![]() There is a basic story element, a lot of it infused with crude and satirical humour that i believe the majority of players will enjoy. Its one less obstacle to deal with of course, but this game play decision is prevalent through all the missions and it feels like the game hasn’t reached a balance between being too hard, and too easy, in the grand scheme of controlling your horde. On the flip side, the game feels cruelly difficult by requiring you to jump through loops to get a simple ability, that may only get you through one obstacle. It feels natural in design if these skills where constantly available with no effort then the game may become too easy. Sometimes you simple wont have enough of your horde to reach that side. This is a very earning process, as I’ve reset the level multiple times as i’ve realised that my Explosion skill is on the other side of the map. The next level, you’ll have to earn it again via Green bio-tanks with the logo on it. When you unlock a new ability, its only relevant for that one level. The game can have an unbalanced effect of distributing Zombie skills appropriately. If you don’t learn from this, then not much can be helped. However, given the natural difficulty of the game itself, i like to believe that ‘restarting’ is necessary to the game play loop, as a means of telling the player when they screwed up. It’s extremely easy to eat your way into a corner, forcing a restart which can feel unfair. Theres intricate strategy to be employed into every level, as they’re never as small as they initially appear. It’s very easy for a zombie to fall down a large, gaping hole if an Overlord doesn’t turn the horde around. Overlords are required to turn them around, which may sound basic in principle, is one of the most important parts of this game. Overlords guide your zombies in a specific direction and can even throw them large distances necessary mechanics as Zombies will only every walk into a straight line. Levels are intricately designed with eroding walls and weak doors, prime for an exploding zombie to take down. After that though, is where your brain and quick-thinking skills (a pause button is there for the not so quick) come into play. I’d argue that the beginning level is the only part of Zombie Night Terror that is simple, and acts as a great hook for the beginning player. The first level only advertises the basic mechanic of infecting a single person, then allowing it to spread on its own. Mechanically is where the game gets very interesting. It’s a simple touch that helps raise the element of violence to a higher level than expected. Any enemies that you gouge with your razor jaws or over-sized mandibles bleed profusely, as do your horde when they come into contact with armed opponents. Being Black and White also lends itself to the gritty aesthetic, giving off an almost grind-house feel, reminiscent of 1960’s zombie movies. In general, the game looks wonderfully enticing with the pixel style. It does a wonderful job of showing off the respective behaviours of both parties the zombies moving so grotesquely and slow, with the humans showing panic and fear appropriately. Animations pop wonderfully on both Zombies and Humans, with exaggerated shambling for the former and a gleefully manic flailing shown off in the latter. The game shows off a distinct pixel art style, which needs to be witnessed in-game to truly show off the effort put into the presentation. More of an arcade experience than a simulator, Zombie Night Terror expertly blends the infection mechanics of the former games, whilst also providing a strategic element that was surprisingly effective and brilliant. If anyone has ever played the Infectonator series, then its easy to feel right at home with Zombie Night Terror.
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