Case #




News, Research

Scoring The Apocalypse

Film soundtracks are amazing things. One of the things I like to do when I’m thinking about the musical choices a film makes is to swap out a piece of music from a completely different movie — or even some of my own music — over a key scene, just to see how it changes the feel of the moment.

I love the idea that a piece of music can support, enhance, skew or even subvert the emotions on display.

I believe game scores can do the same thing. With games, though, you have the additional challenge of the player being able to do anything at any time, particularly in an open-world game like Class3. To support the emotional tone of the game while taking into account the constant variability of gameplay, I’ve chosen to work with the overarching themes and tones in Class3 as a palette for our music.

You will be able to work with others to stake your claim in a new society, one where your family is created by bonds of trust instead of a common bloodline.

What are the themes that will comprise the cornerstones of the musical palette in Class3? First and foremost: survival. Your friends and loved ones have been mauled, murdered, and reanimated. You’re constantly searching for water, food, medicine, and a safe place to sleep. Sorrow, danger, despair, and fear wait around every turn. The world is broken.

Secondly, of course, it’s about zombies. The wretched, rotting, soulless creatures that haunt your every step. Always on the hunt and never tiring, they constantly seek your flesh. When the zombies are closing in, the music isn’t about a world robbed of it’s humanity, it’s about the immediate danger of an approaching horde.

Finally, the music needs to support the theme of rebuilding our world. You will be able to work with others to stake your claim in a new society, one where your family is created by bonds of trust instead of a common bloodline.

Musically, it’s a genre defined by the sum of parts. Our Faded Americana style takes cues from Country, Western, Rock, Folk, and even Blues music, but it lives somewhere in between those genres without belonging to any of them.

Those are the thematic pillars of Class3; but we still need a framework to deliver the score. That framework is defined by two elements: The first is a style we call Faded Americana, defined by our art director Doug Williams to describe the setting and visuals of the Class3 world. Musically, it’s a genre defined by the sum of parts. Our Faded Americana style takes cues from Country, Western, Rock, Folk, and even Blues music, but it lives somewhere in between those genres without belonging to any of them.

Along with those elements come suggestions of instrumentation: rondo, slide, resonator, and acoustic guitars; dulcimers, fiddles, and percussion of all types from a traditional drum set to ‘musique concrete’. Inspiration comes from popular artists like Johnny Cash, Tom Waits, and The Black Angels as well as composers like Carter Burwell, Gustavo Santaolalla, and Dave Porter. Each of these artists have already tread the ground of Faded Americana, and it’s my hope to deliver a similar emotional intensity to compliment the art and feel of Class3.

The second major element to our score comes from the darker side of film. The pulsating drones of John Carpenter, the haunting discomfort of Jerry Goldsmith, and the textural tones of Vangelis all play a role in creating the sense of unease and intensity that plagues you and drives you through Class3. Together these two styles will constantly interweave to bring you a soundtrack rife with fear and despair, but also a sense of hope, exploration, and the potential to rebuild a world on the brink of destruction.

That’s where Jesper Kyd comes in. For years, I’ve admired his ability to create scores that are emotional, dense, and driving while still keeping a sense of sparse openness that’s crucial in supporting a reality where society has collapsed. With his proven ability to understand the complexity and diversity of game design, I believe Jesper will help us present a singular and unique experience for our apocalypse. I’m thrilled to work with him and ecstatic to have him as a key contributor to Class3.


  1. Researcher: Budwyzer
    Date Recorded: March 9, 2012 at 3:52 pm

    I totally agree that music is utterly important. Too many times I found myself hating a movie I just watched, either because it’s music was all wrong for it’s setting or sometimes there was no music at all !!

    Every update I get from you guys makes me happier and happier that the team working on this game seems to all have common sense. =P

    • Researcher: Zach
      Date Recorded: March 27, 2012 at 3:11 pm

      A thing I would like to see is markers. When you find some you can go to a wall equip the marker and it would bring up the xbox’s key board and you can right up a quick message for friends or other players

  2. Researcher: Fabian Juarez
    Date Recorded: March 9, 2012 at 4:14 pm

    I wonder if this game will kick Dead Frontier out of the water.

    • Researcher: Anthony C.
      Date Recorded: March 9, 2012 at 5:31 pm

      Hell yes this game will kick out each and every leading title out there.

