Wearisome replays are often the result of a single mistake, and one can’t help but wonder if a rewind button, perhaps with limited uses, might have been a better choice. The developers recognized these problems and helpfully included both a pause button for those tricky timing sections and a fast-forward button for when you’re stuck replaying a stage for the fourth time. Missed clicks are even more common because of the 2-D art style the individual units in your horde all bunch over top of each other, and you can easily blow up the wrong one, for example. Everything can go horribly wrong in an instant, and a simple missed click can lose you five or even ten minutes of progress. Zombie Night Terror is surprisingly unforgiving for a game that requires so much trial-and-error. These moments add a lot of fun and variety but also lead to serious frustration. Or you need to hurry to avoid a speeding subway train or catch some thugs fleeing toward their getaway vehicle. There are tricky moments when you need to direct a zombie to jump over a pit and explode in mid-air before being struck by a waiting enemy, while simultaneously babysitting the bulk of your forces back home. Lemmings was a pure puzzle game and very slow paced, while much of the gameplay in Zombie Night Terror is dependent on timing. The other distinction is the game’s pseudo-action focus, which is both a strength and weakness. There are also plenty of situations in which it’s unclear whether your zombies can survive a fall or jump, which can lead to an unintentional bloodbath and begrudging restart. The monochromatic art style can be confusing, however, as the visual cues for which walls are destructible and which floors can be jumped through are subtle and sometimes easily missed. As a journalist, I found the broadcast headlines that accompany the tutorial exposition especially chuckle-worthy (“Hurricane tears through cemetery hundreds remain dead,” “Man struck by lightning faces battery charge”). (In a nod that’s slightly too blunt, the street drug that’s been turning people into zombies is called “Romero.”) The predominantly black-and-white colour scheme evokes 1968’s Night of the Living Dead, while the focus on humour matches the tone of the many horror B-movies that followed. While it does go for a retro pixel-art aesthetic, the style is pure George Romero. However, the game does a lot to distinguish itself, most notably in its spot-on presentation.
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