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Wednesday, September 20, 2023

Basket Battle (Android)

 


WHAT IS IT?

“Basket Battle” is a single-player, one-on-one basketball game in which players rush to score three baskets before the opponent does.

INTERFACE/UI

Navigating through “Basketball Buddies” is as simple as it gets - mainly because there’s nothing to really navigate through. The main menu is also the “start game” screen; just tap anywhere outside of the menu options to start the match.

There are some other options available - like accessing “skins” or the “shop” - but these aren’t required. In fact, most of the changes are cosmetic and don’t alter gameplay.

GAMEPLAY

Gameplay is very straightforward. Actually, it’s too straightforward. I mentioned in the synopsis that the goal is to make three baskets before the opponent does. But that’s not just a basic summary of the game: It’s the entire summary.

There are no additional game modes. There are no multiplayer options. Games can’t be elongated (or shortened) beyond the standard 3 basket limit. It’s literally the same thing every single time.

Playing offensively simply means trying to score a basket. Defensively, you can aim at the other player using the same method as “passing/shooting”. If your ball connects with them in mid-flight, they will drop the ball and be “dazed” for a couple of seconds.

And that’s as far as tactics and techniques go. About the only “rule” that I noticed is that you can’t score multiple baskets without touching the ball. For example, if you shoot the ball straight down so that it goes in, pops back up through the hoop, and then lands back through it again, you will only be given credit for the first basket. If, however, you grab the ball on its way down, and have your character throw it back through again, it will count.

Really, any one image can summarize the entire game.

On the one hand, that makes it so simple that anyone can pick up and play it. It also means even players on the brink of a loss almost always have a fighting chance to even it up. But on the flipside, it’s so simple that anyone over the age of 6 will be paralyzed with boredom after just a few short matches. 

There’s very little in the way of a learning curve, and the repetition only deemphasizes it even more. Beyond that, the AI is laughably atrocious. This is especially true on levels where the basket is hidden directly under a block. Often, the computer players will stand on top of the beam and throw the ball around indefinitely, from an angle that would be impossible for even the most math-obsessed trick shooters. 

Somehow, I played through 230 matches. (What can I say? I get bored.) By my count, I lost only 7. (I say “by my count” because the game is too lazy to even keep track of basic stats.) I made it through the first 30 matches before suffering my first defeat. The point of mentioning all this is not to brag, but rather to point out that most new users will likely have a similar experience.

Players do get “points” based on how “difficult” the shot is. For example, scoring from in close to the basket will grant single-digit points, while shots that ricochet off several surfaces before going in otherwise untouched can yield a couple hundred (or more). The thing is, none of the points seem to matter. Points are separate from the in-game currency, which seems to accrue at the same rate no matter how complex your baskets are. And there are no achievements or stat-keeping to even encourage beating your personal bests.

CONTROLS

The controls are probably the highlight of the whole affair: They’re responsive and easy to grasp. This is the type of game that virtually anyone can pick up and play. 

Tapping anywhere on the display slows down the action and places a movable arrow on the screen. This represents the trajectory of the ball path. Sliding a finger along the screen alters the angle that the ball will be thrown, while moving “back and forth” will alter the ball’s power. Once the screen is released, the ball will be flung in that direction.

In order to “catch” the ball, the player must tap the screen again once the ball is in the air. The player will latch onto the ball wherever it is at the time of the pressing, as it continues its forward trajectory (with the player attached). Scoring is achieved when a player tosses the ball through the hoop, using that same exact method.

Overall, the controls are pretty responsive. Aiming is easy enough, and “teleporting” (via the screen taps) is effortless and almost instant. 

GRAPHICS

Like everything else, the graphics are simple. The backdrops vary slightly, with some levels featuring “obstacles” blocking the basket, but the overall “feel” and look of each one is exactly the same. 

The characters are silly and cartoony. Even though everything seems pretty low-effort, there’s nothing offensive or “ugly” about them. In a different game, they might even come off as “cute”. Unfortunately, given the incredibly basic, single-note approach seen here, they are never given a chance to exhibit any time of “personality”. That means every character acts the same way as all the others, including your own.

Overall, I guess the graphics would be considered “average”, although one gets the feeling the developers are capable of so much more.

