ZombiU

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My clammy hands struggled to grip the gamepad controller as I struck another blow to the skull of a shambling zombie. He snarled and spat, his body twisted and dessicated — it was an appalling sight.  It was the fourth blow, or maybe the fifth, but it still hadn’t gone down. All around me lay the debris of a fallen civilisation: sturdy pipes, bits of metal, bins, and all of them would have made for a better weapon than my godforsaken cricket bat, but I’m not allowed to use anything else. I’ve never liked the sport, but now I hate it with increasing passion.

Finally I struck the killing blow, and the zombie collapsed to the ground. I stood over the rotting corpse and pounded it once more with the bat. There was no satisfaction in this action. I’d been injured, and needed some medical attention once again. I rummaged around in my inventory, clumsily and hastily selecting the medkit. I selected another for good measure, and attempted to awkwardly drag it to my quick bar.

All this faffing around had left me open, and two more zombies appeared behind me. It was okay, I thought. I’m at full health. I turned around and attempted to push them back with my bat, but the imprecise weapon connected with nothing but air. A zombie lunged, there was nothing I could do about it, and now I was dead. ZombiU never excited me, it rarely scared me, but it caused me to become so stressed that I think I may have an ulcer.

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Survival horror titles walk an extremely fine line. They need to scare and oppress the player, causing them to feel weak and isolated, but at the same time the experience must be punctuated by moments of empowerment. ZombiU does at least attempt to do this, but in cheap ways that, more often than not, lead to frustration. It is a game of awkward controls and missed opportunities, and few things emphasise the latter more than the disappointing setting.

Let’s get the story out of the way. John Dee, the original 007, prophesied the coming of a zombie plague. It’s now here. It’s a real pain in the arse. The Ravens of Dee are a poorly named group of conspiracy nuts who exist to stop the plague. Inexplicably, survivors keep waking up in one of their safe houses in the London Underground only to be sent on a suicide mission/fetch quest to put a stop to this zombie infestation. It’s a dull story only made worse by an incredibly tiresome mission structure. But at least it’s set in the UK, which is a bit different, right?

I was extremely excited to be able to finally play a survival horror set in dear old blighty. I’ve become sick and tired of fighting the undead horde in urban environments covered in guns and ammunition, and the early promotional material made the title seem like it would be an up close and personal romp in a more familiar — at least to me — setting. It bloody lied.

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Half of the game feels like it’s a guided tour of London designed for sofa-bound tourists, and the other half has you moving from one dreary, uninspired urban area to another, occasionally broken up by a trip into the sewers or the London Underground. It keeps throwing around preposterous reasons for visiting places like Buckingham Palace or the Tower of London, and yet does so with a completely straight face and level of seriousness that beggars belief.

Inexplicably, guns and other ranged weapons made up most of my arsenal — utterly ignoring the fact that most encounters with the undead in the game happen at close range. It also doesn’t make much sense given the setting: a country where we have a hell of a lot of knife crime but almost no guns whatsoever, especially in the cities.

Throughout the eight to ten hour experience, I found a myriad of pistols, rifles, shotguns and even a bloody crossbow, but at no point could I ditch my completely ineffectual cricket bad for something more appropriate. I get it, Ubisoft, the English like cricket and Sean of the Dead featured a cricket bat. You’re very funny and very clever, but it’s an absolutely atrocious weapon. It’s slow, unresponsive, weak, and led to countless deaths at the hands of zombies who, if they had a sense of humour, would likely laugh their arses off.

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The firearms, on the other hand, are actually dealt with quite well. As I started to gather more explosive and destructive ordinance ZombiU started to feel more like an action game than a survival experience, but I was willing to forgive it this error when it allowed me to stop hitting things with my one piece of sports equipment. Aiming isn’t particularly terrible, but at no point did I ever really feel like a marksman, which felt realistic. Ammunition is also quite scarce, making the decision to shoot a zombie an agonising one, as I never really knew when I’d get more bullets or what was around the corner. These were the rare moments where the survival aspects and the struggle felt logical instead of coming from the shoddy mechanics or scripted zombie attacks.

