A healthy range of explosives – upgrade your everyday TNT for increasingly destructive explosives and mines.Big red button – use weapon combos to enable the big red button and trigger unique level events.An arsenal of weaponry – bats, guns of all sizes, chain saw, flamethrower, lawnmower, brain gun and groovy dance gun.A hoard of zombie types – dancers, exploders, armored, infectious, and fire-farting super zombies.But burning zombies drop better pickups and act as a score multiplier – light ‘em up, score big, and have fun. Burn, batter, shoot, maim, blow up, mince, and obliterate as many zombies as possible before they make Bruce their dinner…įlaming zombies are faster and more dangerous than regular uncooked zombies. Fortunately our mild-mannered hero Bruce can get hold of some tasty weaponry. Standing (well, ambling) in your way is a never ending horde of the rotting, stinking and stupid undead. The goals are simple: keep Bruce alive, as he tries to keep Daisy alive, and get the highest score possible. But it’s almost as if Doublesix has created an ambitious zombie apocalypse survival game and then cut it down to fit inside a shoebox.Welcome to the char-grilled world of Burn Zombie Burn, where the best type of undead is barbequed undead. I guess there’s no reason to expect anything much bigger than, say, Costume Quest. Suddenly it’s over and you’re left to grind if you’re so inclined. Just because it’s got the same playful look as Lucasarts’ classic Zombies Ate My Neighbors doesn’t mean it’s not serious stuff!īut in the end, it feels disappointingly slight, partly for the writing, partly for all the repetition, partly for the weirdly useless local multiplayer, and mostly for the smallness of it, hemmed in as it is by doors for the inevitable DLC. These are classic zombie survival situations, powered by great level design, a spread of useful weapons, and more zombies that you can shake a burning stick at. These situations give developer Doublesix’s smart twin-stick shooter gameplay context beyond “get a high score”. Or you’re just doing a quick massacre to get your characters to the next level. Or you’re trapped in the mall where you went to find a boom box to make a sonic katana, but now you can’t get out until you kill 15 zombified SWAT officers. Maybe you’re venturing out to the bridge with a flamethrower to collect a barrel of toxic waste so you can build a sludge gun. The action really comes alive when you’re trying to accomplish mini-objectives to travel somewhere, or to build something, or both. You basically harvest zombies by electrifying, irradiating, deafening, and - of course - burning them to make them drop what you need. Whereas Burn Zombie Burn was based on setting zombies on fire for a score multiplier, All Zombies Must Die is based on using elemental effects that tie into a loot drop system. Pointing and laughing as if you meant to do that doesn’t help.īut at its core, All Zombies Must Die is basically the same smart twin-stick shooter as Burn Zombies Burn, but this time with a modest RPG system where an open-ended play-forever high-score system used to be. The better approach is to make it less awful in the first place or, failing that, hope no one notices. Pointing out that something is awful doesn’t make it less awful. It’s also got some truly awful writing that thinks it’s funny that it’s truly awful. It’s got no shortage of grinding small areas when you’re in that stretch between the first and last impressions. But unlike the similarly misguided Zombie Apocalypse: Never Die Alone, this one from the developers of Burn Zombie Burn has its gameplay smarts still intact.Īll Zombies Must Die makes a terrible first impression. All Zombies Must Die is the other sequel to a very good twin-stick shooter about killing zombies that jumps genres and aggressively shoves bad writing in your face.
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