You know, I’m a pretty laid back dude most of the time. Being such, the dude abides a great many things when it comes to the indie channel. Lengthy release droughts, middling mostly-clones of far superior originals, developers using XBLIG purely as a fundraiser or a glorified Kickstarter, and oh, lest we forget, dozens and dozens of zombie games. So imagine my dramatic ‘facepalm’ at seeing Vector Madness ZOMBIES ($1.00), and forgive me for my Bill Murray / Groundhog Day moment, thinking I’ve already done this review.
Wait. Let’s roll that back a bit. Tell you what, I’ll gladly relinquish my Lebowski self-comparison and all the quotables, as I’m almost positive that no one is more laid back than Warlock Development Group. They’ve (basically) released the same game three times in less than six months now, and this newest monochromatic version of the non-monochromatic KILLBOX is essentially a cheap knock off of a feature that was already present in the original original game: Zombies1.
What is essentially a virtual test-firing range for 190 guns, Vector Madness ZOMBIES drops you (or you and a friend, locally) onto a nondescript grey background. In two settings, Campaign or Experiment, you can choose from a very large arsenal of unlockable weapons, and put them to use— ‘bullet time’ included— mowing down waves of faceless zombies, in the hopes that you’ll be entertained for longer than thirty seconds (Spoiler: You won’t.).
See, certainly no shortage of firearms here.
You can buy new guns with cash earned during battle, with selections from the usual (and some obscure) suspects of shotguns, assault rifles, pistols, etc., as well as eclectic stuff like paintball and stun guns. The game’s sole ‘new’ feature, upgradeable weaponry, makes the process a little deeper, allowing you to swap out attachments and options in order to boost (or lessen, depending on your choices) things like damage or bullet penetration.
There’s something to be said for shooting off a zombie’s face with a flare gun at close range, but that something isn’t enough to carry an entire game. Let alone one that’s been through three iterations already, and getting progressively more derivative with each passing version. So once again, I’ll end with the line from the previous review; if you’d love to play with hundreds of guns, go with KILLBOX. It’s a more complete product, and already features the undead as an enemy type, leaving no reason for Vector Madness ZOMBIES to even exist. And yeah, that’s just, like, my opinion, man.
- So the tagline would be: ‘Less guns! Less variety! Less colour! And look, zombies! Which we already had two versions ago!’ I thought sequels were supposed to get bigger and better? ↩