We got to play through Doublesix's latest undead shooter at MCM Expo and pick the brains of the developer itself.
The developer of All Zombies Must Die, Doublesix Games, has said its game is perfect for a Wednesday night in--when you invite your friends round and want to have some multiplayer fun. Playing the game at the developer's MCM Expo stand, it's clear why.
With four-player local multiplayer (there is no online multiplayer), this game is designed to be played locally with friends. Described as the spiritual successor to Burn Zombie Burn, it's an isometric shooter role-playing game that screams nostalgia. Playing as one of the four main characters--Jack, Rachel, Luxo, or Brian--you embark on the hub world, completing a variety of different quests.
Each character has a tale to tell, with Jack, the classic teenage gamer geek, waking up in the zombie apocalypse. Rachel, Jack's ex-girlfriend, dumps him because of his gaming addiction but now finds herself needing the benefit of his years of gaming experience to survive the zombie onslaught. Luxo and Brian find themselves intertwined--Brian needing to collect zombie brains for his scientific research and Luxo the alien required to collect items that will let him learn the lingo.
All Zombies Must Die oozes personality and is filled with references to classic zombie movies and games. The game is littered with environmental elements that have an effect on enemies. Power cables electrically charge zombies, while nuclear pollution turns them into super-zombies if they aren't killed quickly.
Each gun feels unique: shotguns blast enemies to a pulp, while the SMG provides an effective spray of bullets. One thing the developer is quick to emphasise is the deliberate inclusion of friendly fire, meaning you have to be careful with your ammo. If you're not, Doublesix says filling a teammate with lead initiates a deathmatch between you.
Each character has a main weapon and power in the game. Jack, the character we got a chance to play as, roams around with a shotgun and unlocks the ability to set zombies on fire. All characters can also equip a secondary weapon, ranging from Uzis to katanas. The ability to customise guns to increase the probability of certain weapon effects adds another level to the RPG elements of the game. Being able to increase the likelihood of your bullets giving enemies an electric shock or releasing a shock wave means you can choose how to play. Weapon status effects can be applied to any weapon, meaning you don't have to become too attached to a particular gun.
The game provides what looks to be a strong narrative throughout the campaign, and you're always fed tasks to complete. By killing zombies and completing these quests, you gain experience to level up your characters, increasing either health, attack, defense, or speed, so you can effectively build your own character classes. We had a blast playing All Zombies Must Die at MCM Expo and look forward to its full release on the PC, Xbox 360, and PlayStation 3 later this year.
@Entropy730 You can co-op on a single computer. 360 controller, joystick, gamepad for example. Or depending on how many keys you need for the game you can potentially have two people on one keyboard (laptops would be a bit hard to do this on, but on a fullsized keyboard this is easy). Yea, online multiplayer too would be ideal, but just keep in mind that local multiplayer doesn't necessarily mean you need multiple computers.
@Entropy730 The PC also supports gamepads if you didnt know, and I'm pretty sure that every PC has 4 usb slots today. Even first person shooters for PC like Serious Sam had 4 player split screen back in 2000, so it can definitely work.
how can you play 4-player co-op locally on PC? that doesn't make sense. who has 4 computers hooked up to LAN? 1 in 1,000 people probably. i thought this game would be awesome to play with my friends i grew up with, who now all live in different cities/states. but because it's "designed to be played locally with friends" it doesn't look like they're getting my money. that's really too bad. this isn't 1994 any more. a lot of gamers don't go over each others houses to play games. that's why VOIP and things like XFire or Steam's friends list and voice chat were created. if anyone can clarify on how that will work for the PC that would be great. if they expect PC gamers to LAN 4 friggen computers then barely anyone will play it that way
- Release Date: Dec 28, 2011 (EU)
- PEGI: 16+
- Release Date: Mar 12, 2012 (US)
- Release Date: Jan 4, 2012 (EU)
- PEGI: 16+