Oh, Rendercode Games, didn’t we just do this a month ago? Well, somewhat. Rather than awkwardly-animated hellhounds, this time we’re treated to more-convincing mummies, once again pulling antagonistic duties in your standard wave shooter. Mummies Rising ($1.00) thankfully forgoes the Slender-style collection minigame that plagued Hellhounds, in an attempt to have things play out more like a straight-up FPS: Shoot first, and shoot second.
Which it does, throwing four visually-different varieties of wrapped-up undead at you to perform your best Brendan Fraser impression, spread out over ten waves / levels and using the same tried-and-true weaponry. The guns you’re allowed to outfit with alternate over each stage, ditto the amount of enemies you have to kill before advancing to the next… and you’ve seen and read this all before.
Level layouts are limited to two types; the corridor-like shooting gallery, where you simply walk straight ahead picking off targets, and the typical arena format, forcing you to branch out into the pervasive (and very effective) darkness to hunt down your objectives. The level design alternates with each wave, although the Egyptian textures and art style are rather well done here, which helps to somewhat mask the repeating layouts.
To its detriment, Mummies Rising keeps the molasses-slow movement speed that its predecessors implemented. This isn’t so much of an issue through the first three-quarters of the game, as your enemies are naturally the slow, shambling type, though it does present problems in the last few levels. That’s when a faster enemy type is introduced, leading to instant death (and a more-or-less impossible final level) whenever you’re attacked by a larger group.
Even putting aside the slow movement and unfair finale, though, Mummies Rising is your average first-person shooter. It looks great, but the game recycles the same staid objectives and brain-dead AI, taking no risks, offering no thrills.