    • Researcher: David
      Date Recorded: March 10, 2012 at 6:06 pm

      Funny things is that the programmer of Dead Frontier releases updates to the code less frequently than Undead Labs releases news about class 3, leading to an already 4 month delay on some content being announced for an earlier date, I do understand we are not just baking cookies, but if you say you are doing something at said date and you do not, IMO, you do not end looking well to the eyes of your audience.

      Also I feel somehow unconfortable with some of the releases Undead Labs gives us, some of the questions had already being answered before, and yet again they are answered, instead of releasing totally new information about the game.

    • Researcher: Tom
      Date Recorded: March 11, 2012 at 1:08 pm

      Neil (of Dead Frontier) hasn’t even added any real update to that game in over a year. He’s releasing a new Corpse weapon every month to keep the cc-noobs happy. I played the game when it first went to 3D, and as of right now, it’s a joke.

    • Researcher: Angel the roamer
      Date Recorded: April 28, 2012 at 7:04 pm

      Yea, I played DF and it really wasn,t my kind of game

  3. Researcher: Deffcon_1
    Date Recorded: March 9, 2012 at 4:54 pm

    Please of PLEASE let there be the option to turn off JUST the music. I LOVE the idea of walking trough the woods, listening to the sounds of nature, then hearing the slight moan of a zed or the shuffling of leaves over the next hill. The idea of walking through the devastated remnants of a city with nothing but the sounds of the wind through broken windows and the stray animals going through the garbage to find food. I think this game would be so great if you could turn the music off and just have the sound effects on. Maybe adding a stereo so if you can get power to your fortification you could get some music from the local ‘record store.’ I know not everyone would like this environment but I think many would.

    • Researcher: Ray
      Date Recorded: March 9, 2012 at 7:45 pm

      Re: the option of being able to mute the “Class 3″ music soundtrack –

      A sound suggestion. I enthusiastically second the motion.

      As an avid game player, I certainly appreciate the way in which a competent, deeply layered, lovingly composed musical score enhances a gaming experience. No doubt about it.

      However, giving players the option to disable, or mute, Class 3′s music makes sense for two reasons –

      1) it’s always convenient to have the option

      2) (and most importantly) in a zombie apocalypse open-world game, the absence of music actually adds to the verisimilitude of a player’s plight and even ENHANCES the overall immersion factor. The poster above is quite correct: with no music playing counterpoint to the visuals, a twig snapping underfoot in a forest goes from being a mere background noise to a sound freighted with menace.

      In terms of the sheer dread, fear, hopelessness, and uncertainty the game has the potential to evoke, the absence of music increases said potentialities exponentially.

      So yes … with all due respect for the hard work the game’s music team is putting into the project (and which will inevitably be listened to — and appreciated — by legions of fans when and as they play the game), NOT to include the option to mute the game’s musical score would be a miscalculation.

      A very bad one.


    • Researcher: BoltentokE
      Date Recorded: March 10, 2012 at 2:27 pm

      I completely agree with both above posts.

      I loved the soundtracks for both Assassin’s Creed and Hitman games. But some games i prefer not to listen to the music (for example Dead Island), not because the music is bad or doesn’t go with the game, but simply because i want to hear the sounds of the environment, i want to hear what’s going on around me clearly.

      Being able to clearly hear the shuffling feet and occasional groans of the zombies down the street infront of the grocery store, or making their way onto my property, or standing around inside the music store, instead of heart pumping music being played when you come into close proximity of said zombies, is just an awesome feature to be had.

      And the option to be able to salvage a radio from a store is a great idea. Then being able to return to the music store or search radios found elsewhere, inside houses or cars, for music is also a great idea. To add on to the idea, maybe you could scavenge an ipod or just an MP3 player off a zombie that was once the average Jogger, for when you know where you are going and what to expect to find there, you can turn on some tunes and go beastmode.

      But for exploring new areas, checking out the local neighborhood around your new safehouse for wandering zombies, or scavenging for food at the nearby Walmart, the option to turn off the game’s music is an absolute must in my opinion.

    • Researcher: David
      Date Recorded: March 10, 2012 at 5:56 pm

      I agree with the “no-music” option, even it does affect the way you experience a certain event, due to the theme of the game, silence should be a key factor, other than that, what else would save you from being grabbed on the back by a zombie if what you are hearing is mainly music, distracting you from the sounds of your surrounding, most might even agree that the worst thing you can do when you have a threat close by is disturbing your senses.