Despite the solid shooting, at no point did I ever really feel comfortable using a gun. The game is filled with situations where such weapons simply make no sense, as I usually found myself in spitting range of a significant number of wandering corpses. Make no mistake, this is a melee game, but one that Ubisoft forgot to add melee weapons to.

Like the combat, the survival aspect is a confusing one. At some points I felt like throwing away the term survival horror entirely when playing, but occasionally it gets things just right. Immersion is a big part of this. Utilizing the gamepad controller, I was rarely taken out of the experience. Managing my inventory didn’t require me to switch screens or pause the game, as I could simply look down at my controller and use the touch screen interface to swap out items, heal myself, load my gun with ammo and a plethora of other actions. And at no point during any of this did the game stop playing. A zombie could creep up at me at any time, and I’d be mince meat at an undead buffet. This tactile and, often, intense approach would have worked wonders if it wasn’t so imprecise. Often I found myself fighting with the inventory system more than I was with the zombies — inevitably this lead to death.

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Other uses of the gamepad controller are less impressive. I often found myself tasked with pathetically tapping on sewer grates and planks of wood to open new paths, and it felt pitifully cheap and completely unnecessary. Using the gamepad to scan and aim are equally gimmicky, but can thankfully be sidestepped by just using the thumbsticks.

The permadeath system also lends itself well to the survival aspect, as death and zombification are often only minutes away. Coming back as a new character is quite jarring, unfortunately. The omnipresent voice guiding me through the game barely acknowledges the existence of a new survivor, often discussing things I couldn’t possibly know, and the player characters themselves are devoid of any personality or voice.

Adding some depth to the proceedings is the fact that your old, now dead character still exists within the game — as a zombie. I often found myself tracking down my previous body so that I could give it a respectable end, but mainly so I could get back all of my gear. Unfortunately, this feature soon putrefies like a corpse left out in the sun. You see, when I wasn’t dying because of dodgy mechanics or that god damned cricket bat, I was dying because the a zombie lunged at me. No matter how much health I had, a lunge meant instant death. Eventually I got some medicine that stopped that from happening with great frequency, but the lunges soured me on the game early on.

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I should clarify, those two examples — inventory management and permadeath — are where the game almost does things right. Yeah. So it’s not exactly a shining example of how to make a survival horror title. The largest travesty when it comes to this aspect of ZombiU is the lack of stealth or, indeed, hiding. Remember Amnesia? It’s the game you’ll wish you were playing when you start up ZombiU. It was all about avoidance. Hiding, sneaking, fleeing — those should be the tricks up any survivor’s sleeves. You don’t survive by making loud noises, blowing stuff up and attempting to slaughter creatures that don’t know what pain or fear is.

The closest ZombiU gets to these underhanded tactics are via distractions and the occasional spot of emergent gameplay. I recall one tricky situation as I was exploring Buckingham Palace (god, I feel stupid typing that). Five zombies were lingering in a corridor and I had one bullet. There was literally no way my cricket bat could handle them all, so I had to think creatively. I backed off before they spotted me and investigated my inventory.

I had one grenade (they are awful) and a whole bunch of flares. I tossed the grenade first, which killed a grand total of two zombies, with three left over.  Two of them decided to follow me, while the other got stuck in a wall. I pulled them into a fire in the other room, burning them a tad, and then ran back to another room down the hall, with them hot on my heels. I climbed up a ladder, and shouted insults at them from my safe vantage point. I was still a bit screwed, but I did have all of these flares. I proceeded to launch the flares into a huge inferno, over and over again.

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Against all the odds (and all reason) the zombies were enraptured by these objects. It sort of makes sense when they aren’t being consumed by a fire much brighter than they are, but I’m not going to quibble over the silliness that saved my life. I burned those zombies into tasty, rotting steaks. These instances where you need to be creative are, lamentably, few and far between.

