Overlooked Gem: ZombiU

Jun. 25, 2015



Overlooked Gem: ZombiU

Overlooked Gem: ZombiU

Your goal is to navigate a number of areas around London, gathering weapons and supplies, avoiding or killing zombies, and learning about the outbreak and how it was predicted by 16th-century mathematician and occultist John Dee. You’re often assisted in your endeavours by the Prepper, a former military man who provides you with advice and a safehouse which acts as your home base, and in terms of the story, the present-day events and characters are complimented by an interesting backstory that adds some depth to the typical “zombie outbreak” scenario.

I used the term “survival horror” above, not just “horror”, and that’s becauseZombiUboasts hallmarks of this particular subgenre, such as careful resource management and the fact that even the most basic of enemy encounters can easily end in the player’s death. However, althoughZombiUboasts classic survival horror roots, the game also features a number of ideas which help it to stand out.

Firstly, there’s the fact that when you die in the game, you then respawn as a different survivor. Not only that but if your character died as the result of a zombie bite then they can be found at their place of death (a feature carried through fromZombiU’s 1986 spiritual predecessorZombi), now undead and still carrying the items they had in their possession when they died. If you want those items back, you’ll need to put your former protagonist out of their misery and loot their corpse.

A related feature involves the online component of the game. If you’re connected to the internet while playing, the characters of other online players who have died in their own game-worlds can appear in your game-world as zombies, complete with the items these players were carrying when they died. This adds an element of randomness that helps to increase the tension while also offering potential rewards due to the items you can loot. Such as cake.

Another online element can be found in the game’s message system, which allows you to spray-paint messages which will then appear in the game-worlds of other players. Rather than using text, these messages can only be made up of symbols selected from an existing list. However, the list is extensive enough and the symbols clear enough that it’s easy to leave helpful – or deceitful, if you’re a tricksy hobbitses – messages for other players. It’s a feature seemingly influenced by From Software’sSoulsgames, which is no bad thing.

Something else thatZombiUhas in common with theSoulsseries is its challenging but fair difficulty. Like in theSoulsgames, if you die inZombiUthen chances are it’s your own fault – a prepared and cautious approach is key to survival, the game being quick to punish the careless. The first time I saw the game in action, it was a welcome surprise to find that a lone zombie could kill you with a single bite. As I said to my friend who was playing it at the time: “This game does not fuck about.” This, combined with factors such as the scarcity of opportunities to save your progress, makes every enemy encounter a tense one.

And if the game’s standard mode isn’t quite tense or challenging enough for you then there’s Survival Mode, which involves a playthrough of the full game but with a perma-death mechanic in place, meaning you get one life and that’s it – if you die, it’s game over. I managed to complete my playthrough of the standard mode with only two survivor deaths, so Survival Mode remains a tantalising option even with my current backlog of other games to play. Maybe one day…

Thankfully,ZombiUoffers a wide range of weaponry to help you survive – at least in terms of guns, anyway, as one of the game’s few drawbacks is that the only available melee weapon is a cricket bat. (Yes, the game is set in England,we get it– why not strap a teapot and some scones to the bat just to make sure?). Even though the bat is a reliable and effective weapon, and one which I relied on for the majority of the game, it would have been nice to see other melee options – a crowbar, a machete, a ferret wearing a crash helmet – for the sake of variety.

The gun selection fares much better, offering numerous types of rifle, shotgun and pistol. Upgrades found scattered throughout the environments can be used to increase the effectiveness of these weapons, and this can also be increased via your kill count – the more zombies you kill with a particular type of weapon, the more skilled you become with that type. There are also Molotov cocktails, mines, flares and fragmentation grenades, all of which can be very useful.

As with its guns,ZombiUalso features variety in its zombies. Alongside the standard, most frequent type there are electrical zombies who can draw other zombies to them, zombies who explode if you let them get too close, teleporting zombies, and more. Although the inclusion of these different types does help to shake things up, to me it hardly seems necessary, as after the release of countless zombie-themed videogames over the past several years, one of the most basic but effective things thatZombiUreally gets right is that it makes zombies scary again, both in their aesthetic design and as a credible in-game threat.