    • Researcher: Ray

      There’s a scene in Romero’s “Land of the Dead” that never fails to irk me (actually, there are countless scenes in that movie that irk me). Basically, some doofus assigned to guard duty on a dock (or some other such place) winds up walking into a shack, donning a pair of earphones, and then firing his Walkman with the volume pumped up. Keep in mind that he’s all alone, it’s dark outside, the zombie threat is omnipresent, and he has holed himself up in a place where, if the crap hits the fan (as it surely does), he’s cornered. No matter that this doofus has (presumably) seen enough cannibalism since the start of the zombie apocalypse to know better; that one bite or scratch from these diseased creatures and he’s done for.

      Time was, I used to blame George Romero for writing stupid characters’ like that into his script. But upon reflection, I guess I’m forced to concede that, even in a grim reality like the z-apocalypse, there actually WOULD be doofuses who’d clamp earphones over their heads and pump their Walkmans volumes up to full decibels. That, and a host of OTHER stupid things.

      And while we’re on the subject of stupid things to do during the z-apocalypse, another one of my pet peeves are “survivor” characters’ who prance blithely about with nothing more than t-shirts, sneakers, and other non-safety-minded apparel covering their skin. Uh, not for nothing, but if I understood (based on empirical observation) that the merest bite or scratch from an infected “zed” or “walker” or “zombie” or whatever was enough to screw me, I’d take every precaution that was feasible to keep from being bit or scratched. And THAT means finding good quality garb to wear. Off the top of my head, I’d say that, at the very least, one would be wise to keep a plentiful supply of thick, long-sleeve shirts, socks, military-issue boots, and quality leather work gloves on hand at all times.

      As much as I enjoy “The Walking Dead,” it puts the hook in me to see the survivors — despite ALL they have seen and experienced — wandering around with little to no high-quality protective covering their vulnerable spots. It really does confound me so.

      Ergo, I’m hopeful that, in “Class 3,” I’ll be provided with tools that will allow me to deck my avatar out in a manner I see fit to survive the z-apocalypse — which, at the very least, means garb that is quite the OPPOSITE of what I see characters’ dressed like in “The Walking Dead” and other zombie apocalypse movies.

      Needless to say, I won’t be listening to a Walkman, either!


    • Researcher: VoltRabbit
      Date Recorded: March 11, 2012 at 2:07 pm

      I completely agree with the notion there should be the option to turn off the music score. The Class 3/4 Team would do well keep a philosophy that the more options, the better.

    • Researcher: C410V1370
      Date Recorded: March 11, 2012 at 4:59 pm

      They just have to know when to use the music. In my opinion the right time would be at the climax parts of the game. Not with every single zed you waste.

      When you forget about the stealth and the survival and decide to go rescue someone from being L4D you need music.

      When you need to feel the mood of a group of survivors that sttruggle to remain alive you need some music.

      When you have to make some thought life-changer choice or when you have to shoot your ex-gardener, you need some music.

    • Researcher: major warpath
      Date Recorded: March 12, 2012 at 6:58 am

      I agree 100% with a option to turn off music. While I agree for some games it works great but for other games, especially horror games, it’s better just with the ambient sounds all around you. Case in point, Dead Space uses the sounds around you to scare the crap out of you. Hearing things in the backround like screams or things scurrying around in vents just adds to the overall experience in a horror game.

    • Researcher: Seth
      Date Recorded: March 12, 2012 at 7:54 am

      i agree cuz i would love to go around a town thinking its safe and then as im about to turn a a corner i hear a zed moaning and i get filled up with terror and the choices of either fighting or running.

    • Researcher: Ray

      In the spirit of clarity, I wish to restate that I am not AGAINST the inclusion of music in ‘Class 3′ (or in the followup ‘Class 4′ MMO). In point of fact, I am decidedly FOR it.

      A poster above writes that music “needs” to be introduced at key moments in the game (presumably as a method of heightening or augmenting the emotional impact of said moments). Whether this is true or not (i.e., that music is “needed” to accomplish the task of emotional amplification) is a matter of debate, and I’d even wager there is a handful — possibly even scores — of inveterate or otherwise hardcore gamers’ who prefer NO music in their games.

