It may feel overall familiar, but Zombie Army 4 does manage to separate itself from the already sizable horde of cooperative zombie shooters in a few enjoyable ways. For starters, the story is delightfully absurd, with occult forces bringing the Nazi army back from the dead, seemingly from the literal bowels of Hell. Its roughly eight-hour campaign ends with a ridiculous and surprising final confrontation that is worth seeing unspoiled. A simplified Horde mode exists as well, if you just want to stick to one location and see how many waves you can take on while experimenting with different weapons. I prefer the variety and forward momentum of playing the full campaign, but Horde offers plenty of opportunity for intense shootouts and last-second victories.
The alternate-WW2 setting is disgusting and full of gore, but in a creative way where I was eager to see what I would be fighting next. I enjoyed confronting powerful enemies like flamethrower zombies with explosive gas tanks on their backs, zombie Nazi generals whose hearts must be removed in order to prevent them from spawning more enemies, and bosses like tanks that reveal giant ribcages when their armored sides are blown off. And it's made all the more exciting by an excellent soundtrack that feels like it comes straight out of the 1985 George A. Romero zombie film classic, Day of the Dead – my only complaint about the music being I wish it were mixed louder and piped in more often.
There's a layer of strategic dismemberment to the mindless slaughter.
There’s a little more to it than running and gunning because the way you shoot zombies encourages you to confront the walking dead in a more nuanced way: Getting a certain number of kills unlocks special abilities, like overpowered sniper shots or hyper-fast shotgun reloading, but you also get a chance to recover health by pulling off up-close kills. Killing a certain number of zombies from a distance to earn the right to run in and recover some health adds a layer of strategic dismemberment to the mindless slaughter.
On top of that, there’s clearly some Doom inspiration here that helps keep the action moving, with certain zombies offering up ammo, grenades, or health packs if you stomp them after they’ve been defeated. This led to some great moments where I recovered from being cornered by taking out a huge wave, healed myself with up-close fatalities, and then stomped enemies on the ground to recover ammo before rushing toward the next objective. Where it had seemed like I was done for just moments earlier, I found myself maxed out and ready for whatever came next without so much as an ammo cache pitstop.
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The layouts of Zombie Army 4’s eight levels (and the smaller, final confrontation) are designed well and do a good job of contextualizing why you need to make it from point A to point B beyond basic survival. Sometimes you’re exploring an abandoned zoo, other times you’re getting fuel for a boat so it can make its way down a canal, or you’re gathering up pieces of a bomb to combine at the end of the stage. The levels don’t look radically different, but they all have interesting layouts that are fun to explore and are creepy and unsettling in their own way. The objectives are simple enough where you and your friends will never be confused about what to do next, but interesting and varied enough that it doesn’t quite feel like you’re always doing the same thing. There are never moments where co-op play is required – you could easily play through solo if that’s how you roll – but the more players join the action the higher the difficulty automatically scales and the more important teamwork becomes.
You could easily play through solo if that’s how you roll.
I like the mad sprint to complete those kinds of objectives, but was less excited about the areas where you have to hold your ground for a certain period of time. These defensive scenarios aren’t all that common, but oddly Zombie Army 4 is constantly offering you landmines and electric tripwires that aren’t all that useful when you’re on the run instead of preparing for an onslaught. And even during holdout objectives when you have time to lay out traps, they’re all pretty much gone after the first wave and it’s back to standard shooting anyway.
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