I was not particularly looking forward to extending my playthrough of ZombiU with the offline multiplayer, but it actually turned out to be one of the game’s strongest features. I’ve not had as much time with it as I’d like, though the fact that I’d like to play it more should be telling considering how sick of the core game I got. One player takes control of the outrageous King Boris, lord of the zombies, while the other player takes control of a survivor attempting to stop Boris and his chums taking over more territory. Playing as King Boris feels a little like a strategy game, and the survivor side is more focused on gun action. It’s an extremely welcome departure from the main game.

Every time ZombiU started to draw me in, my interest was immediately interrupted by gimmicks, discontinuity, cheap and obvious scares, and poor controls. It feels like several games, all intrinsically flawed, clamouring for attention, and it ends up being a rather ugly mess. It’s sad, really, because it has undeniable potential; potential that was tragically squandered.

[PUTRID/10]


  • http://twitter.com/ricochetguro Stephen Something

    While It’s hard for me to speak for the final portions of the game given I encountered a game breaking bug that prevented me from progressing 7 hours in, I have to disagree with quite a bit of this from what I did play which I imagine was the bulk of the game. The melee system is rather pitiful, especially the cricket bat being the only weapon available. The guns are wonderfully diverse and feature nice kick but the melee system is very unsatisfying in comparison. Hitting a zombies has a nice feel to it for sure but given the motions are identical it gets a bit tiring. Although as you level up you do hit a bit faster and grunt less which is a nice tough.

    Outside of that frankly major complaint, I had a lot of fun with my time with ZombiU. Thought it was pretty atmospheric although at times the low budget could get in the way. But for example when on the way to Buckinham Palace for the first time and going through the waters with dozens of zombies surrounding you as your lady friend covers you was incredibly intense to me. For the budget which from what I’ve read was relatively low I think they did a great job of making the locations diverse and putting in some great lighting.

    Didn’t share your issues with the inventory either so It’s something I just can’t really compare to. Outside of the obviously intended difficulties involved in it being real time, I didn’t have any issues. Dragging items and weapons in and out on the quickslots was a breeze. Really don’t see where the issue could have come from but people react differently to certain interfaces.

    Find it interesting that you complain about the constant deaths but go on to state the game never really requires more complicated tactics. I think It’s worth considering whether some of your frustrations prevented you from truly messing around with the game’s relatively diverse toolset.

    The lunging never really bothered me, I lost two survivors to that attack and realized to watch for the signs involved in Its coming which tend to be quite clear. The game is very much about adapting to the patterns and knowing when to back off and I found that quite fun personally, although if there is a sequel I’d hope there’d be a bit more enemy variety. In someways it was refreshing to not have silly super fat exploding zombies and one only enemy which really counts as having physic powers but it could have used some diversity at times.

    In any case, wasn’t able to finish the game as I stated but I did the bulk of the package and really thought they did an excellent job of adapting a rogue like game to an FPS. Leveling up your character into someone capable of surviving brought about a sense of attachment that even the lack of personalities couldn’t take away from. I looked up the last few sections of the game and the ‘twist’ if you really must call it that actually gave a reason for that which I found pretty clever. Really found this game a breath of fresh air and I think It’s a shame you didn’t feel the same. Think it has a lot of good that some of the more frustrating areas blocked just a bit too much for you to appreciate. If the game gets a sequel with a bigger budget I really think It could be something incredibly special.

    • http://www.awesomeoutof10.com/ Darik Kirschman

      I actually agree quite a bit on all these points, Rico. I never encountered any of the terrible glitches that you had (in fact, I don’t really remember any glitches at all, really, save for a zombie getting stuck in a wall), so I imagine my experience was even more positive, actually.

      The game rewards playing slowly and methodically and adapting to various changes. I enjoyed that a lot, as it keeps the same basic flow of the game, but tweaks things ever-so-slightly to continue that edge and tension the game, in my opinion, so expertly crafts. All in all, I think ZombiU was a fantastic title and, I imagine, probably did pretty well for Ubisoft. Like Red Steel before it, I hope the developers take what worked and expound upon it greatly for a sequel. There’s a lot of great ideas here and the execution isn’t perfect, but it’s a damn fine base!

