Posts Tagged ‘Zombies’

So Soon? Borderlands DLC Incoming

By Alec Meer on October 16th, 2009.

There’s still a week until the thing goes on sale, but seems Gearbox/2K are confident enough in their impending shooty-bang-bang/looty-grab-grab game that they’ve already confirmed its first DLC.

You’ll never guess what it’s about. I mean, it’s not like it could be zombies – that undead horse has already had a brutal flogging everywhere else.

It’s zombies.
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Killing Floor Is Alive

By Alec Meer on May 15th, 2009.

Zombies zombies zombies. Zombies zombies zombies. Zombies. This one could go huge, I suspect. It’s the next game from the makers of the evergreen Red Orchestra, and it’s stealing a little bit of long-term supporters Valve’s thunder by being a co-op zombie shooter. Cheeky! Left 4 Dead 1.5 it ain’t though, thanks to more arena-like playing areas, abilities beyond simple shooting and healing, and persistent player upgrades. It’s a lot more OTT and Doom-y than L4D, too.

Reportedly, preorders have been pretty high. Us gentlemen of the internet do so enjoy shooting zombies in the head, after all. It went live on Steam today for a reasonable price, and while RPS hasn’t been blessed with a review copy yet, we hope to have some sort of verdict very soon. Anyone else playing it yet? Whaddaya think?

Below the magic words of information protection, some video footage of this violent delight.
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Dead Rising 2: Moose Of The Dead

By Alec Meer on April 28th, 2009.

Given the entire internet is busy spaffing about this today, we might as well join the fray – if only cos it’s always funny when someone accuses us of trying to be like Kotaku because we’ve posted something pop.

While Capcom’s first tongue-in-cheek free-roaming zombie-smasher was strictly for the Xbox Three-Hundred-And-Sixty Machine, the 2010-due sequel will also arrive on our glorious personal computer boxes. Joy! Footage below, which despite being pretty crass includes at least two ultra-lol moments.
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It’s The Zombie Apocalypse. Bring Friends.

By John Walker on October 30th, 2008.

Check!

Valve are being rather bold about their advertising spend for Left 4 Dead. $10 million, we’re told, quite a lot. Don’t they know that a gentleman doesn’t know how much is in his advertising budget? Anyhow, a lump of this money is being spent on TV spots, which are of course already on the internets. Of course posting adverts is just what they want us to do, so, er, we’re doing it ironically.

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Call of Duty: World At War: Hands On And Chat-talk

By Kieron Gillen on October 28th, 2008.


This is turning into a link-to-stuff-we’ve done day, I know. Apologies, but the last minute organisation (i.e. All the organisation) for this evening’s Thinkosium is devouring the day. Still – here’s the freshly published piece I wrote for Eurogamer where I interviewed Producer Noah Heller and wrote a little about my impressions. Since I wrote it, the Zombie game mode has been confirmed with footage on the Gametrailers show. However, as is the wont of internet tykes, someone’s ripped out the section of the show and stuck it on youtube. And it’s that I’m linking to beneath the cut.
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The Zombie Invasion

By Alec Meer on October 28th, 2008.

How many zombies does it take to make a meme? How many zombies is too many zombies? And why is every game suddenly obsessed with them? Well, even more so than usual.

It certainly seems like the en vogue way to drum up renewed interest in a game right now – no less than three usually non-zombie-centric titles have made the headlines in the last few days thanks to a little unexpected undeadery.
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Zafehouse 1.5: DIY Under Extreme Conditions

By Kieron Gillen on August 25th, 2008.

Logan Booker of Kotaku Australia isn’t just a pretty face (I’m presuming he’s a pretty face, as most games journalists are hotties. No, really). He’s made a game in one (count it!) week, and has lobbed up a second version. Zafehouse is – to quote Sean Garland quoting the RPS chatroom - “like dead rising, but with next-gen graphics”. This is an example of irony. Or perhaps sarcasm, which is the poor man’s irony, and nearly as good.

In short: Zombie-survival management game and a cute distraction. In less short, beneath the cut.
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Om-nom-Nombz!

By Kieron Gillen on April 18th, 2008.


There’s been a lot of indie zombie games recently – in fact, there’s at least another one I’m considering whether I should give a little shot to the head or not. But this isn’t about that – this is about Nombz is a neat little third-person action shooter, who released V1.1 of their demo recently. It involves shooting! Zombies! In the head!
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RPS Interview: Valve’s Chet Faliszek

By Jim Rossignol on March 5th, 2008.