      As with most artistic media, what is “needed” (or not) is ultimately a matter of personal preference.

      What is of concern here to us in this discussion is not whether or not music is “needed”; rather, our concern is that the music that will inevitably be scored and included in the game can be be muted. Big difference.

      Now, if someone here suggested that NO music be included in the game, that would be a different kettle of fish entirely. And I would personally consider such a suggestion flat-out wrong … borderline inappropriate.

      But to request that players merely be given the OPTION to disable or mute the music (the absence of which, I think many of us have agreed, has the potential to create a whole OTHER kind of sweet dread and tension) strikes my sensibilities as reasonable.

      I’d never say that the good folk at Undead Labs “need” to include a mute option for the music of ‘Class 3′ and ‘Class 4′ (in fact, I wouldn’t say they “needed” to do anything, for that matter … it is, after all, THEIR intellectual property); but I would say that such an option, given the type of game they are constructing, makes an organic kind of SENSE, and would undoubtedly be ‘instrumental’ in adding yet another level of sensual depth to a gaming experience that is, even in its early stages, looking profoundly immersive.


    • Researcher: Budwyzer
      Date Recorded: March 13, 2012 at 3:52 pm

      Agreed as well. If not for any of the other reasons except that, Who in their right mind would walk around in a zombie apocalypse with music playing? LOL

      But still glad that for most of the game where music will make the mundane, things like gathering supplies and repairs, is in the hands of someone that knows what he’s doing and not someone like a chef that believe good food and good music go hand in hand. :)

    • Researcher: Mr McDillard

      First of all, very glad to have you on board Mr. Kyd! Can’t believe how many quality people are working on this project =)

      And now for the rest of my points:
      1) To the above posters, this article wasn’t the classiest time/place to start rallying about being able to MUTE the music, right after they just introduced us to the talented Jesper Kyd and the vital role he will be playing in the development of the game. I get that the topics are related, but c’mon.
      2) Just because a game is being “scored”, that does not mean that every minute of gameplay will be accompanied by music! As in any production, be it movies, games, or theatre, knowing when to introduce music into the scene is just as vital as knowing when to allow the ambient environment sounds to take over the narrative. And I assure you, this is something the UL music team knows how to implement. I do agree with you guys, silence can be the scariest soundtrack of all, but in those moments when the $#*t hits the fan, hearing a frantic musical score break-in as you are lining up headshots and clamoring over fences can add so much to the experience, even if only on a subliminal level. Sometimes you won’t even notice a well-implemented score because it is so seamlessly integrated with the game evironment, but trust me, you would definitely notice/feel like something was missing if you played through a game and there was no music to speak of.

      That being said, I realize some people like to play their RPGs as real-world as possible, using perma-death rules, no fast travel, no music. Some people just like realistic silence in a survival game. Some people just like to make their own soundtrack/playlist through the xbox dashboard player. And those are all totally valid preferences! So sure, it would make sense to provide a mute option for those players, as many games do, but if you are worried about UL ignoring the value of silence and environmental sounds in the scoring of a zombie survival game, your concern is likely misguided. Either way, I just can’t wait for this game to come out, and for more updates =)

    • Researcher: -MG
      Date Recorded: March 30, 2012 at 4:24 pm

      I can appreciate suggestions like “I’d be wearing thick, long sleeved shirts and military boots all the time” but it’s very environment/climate subjective.

      For example, if I elected to stakeout in a small town for a few days, with paved streets and small city infrastructure all around me, and during said hold out it happened to be blazing mid-summer temperatures, and this town is located in south Texas.

      Well, providing I was a fairly fit and adequately athletic guy who was willing to take risks, I think I’d be wearing a T-shirt, jeans, and hi-top converse sneakers. I need light, versatile gear in that scenario; I need my speed and maneuverability, especially if I’m to haul ass with supplies in hand. And I certainly need my body temperature to remain at manageable levels so I don’t progressively bog down and ultimately falter and succumb to exhaustion or pursuers.

      In milder climates, or obviously colder seasons, clothes would have to scale up sensibly. As would movement and risk management.

      However, vulnerable as a T-shirt sounds during a contagion-based apocalypse, I would always, ALWAYS wear durable, tight-fitting gloves and wrist guards — with either a hard leather or chainmail backing, and a thinner weave on the trigger finger for unimpeded weapons fire.

      If they get closer than arm’s reach, you’re probably just about screwed anyway. So your hands (and also feet) are supremely important to protect with light, durable material that fit to wrist and ankle length.

      This has the dual benefit of helping to mitigate wrist and ankle sprains/breaks, two of the worst possible conditions for a fit survivor when attempting to fire a weapon and/or create space between yourself and pursuing Zeds.

      You could flee with one eye clawed out, a busted rib, a broken pinky, even in the midst of a 103-degree fever, but if you can’t fire or swing a weapon and run — even in short bursts — at peak speed due to injured limbs, it’s over like a four-leaf clover. Balancing protection and mobility/combat capability is a survivor’s best bet.

      On another note, I trust this sound team will achieve an excellent balance between sweeping sound design and superb key music. We’re talking about serious, proven audio pros here, folks.

  4. Researcher: Urrukubarr
    Date Recorded: March 9, 2012 at 5:29 pm

    Not quite the big news I expected but still very interesting

  5. Researcher: I LOVE LEMONS LUCIEN!
    Date Recorded: March 9, 2012 at 10:46 pm

    Sounds pretty awesome, i’ve loved the sound tracks in hitman and Assassins creed, and im sure i’ll love it in Class 3. good seein a post from you guys again

  6. Researcher: AJ
    Date Recorded: March 10, 2012 at 1:53 am

    Can we please get a release date before I explode!!!!! Wahhhhh!!!

    • Researcher: Kilvara
      Date Recorded: March 10, 2012 at 1:00 pm

      I like that Undead Labs is really making the music a factor nothing can get your heart racing like some action music

    • Researcher: BoltentokE
      Date Recorded: March 10, 2012 at 2:18 pm

      I myself would love a release date, but I believe release dates are a bad thing for several reasons. One of which is a release date is a deadline, and game developers absolutely have to meet a deadline, even if it means a game is released unfinished, unpolished, or “unperfected”.

      By not setting a release date this gives the game developers the chance to release the game when THEY feel it is finished and ready to be released, not when the people upstairs want it to be released to maximize profit potential.

    • Researcher: Sam

      Although I agree with the post above, I’d have to be honest and say I would like a release date as well. I have been waiting for this game for ages and its killing me not knowing when I will be able to play. I am betting that it is possible it will come out for a summer of arcade game on xbox obviously in the summer. If it is part of the summer of arcade, I hope its not late…

  7. Researcher: K-man

    Isn’t today Geek’s Day?^^ (proudly wearing my UL hood!)
    Soundtracks are essentials, but teh idea of isolating it out of landscapes is intriguing!

    • Researcher: Mephster
      Date Recorded: March 10, 2012 at 7:35 pm

      Music is defintely a must, creepy music that is. :)

    • Researcher: Patrick Curley
      Date Recorded: March 10, 2012 at 9:19 pm

      I completely agree, a bad or out of place can make or break any game, film, montage, etc. See Taxi Driver for example, excellent film, but an obnoxious, out of place, one song soundtrack definitely takes away from the classic film.

    • Researcher: Matt
      Date Recorded: March 12, 2012 at 2:18 am

      I love Aphelion. This makes me even more excited.

    • Researcher: M.
      Date Recorded: March 12, 2012 at 5:01 pm

      Dear Undead Lab Folks,

      It will be very interesting to hear and see how music helps create and enhance the moods and environments we the players will encounter in the Class 3 game.

      Thematically, it seems music is often used by game developers to give a cue to the players as well as set emotional tones for events.

      Imagine these three settings and the different feelings they might evoke…

      1) First visit to a new location…and then entering it.

      2) Opening the missile silo bunker… and discovering the base personnel were all zombified… battle commences immedately !! ( Would there be fight music ? )

      3) Team exploring an abandoned survivalist compound trip a warning Siren and explosion that can be heard for miles !!! *** Cue threat music. ***

      The team now has an estimated X number of minutes to prepare for an onslaught from the neighboring town. I imagine the music would build and build until just before the attack when someone screams out that……”The HORDE is HERE !!!”

      Original thematic music will be greatly appreciated I’m sure, as your music director works to make custom fits for the different settings, moods, and moments in the Undead Lab World.

