What’s your eighth favourite snack? You know, that one you’d never actively buy unless it was on offer but, when left alone with a packet, you’ll eat until your fingers reach for the next and find only crumbs. Now, imagine your cupboards are filled with it – that’s what playing Zombie Army 4: Dead War feels like. Especially if the snack in question happens to be delicious braaains.
In this analogy, the feeling you get as you chomp down – that beautiful weightless moment before the regret and mild tummy ache and the memory that you have a family history of diabetes – is clicking the left mouse button to fire your weapon and hearing the satisfying squish of another zombie’s cranium exploding. As gaming pleasures go, it’s not quite on a par with the solution to a fiendish puzzle clicking into place somewhere in the bottom of your brain or the explosion of possibility that comes from trying something stupid and getting a response that shows the developers saw you coming. But it is certainly exceedingly moreish.
Over the 15 years and six games that have led to this point, starting with 2005’s Sniper Elite, Rebellion has honed this one moment to its sharpest possible point. The kickback on a submachine gun weapon, each shot punching your reticule higher and closer to that all-important headshot, has all the mass-produced genius of a Jaffa Cake’s sponge base. The way zombies tumble quivering to the ground when you hit them with an electrified bullet, delicious as just-slightly-dark chocolate.
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios