From Romero to The Walking Dead, zombie stories are hardly ever actually about the threat of the shambling horde. They’re about the threat of us, the ways we turn against each other in times of crisis. Man is the real monster, and all that – and rarely is this more evident than when you’re knee-deep in a multiplayer session of Zombie Army 4: Dead War with a squad of people you would previously have called friends.
Dead War is nominally a cooperative game – the four of you are fighting back the same waves of enemies, working towards the same end-of-level objective – but there’s not a huge amount of teamwork involved. Perhaps this stems from Zombie Army’s beginnings as a spin-off from the Sniper Elite series. While those games did introduce co-op modes, the fantasy they traded on was always about being the lone sniper in his nest, separated from the rest of the world by the glass of a scope. Dead War brings you closer to the action, taking foes that for the most part need to be within clawing distance to pose a threat and then throwing them at you by the dozen, so that individual headshots quickly become impractical (though never anything less than satisfying).
With a full squad and a seemingly endless horde to manage, multiplayer can get very busy, and your primary interaction with fellow players is generally getting in each other’s way. An ally walks right in front of that shot you’ve been lining up, or worse, blows your target back to hell themselves with a lucky shotgun blast. There’s no friendly fire to worry about, at least not where bullets are concerned, and while this is handy for keeping the peace it can make it feel like you’re all ghosts, haunting the same spot but on separate planes of existence.
Denne historien er fra April 2020-utgaven av Edge.
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Denne historien er fra April 2020-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart