2.8 Hours Later

2.8 Hours Later is a fun apocalyptic role playing game that puts players at the end of the world, in the centre of a zombie invasion. In this game players are hunted by zombies in a non-violent and non-threatening manner. (In the frequently asked section of the website there was even a question enquiring into the possibility of bringing props so that the humans can fight back against the zombies chasing after them, the answer was a resounding no. The game is a safe one and the actors health and well being will not be put in jeopardy over somebody getting carried away.) People sign up for the different dates spanning over the course of the year which are located in cities up and down the country and the game works by putting you at the centre of a community of outlaws in a place known as Asylum which is fast running out of provisions and resources. The groups are issued with maps that illustrate the safe zones in the city, and players must break back into it to find the resources and make it back to Asylum alive and without being infected by the hoards of zombies.

This real life game has been run for a few years now, and in the 2014 instalment there is an added addition of government officials and police who are trying to control the civilians running around the city in order to stem the flow of infection. All of these aspects and extra additions help to make the game feel as real as possible in accordance with the sudden craze of people and their plans with what they will do at the end of the world, which is starting to become an obsession for some. The Walking Dead (2010) is an American TV show with a concept very similar to the game 2.8 days later and receives over 12.3 million views per episode.


The map used within game play is functional with little embellishment and minimal colour, to mirror the life that would be at the end of the world. It doesn’t have to be fancy and so the monochrome colour scheme fits well. It marks the safe zones within the city centre and highlights where the provisions are kept which the players will need to take back to Asylum to complete the game. From my earlier research into the Maps That Tell Tales I think it would be interesting to monitor the groups that head off into the city centre, to see how their tactical analysis of the area and their excitement towards the game correlates in their success, time and the amount of casualties they suffer. I also think it would be interesting to see how successful the people who know the city well are against new comers and whether this map proves more good than bad.