      • http://twitter.com/FraserIBrown Fraser Brown

        There’s no denying that it contains some great ideas, and I said as much in the review. The problem is that it also has some fucking awful ideas as well. It sort of feels like it was designed by committee — that’s the only reason I can imagine for focussing so much on firearms in a slow and cautious survival game set in a country that has almost no guns. “People fucking love shooting things, right?” “Hell yeah they do!” “Okay, let’s give them a fuck ton of guns then, and to hell with melee!” This is the conversation I envisage. At least the limited they ammo, because trust me, if that wasn’t the case this review would have been properly scathing.

      • http://twitter.com/ricochetguro Stephen Something

        I think ZombiU is a much better ‘base’ and more orignal product than Red Steel ever was. Certainly hope the same outcome happens though with a spiritual successor of some sort that improves on everything.

        • http://www.awesomeoutof10.com/ Darik Kirschman

          Oh no doubt. I just used Red Steel as an example, as they’re both Ubisoft launch titles for their respective systems with a wealth of great ideas with somewhat lackluster execution.

          • http://twitter.com/ricochetguro Stephen Something

            I just find it’s a bad comparison as to me Red Steel was an all around poor game with few interesting ideas other than the sword play which wasn’t Ubisoft had promised(but they did deliver with the 2nd game) where ZombiU does do a wide variety of interesting things and hits more than misses. Red Steel was a terrible game where ZombiU is a flawed one from my point of view.

    • http://twitter.com/FraserIBrown Fraser Brown

      I didn’t say the game never requires complicated tactics, I said that it didn’t take advantage of underhanded tactics one would hope from a game of this ilk. Primarily stealth.

      I wasn’t complaining about death either, I liked that it had a permadeath system. I only lost 10 survivors, and at least two of them were because I wasn’t paying attention. The issue was that in a game where death can occur easily, it’s a problem when the mechanics aren’t up to snuff. I complimented the fire arms, but in a game that’s so focussed on close range combat, it’s an absolute travesty that the only melee weapon is so bloody infuriating. I did watch out for patterns, I did play slowly and cautiously, this isn’t my first rodeo.

      Having a permadeath system does not a roguelike make. And ZombiU is far from a roguelike.

      • http://twitter.com/ricochetguro Stephen Something

        Roguelike elements is what I meant by that, Permadeath death isn’t the only thing but, stat building as a form of attachment, adapting to the game’s ruleset, having to look at objects/environments with a separate tool(scanner in this case, various look commands in a roguelike) at things to find items, etc. Very basic aspects true enough but certainly ones that inspired the team.

        I think your fixation on the UK’s gun attachment rates is silly and doesn’t take into account the very gameplay and budget focused reasons to why one would include guns and include melee weapons. The game is based around the cricket’s general speed and if you could pick up a super fast knife and just slice away it would have completely bonked the balance. One can argue that’s the game’s fault but the game very much didn’t have a triple A budget so such things should be considered in my view.

        And the statement “at least they limited the ammo, because trust me, if that wasn’t the case this review would have been properly scathing” is rather insulting to the team considering there’s no world in which that would have been the case. They knew what they were doing with their inclusion and very carefully limited their usage to make sure they weren’t overpowered or a crutch for careful planning.

        And I just disagree that the melee portion wasn’t up to standard. Somewhat limited and lacking variety sure but I never thought I died because the melee wasn’t working or the ‘clunky’ controls were in my way. And I did enjoy that leveling up your character and acquiring kills would quicken the rate of your melee attacks and recovery period.

        And part of that attachment with the characters leveling up came with sense of experience instilled within them. Killing zombies was tough so to manage to keep one of the survivors alive for 5 hours and level them up to a much more deadly form was satisfying and made their loss pretty gut wenching. The attachment isn’t because I want them to get out of the city to see their kid but It’s certainly built in Its own way.

        • http://twitter.com/FraserIBrown Fraser Brown

          It’s not just that it’s odd that there are so many guns in a game set in the UK (though it is odd, and it isn’t silly to think that, especially given the fact that they made a big deal about the game being set in the UK), it’s that the game had a strong melee focus but no variety whatsoever in melee weapons. You say there are budget and balance reasons for including guns and melee weapons, but they didn’t include guns and melee weapons, they had guns and a melee weapon, singular. Yes, they would have needed to balance things if they included other melee weapons with different weights etc, but they had to do that for the guns as well, so it’s hardly crazy to wish they would have done the same for melee.

          I don’t know what you could possibly find insulting about me being thankful that the game had limited ammo. I was pointing out that this was a good thing. It now just looks like you are trying to pick out flaws in everything I say to defend the developers when they certainly don’t need your help.

          If you think the melee combat was good, then you’re clearly more forgiving than I am, and that’s probably a good thing. I don’t want people to not enjoy ZombiU, and I’m glad you were able to find entertainment in a game that I could not. But it was about as deep as Skyrim’s melee, just without the benefit of a wide variety of weapons. The only difference is that the enemies were substantially tougher and thus one needed to be a lot more careful when embroiled in a battle. That doesn’t make the combat good, it makes the enemies good.

          I actually do find it strange that you’re defending the melee combat, now that I think about it, and actually I think you’re being extremely disingenuous. I know for a fact that you’ve had quite a few negative things to say about it before, and in your first comment you say “The melee system is rather pitiful”. How can you go from calling it “pitiful” to saying “And I just disagree that the melee portion wasn’t up to standard.”? It’s pitiful but also completely fine? Sure. That makes sense.

          • http://twitter.com/ricochetguro Stephen Something

            My use of “pitiful” was more in regards to the small definition rather than poor or worthy of pit and to draw comparisons with your own use of the word in the first paragraph. I likely should have used a different word as it does come off more negative than intended. As in the melee combat was a bit insubstantial and limited in options due to the presence of only one weapon. But I thought actual mechanics of that weapon were adequate. Not great but never something that got in the way or lessened by enjoyment of the game. I have indeed said many times, including my own comment that I wish the melee system has been more diverse but I just don’t think it was ‘poor’.

            And It seems you misinterpreted my comment regarding that it was insulting for you to imply that developers ever would have considered placing copious ammo stacks around. The implication was that it’s insulting to the developers who did such a good job on weapon balance would have considered breaking the balance in such an obvious way. The only reason I used the term insult instead of something lighter was in reference to your comment that the inclusion of guns seemed driven by a committee, aka publisher interference, when it was something I found very well considered and balanced.

            • http://twitter.com/FraserIBrown Fraser Brown

              I never suggested that they considered breaking the game by adding lots of ammo. I said I was glad that they did not. I said it out of relief, and in the review it was one of the things that I mentioned I enjoyed most about the game. I brought up plenty of negative things about the game, so it’s bewildering that you would latch onto a throwaway comment that doesn’t insult the developers in the least. And if the use of the world “insult” was directed at the design by committee comment, then why not mention that instead of mentioning the ammo? You’re all over the place today, Rico.

            • http://twitter.com/ricochetguro Stephen Something

              Insult was used because you’d already said you found their work as having the feeling of design by committee, to imply that copious ammo is something they would have considered as well is adding insult to injury. If I was to say something along the lines of “Your art is childish, at least you didn’t paint with glow in the dark colors” it would be taken as an insult where if I just said the latter it could be taken as a joke.

              There’s no real point in continuing this as your misinterpretations make it so any future replies will be nothing but strawman arguments. Sorry you didn’t enjoy the game and that we ran into confusions over each other’s points. Looking forward to whatever your next review might be.

            • http://twitter.com/FraserIBrown Fraser Brown

              Cool.

  • http://www.awesomeoutof10.com/ Andy Astruc

    If and when I do get a Wii U, I was planning on making this one of my first purchases. Now I probably won’t bother! This review basically gave me $100.

    • http://twitter.com/FraserIBrown Fraser Brown

      I’m like an accountant but with more hair and better taste in video games.

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