      As a consumer in the digital age, I’m aware now that there are licensing issues for such iconic musical works such AC/DC’s “Hells Bells”, and “Bad Moon Rising” by Clarence Clearwater Revival. ( I may be playing these at home while in the game. )

      It would be great to encounter great works like these in-game despite the incredibly obvious danger of playing that jukebox, truck stereo, or public address system with zombies nearby.

      [ *** Maybe for setting a trap - it would work to play a boom-box !!! *** ]

      It’s great to know that a range of musical influences will be part of the vibrant enviroment you folks are creating.

      Right besides music direction, I want to acknowledge the tremendous contributions of foley artists, sound designers and voice actors.

      Foley, voice and sound design really helps “flesh out” the world you’re building.

      Whether it’s the sound of a zombie dragging an ax across pavement…the smack of that same ax crunching into a Zombie’s chest cavity or skull….. or the creak of wooden floors or doors – all of that makes an enviroment come ALIVE !

      “Hello…this is M at Emergency Airlift Services…I’m not able to take your call right now due to the Zombie Apocalypse…but if you leave a message and a GPS location, I’ll try to airlift you out of your location…just as soon as I finish reloading and refueling… BEEP !”

      I will echo some of the concerns my fellow fans have brought up concerning game play and music.

      By way of comparison, as I play Mass Effect 3′s Multi-player game I find myself listening intently for battlefield cues.

      I listen for the thumping walk of the Atlas Mech, the superfast whine of field turrets, and the distinctive hand-weapon attack of the Phantom…just to name a few.

      If the Class 3 game has zombies that can be heard…I definetly want to be able to hear them in game.

      I sincerely hope that cues essential to character survival will not be drowned out by Hank Williams singing “I’ll Fly Away” ( or something like…even though I love his works ! )

      I’m sure you folks will take these concerns into account as you build….and destroy your world !

  8. Researcher: Arafell

    It’d be cool if the music was less about what was happening and more about what you KNOW is happening. Say, you’re foraging on the highway in a long line of abandoned cars. Suddenly, the music goes quiet. You get that shiver of unease down your spine. You get out of the car, look around, don’t see anything. Suddenly, a zombie staggers out of a van. Then another. A hand presses against the back glass of a different car. The music spikes with each appearance as your character’s emotion nears panic. That, I think, would be the best way to handle music – reflective of your character’s emotional state and situation.

  9. Researcher: Bryan Friedman

    Very excited for this game, the growing anticipation is maddening.

  10. Researcher: Tom
    Date Recorded: March 11, 2012 at 1:11 pm

    I was honestly hoping for a much lesser focus on music. Imagine looting for food or scouting for other survivors in a city when you hear gun shots in one direction, you can choose to go and help or use them as a distraction to safely leave the area. Or roaming through the woods hearing something rustling in the trees, possibly a deer to hunt? or something hunting you?

    Basically, I don’t want the music to deter from the whole reality-survival experience.

    • Researcher: Jaden

      Im young (12) and my parents have always played games like world of warcraft i played it too it was good but i always liked zombies i remember when i was 7 me and my friend were playing a game and i said i saw a zombie and they said “you always put zombies in everything” ive been searching for a game like this for like a year so i settled for dead frontier but i got bored ive been supporting you for about 2 months now and i’ve told a lot of my friends about it cant wait

    • Researcher: Deadly Destroyer
      Date Recorded: April 19, 2012 at 1:57 pm

      OMG! im honored to be here right now :). my best friend told me about you guys a long time ago. and i have been reading\watching your work for 1 or 2 years now. im looking forwared to codename class 3\4 ^_^. but there is something i’ve been waiting to ask you. will there be a large varitety of survivor outfits and face\hair customizations :].

    • Researcher: Joshua Freeman
      Date Recorded: April 27, 2012 at 3:15 pm

      hey I really would like to get this out there I have been following everything on this game for a while now and I really need to pitch this idea to the devs. Now I believe from what I have heard this game is going to be my kind of game and I believe this may be worth taking into consideration a certain weapon a Crossbow yes that’s right a crossbow my reason for this as its the perfect Zombie fighting weapon well its certainly worth having one as you can create your own ammo,silent, and a fair amount of shops sell them making them a realistic weapon to such a realistic game also a bow and arrow would have the same pros and the same cons so maybe take that in to account but a crossbow is much more badass as proven by *cough * Daryl Dixon *cough*
      Thanks For taking the time in reading this comment cant wait for this game!