Zombies, Zombies Everywhere Review

Zombies are pretty much ubiquitous, and while I don’t have a particular problem with that, particularly in gaming, I can see why the powerful need to shoehorn zombies into every game possible might get annoying to some. Sure, they’re pretty much the perfect whipping boy for the industry, but I do get the feeling they’re something of a substitute for originality.

Zombies, Zombies Everywhere is the perfect example of what I mean. Here you have an indie developer who can clearly make a competent title if they want to, and include a reasonable amount of imagination in certain aspects, but in deciding on a zombie game, they’re going down a road that pretty much punishes originality. It seems a bit silly to be bringing this point up in a review of one of the most simple zombie titles around, but hey, I have word counts you know.

In all seriousness, while it’s very simple, Zombies, Zombies Everywhere is the kind of game that is enjoyable in its own way. It basically consists of firing a gun at a bunch of shambling zombies as you try to hold of the inevitable. A game can last up to a massive 4 or 5 minutes, then you play again. You currently have two weapons, and each is about as effective as the other, so in reality there’s not much difference offered, but murdering swarms of cutesy zombies is at least distracting. It’s little more than that, so don’t expect too much.

What is fairly interesting is the way in which the game could develop. Extra bonuses have been offered in the way of more weapons, options and modes, and this seems a very sensible idea with indie games. Indeed, a lot of download-only titles could benefit from this model. In essence, the more downloads this game gets, the more functionality you have. Therefore the more people that are playing it, the more fun it becomes. I know that a number of games have done it before, but this seems to be a very nice alternative to Satan’s-own day-one DLC.

Creating the core of a game and letting gamers see the potential before spending a bucket of cash on it is sensible and promotes real dialogue between gamers and developers. Of course, gamers generally only speak in grunts, so this is actually a step up for most of us.

REVIEW CODE: A complimentary Microsoft Xbox 360 code was provided to Brash Games for this review. Please send all review code enquiries to editor@brashgames.co.uk.

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