, argue with each other, and face gigantic swarms of slow zombies. ...

  22. The Mystery of the Ghost Fart

    Apartment With "BARK" Banner The Mystery of the Ghost Fart The Mystery of the Ghost Fart Drama and mystery consume the team. [Grating Character] tells everyone to COOL IT [Highest Wits Character] solves the mystery Mystery of the Ghost event is a random driving . It's just another day on the death road when someone farts in the car.