GAME MODES

"Merge Arena" is a fun place to combine balls for absolutely no reason.

As if you can't already tell, "variety" clearly isn't high on the developer's agenda. However, "Basket Battle" does offer one brief departure from the core game: It's called "Merge Arena". In it, you combine balls to form other balls with the ultimate goal of...nothing. I have no goddamned idea what the point is. You can level up, but the balls you unlock still aren't available for use in the main game. It's every bit as pointless as everything else in this godforsaken mess.

ADS

The ad load is a little on the “excessive” side. Every round ends with a “skippable” ad, which is one that can be bypassed after five or so seconds. Since most rounds last somewhere around the minute mark (maybe even less), it gets annoying rather quickly. Sadly, though, this amount of ads are expected in games like this, so it’s not a dealbreaker in and of itself.

However, there are two things that push it well over the edge: On top of the “post-level” ads, there are even some random ones inserted in the middle of levels. This is annoying for the obvious reason (yet more ads), but also because it breaks up momentum. There’s no warning save for a quick score summary right before it cuts away. Play also resumes directly from where it left off once the ad is skipped, which can be jarring if you forget where the action left off. This can lead to missed baskets and additional frustrations.

Well this doesn't seem like an "offline" game...

That’s not the worst of it, however: Despite being tagged as an “offline” game by developers, it can’t actually be played offline. Turning on airplane mode, for example, results in a warning that the player is offline, with no way to bypass it. If there were multiplayer modes, or other additions that required the use of the internet, this would be understandable. However, there aren’t. That means the sole reason for this is likely to prevent players from disabling the internet in order to avoid ads.

As always, I feel the need  to make it clear that I understand the developers need to make some money. I don’t care about that. Sure, they’re annoying, but that’s the trade-off to getting games for “free”. But the way “Basket Battle” goes about it is shady as hell. Marketing a game as “offline” only to block offline modes for the sole reason of forced monetization? That goes beyond shady, and well into “slimy” territory. It’s offensive, it’s ignorant; about the only thing I can see it accomplishing is angering its player base.

Here’s an idea to the developers: Give the game some substance. Then that would provide incentive for players to voluntarily watch ads, which would increase the revenue. Add a multiplayer mode, too, so there’s a reason to force players to play online. This would make you look less like douchebags.

As it stands, there’s no reason to voluntarily watch them at all outside of some very basic cosmetic upgrades. (“Oh cool, look! A new ball! It’s so colorful! This will make a great replacement for my current, less colorful ball.”) And there’s no real reason to fork over cash, unless you want to remove ads.

Upgrades are purely cosmetic.

Doing that will run you $3.49. It’s nice that this is a one-time payment, rather than a monthly subscription, as some games have turned to. But keep in mind these only remove “skippable” ads that appear during games and between levels; earning reward boosts still require the voluntary viewing of a non-skippable promo. Want to get rid of those? Well, “Basket Battle” has an option for you!

“Skip’its” grant users the ability to skip through rewarded ads, allowing them to claim the reward straight away. These can be claimed for free by - surprise! - watching ads, which seems to be somewhat ironic. In order to avoid that, players can pay real money: Twenty Skip’Its cost $.99, 80 will run you $2.99 and 220 (the “best value”) go for $6.99. What a deal!

IN CONCLUSION

Honestly, there’s the foundation for a fun game here. But that’s the issue: There’s literally nothing more than a foundation. It feels like a demo; a rough outline of a game that is just starting development. 

But it’s not. If this were a clear work-in-progress, I’d be a lot more lenient. Obviously, games should be given opportunities to expand and grow. Unfortunately, judging from the fact this was released in April, 2022 and reviews have complained about the same things since then, it doesn’t seem to be anything on the developer’s radar.

Admittedly, it is fun. Even if it’s just for a short while. But it ultimately doesn’t amount to anything more than a lazy cash grab loosely disguised as a lazy game.

RATING: 1/10.


Sunday, July 23, 2023

Zombie Shooting: D-Day 2 (Android)

WHAT IS IT?

“D-Day 2” is a single player offline mobile Android zombie FPS game. In it, the player assumes the role as an unnamed hero, who must singlehandedly save the world from a zombie apocalypse. It is from the same developers of the severely underwhelming “Zombie Virus”.