Meeting at a Left 4 Dead preview event in a goth club in Munich, your RPS correspondent sat down with Valve’s Chet “The Other Half Of Old Man Murray” Faliszek to discuss the games he has been working on (Episode One and Two, Team Fortress 2 and Left 4 Dead) and the state of Valve’s gaming world generally. Both men had been awake since 5am and had been drinking “big boy beer” from the German alehouse.

RPS: I’m going to ask terrible questions because I’m totally braindead.

Faliszek: I’m going to give incoherent answers, so that might work out. I woke up at five this morning because of the time difference, now I’m AWAKE, I have to run around the block or something so I can fall asleep. You’ll have to edit this up to make us both look smart.

RPS: Sure, okay. That’s all I do, really.

Beyond the jump: Alyx’s profanity, more brand new Left 4 Dead screenshots, and some other stuff.
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Dead Island

By Jim Rossignol on September 29th, 2007.

The plot of Techland’s recently announced Dead Island promises a fun time: a tropical tourist resort turns into a zombie apocalypse. You, as a tourist on the package holiday to hell, must put things right and bash the horrors. It’s cocktails and crowbars on the beach as you battle with decomposing partygoers. Yum.

The perils of sunburn.

Techland promise open-ended first-person survival shootiness in a large island environment. Using the environment to drop things on zombies, and to find clubs to beat them with looks like it’ll be the order of the day. Your overall objective is to find your lost wife, who was presumably out shopping for a nice beach towel before the arrival of the undead. So it’s a sort of Stalker-comes-to-Hawaii. (Could the twist be that you are your own wife?)

I’m betting research was fun for this game: “Yes, we all have to go to a tropical paradise island for… authenticity.” Techland are also boasting “a liquid, gas and electricity physics simulation system, which allows you to create your own unique ways of eliminating enemies”, which is a claim I’m sure I’ve heard somewhere before…

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Peggle Extreme Intro Screen

By John Walker on September 11th, 2007.

This is so great it deserves its own post.

tee hee hee

Click for bigness.

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Ska zombies

By Alec Meer on August 28th, 2007.

Cheerful ska helps anything, and the more sax the better. Take this mod, Gateways, which seemed to be fairly unremarkable “let’s just throw as many Combine in as possible!” Half-Life 2 fan-faffery. Until, that is, I was being chased around giant cubes of light suspended in the sky by all the antlions in the world, to the sound of very cheerful, very saxy ska-lite. It’s basically Benny Hill with giant angry insects, and it’s very funny, exactly the sort of “what happens if I do… this!” that modding is, at heart, about. There’s some ridiculously over-the-top guitar noodling in another level, too.

The concept is you’re a Combine prisoner (in a familiar orange suit, natch) who breaks out into a room full of portals. Each of these portals takes you to a psychotically designed mini-level that bombards you with waves of braindead foes in massive numbers until they’re all dead. There’s some button-pushing. And, well, that’s it. While there’s a certain admirable surreality in the odd-hued, physically impossible levels, at lot of the fun comes from HL2 bads being placed in situations they can’t really deal with. An antlion placed in a giant chamber with a thin, spiral walkway reaching up to the ceiling will, for instance, attempt to land on it but repeatedly and comically fall off. A Combine soldier left on a 3-foot square floating platform just that little bit more than grendade distance from you will somehow manage to look hilariously frustrated despite there being no new animations. And, as has been proven many times but is always good to see again, something explosive thrown into a pack of a dozen zombies is always value for money.

It’s not actually a good mod. Despite sounding fairly serious about it all, really this is just a bunch of guys dicking around in the way anyone would with plenty of time and a rough guide to building HL2 levels. But they’ve gone that extra mile into occasionally pushing the silliness just as far as it’ll go, and that makes for a half-hour of play that’s at least partly screamingly entertaining. I’m not entirely convinced its makers realise how funny Gateways can be – not that it matters.

Oh, and it’s also a perfect delaying tactic from the just-released overhaul of Ultima Online, which I feel oddly compelled to look at but at the same time am a little bit scared of. More on that tomorrow, anyway, and in the meantime there’s a 14-day trial of it here – 2.3Gb, mind, which by my maths is equal to roughly 153 copies of Doom 2. Now there’s a useless fact I really hope someone accidentally remembers forever.

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