Zombotron 2 Game

Zombotron 2 - Delightfully puzzling physics-based shooter with hints of platform fun


I have to admit that much of my experience when it comes to zombies comes directly from my ‘Walking Dead’ textbook, and by textbook, I mean AMC’s sublime, suspense-filled, tension-soaked, walker-rife TV series ‘The Walking Dead’, which has come to be accepted as the standard for all things zombie, setting forth the general rules surrounding these posthumously-living creatures. Also,  My last positive sequel experience was with Terminator 2, and by this incredibly faulty logic, I am therefore qualified to comment on Zombotron 2, which in my defense does contain zombies and firearms, a combination which both the Walking Dead and Terminator 2 cover between them. As a sequel to the original Zombotron (Terminator 2 was also a sequel; a faultless link), we begin where the last title left off, and it soon becomes obvious that we’re going to have to yet again engage in some classic WASD-controlled movement with some simultaneous shooting, swordplay, and delicate encounters with exploding barrels. It wouldn’t be an action game without some precariously and carelessly-placed explosive barrels now, would it?


Zombotron 2 is everything that a zombie-containing shoot-em-up should be: firstly, it contains zombies, which immediately checks the ‘undead’ box on the strict criteria sheet and qualifies the ‘zombie’ part of the title; secondly, it is outrageously easy to control, using classic WASD controls that all shoot-em-up fans will be massively familiar with to control our main character from a side-on point of view. Aiming and shooting is performed with the mouse order to ensure that you are able to shoot with remarkable accuracy instead of just blasting from the hip in a straight line and hoping that the bullets somehow rip someone’s face off, since that’s all anyone really wants to see in a shoot-em-up game, right? The controls are extremely intuitive, with ‘R’ allowing you to reload and H making use of any health packs that you may have available. Q cycles through your available weapons (though you can also select your weapons with the number keys) while ‘E’ continues with its long-running tradition of being the go-to interact/action key for pretty much any game in existence that requires this function.


 Further adhering to the classic shoot-‘em-up format is in the status display which quantifies all of your consumables and perishables in the game such as your health, coins, and ammunition. Notice how the display in general has received a visual overhaul, with everything looking a lot smoother and more pleasing to the eye than the original. This fits in extremely well with the general design of the game including its menus and intermediary screens, which all possess a very distinctive style that mimics that of a run-down, post-apocalyptic world where zombies roam, screens flicker and appropriately dark and disturbing background music tickles your ears just enough to unsettle your brain whilst it tried to concentrate on the next threat to your continued existence coming from the level around you. The whole thing is wonderfully animated and nothing betrays the purposefully murky and bleak tone set forth by the game from the very beginning.


If I had to pick a fault with the game, it would be with the control mouse-controlled aiming system, which in spite of being the only possible control system to offer the potential for accurate aiming, can feel a little slow and sluggish at times, particularly when an enemy suddenly appears behind you and the mouse simply refused to swipe across the screen with sufficient speed to stop you being mauled from behind by a barrage of flesh-hungry zombies. Couple this problem with the relatively punishing health system (which depletes very rapidly upon being attacked), and you’ve got yourself an annoying situation which presents itself fairly regularly.


The above shortcoming pales into insignificance when considering the game as a whole, however. I mean, you’ve got your weapons to look forward to purchasing from various terminals; firearms such as the Desert Eagle, Shotgun, and Assault Rifle, as well as the considerable more medieval melee weapons such as the sword which you get fairly early on. The above-mentioned rapid draining of health simply adds to the difficulty and forces you to be more skilful and selective with your attacks. Enemies are increasingly large in number and variety, beginning with simple walking zombies and moving on to crawling critters and acid-spitting foes with no manners. The mission objectives now follow the oft-seen ‘achievements’ system, where goals are set in each level which can be completed at your behest, with no restriction placed on when or how you should complete them. As far as sequels go, this is a brilliant one from AntKarlov Games that almost does as much justice to the original as Terminator 2. Almost.