The impressive graphics extend beyond the zombies, with detailed scenery and effective lighting really helping to present a bleak and grimy atmosphere, immersing you in the locations through which you travel, from dank sewers and a ransacked supermarket to Buckingham Palace and the Tower of London. The sound and music also add to the atmosphere, with music being used sparingly, the game instead relying more on ambient sounds – a choice that often works well in the horror genre, as it does here.

WithZombiUbeing a launch title for the Wii U, Nintendo and Ubisoft must naturally have been keen to show off what the console’s touchscreen controller, the GamePad, could bring to the table, and it’s to the developer’s credit that the GamePad functionalities present inZombiUremain to this day some of the best examples found on the system.

Accessible on the GamePad are pages concerning your weaponry proficiency, your current survivor’s personal details, a list of documents you’ve picked up, etc. It also offers a number of other, more practical, features: the screen acts as your map/radar, you can tag zombies so that they appear as marked on your television screen, you use the GamePad as a scope when firing a mounted machine gun or a sniper rifle, and you can use an ultraviolet light that allows you to read otherwise hidden messages. These and several other features make the GamePad an integral part of the experience, helping to ensure thatZombiUis a game boasting a number of inventive and interesting mechanics.

The GamePad also comes into play inZombiU’s competitive local multiplayer mode, which sees one player strategically placing zombies via use of the GamePad in an effort to kill the second player, who uses a standard controller to play as a survivor on the same map. Although this multiplayer mode is fairly limited, it’s still a welcome inclusion. After all, who doesn’t enjoy hurling hordes of zombies at a friend and watching them desperately fight for their life?

The multiplayer mode brings me to one of the few criticisms I have ofZombiU, although it’s not a criticism of the game itself but of Ubisoft. Like Electronic Arts’ Origin, Ubisoft’s Uplay service is essentially about the publisher exerting more control over the player, the player’s information, and their own products, and it’s a “service” that adds nothing to the game ofZombiU. Instead it actually detracts, because there are rewards to be earned by playingZombiU– concept art, alternate cricket bat designs, a new multiplayer mode – but these are all locked behind Uplay. You can earn this content but to actually access it in the game, Ubisoft require you to sign up to Uplay. Well, as much as I love the game, I don’t love unnecessary, invasive and customer-unfriendly tactics such as this, so I won’t be signing up, thanks.

So for the game itself, I want to say a big “Thank you” to Ubisoft. For the Uplay bullshit they pulled with the game, I want to say a big “Fuck you” to Ubisoft.

Although the high sales numbers of lazy, annually churned-out, by-the-numbers franchises would argue otherwise, the fact is that not every videogame really needs a sequel. Would the existence of a singular, amazing gaming experience such as Thatgamecompany’sJourneybe in any way enhanced byJourney 2: Emotional Boogaloo? Probably not.

Basically, it would have been nice to seeZombiUreceive greater commercial success and generally higher critical acclaim (honestly, some of the “professional” reviews were absurd, with some reviewers punishing the game for simply being what it was – a challenging horror game – rather than what they personally wanted it to be), hence why I decided to write this article.

ZombiUis one of the main reasons I bought a Wii U, and I’m glad I did. As I stated in my opening paragraph,ZombiUis one of the best horror games I’ve played in a long time. It’s technically impressive, tense, atmospheric and challenging, with a number of brilliant features both offline and online.

In short, if you like horror games then you really should pick upZombiU. And if you do, then to borrow a fitting line from another game I love: “Prepare to die.”


Alex_De-Gruchy

Alex De-Gruchy is a writer and editor of fiction and non-fiction whose work covers videogames, comic books and prose. His upcoming projects include two graphic novels from Markosia Enterprises, and several videogames including a shoot-‘em-up, an action-RPG, a visual novel, and a narrative-focused puzzle game. Marvel at more wordy outpourings from his brain-meats on Twitter:@AlexDeGruchy