UI


The user interface is clean and straightforward.

I decried CleGames’ approach to “Zombie Virus”.  To summarize part of my complaints, I found the UI to be incredibly stressful to navigate, with visits to several menus and submenus required in order to get the most out of the experience.


Well, they seem to have listened. (This actually came out well before my previous review, so that comment is in jest.) Everything about “D-Day 2”s user interface has been modified, and mostly for the better. There are three game modes: Scenario, “Bonus”, and the newly-added “Defense”. All three are prominently displayed and easily accessible from the main screen.


The scenario mode "map" is also easy to navigate.


Weapons can be purchased and upgraded from the clearly-labeled “Weapons” icon. Pretty much anything you could ever need is right there in front of you. Some games are so confusing to navigate they should come with tutorials for “new” players. But “D-Day 2” is not one of those games.


CONTROLS


Controls are typical for a “stationary” shooter. Since the character cannot physically move in any direction, the left thumbpad controls the crosshairs. A large “fire” button on the right side of the screen activates the weapon. Surrounding this are smaller buttons that switch between the two equipped guns, reload the current weapon, or activate grenades or medkits.


This might be the best control setup I’ve seen in this regard. Many other games have abilities centered in the middle of the screen, or in other harder-to-reach places. This can make activating them on-the-fly rather difficult. The close proximity of all the actions to the fire button makes it easy to pull them off in mid-battle, without having to take time to look.


GRAPHICS


The graphics are very similar to the graphics in “Zombie Virus”. In fact, some of the very same zombie skins are used. Thankfully, more are added to prevent the large waves from becoming too redundant. The backgrounds are adequate, but nothing noteworthy. The only “outstanding” feature in the visual department is the inclusion of “night vision” in some levels. It doesn’t change the gameplay at all, but it adds a nice touch.


Graphics are rehashed from "Zombie Virus", with some added textures/monsters.


The game runs smoothly on a Google Pixel 7 Pro on the “very high” graphics setting. For players with “lesser” devices, there are four other options, including a “very low” setting that should run on just about any supported Android phone or tablet.


AUDIO


Like many mobile games, the audio is serviceable, but nothing outstanding. Guns sound like guns, but are rather thin-sounding. They don’t pack much of a powerful wallop. Explosions sound like explosions. The moans of zombies constantly fill the air, resulting in a satisfying ambience that’s heightened by the equally atmospheric music.


But hindering the effectiveness is the inclusion of a narrator who announces “reloading!” every time you reload. Every single time. Even worse: it sounds like an audio clip culled from a ‘90s arcade action game. This is completely pointless, especially since the word “reloading” appears on screen as it’s happening, lest a player is confused about what’s going on. Adding to the weirdness: The “narrator” is completely absent from the game otherwise. No other on-screen actions are audibly explained. 


This is a game you can play muted and miss out on nothing.


GAMEPLAY


The “mission” system of “D-Day 2” is one thing that’s carried over from “Zombie Virus”. Each “area” is broken down into 10 “stages”. The individual stages consist entirely of battling 1-3 waves of zombies. The total number in each wave is presented at the top of the screen, with the number reducing for each zombie killed. This gives players a nice “at-a-glance” summary of remaining threats that can give a tactical edge.


Another frustrating element that makes its return is the ammo system. Every time you reload your weapon, you’re charged for the “clip”. The cost of bullets vary from gun to gun, but of course increase based on the weapon’s grade. 


I don’t know why, but this nonsensical system is utilized in many other games. If you’re going to charge for bullets, whatever, but at least give players the chance to purchase them upfront. Offer ammo in a store of some sort, so players can factor them into their budget. It’s an aspect that’s easy to forget, because it’s so dumb. Nothing is worse than spending large amounts of money on necessary upgrades, only to be hit with an “out of ammo” notice in the middle of a gunfight. It’s ignorant and flies in the face of all logic. Is the character swiping his credit card between reloads to pay for the clip in mid-battle?


It’s particularly maddening because the game offers no melee weapons, or other lines of defense in this scenario. You can carry grenades, but the several-second cooldown between uses prevent them from being a reliable line of defense. The world’s safety depends on a man who can’t even run or kick?


Boss attacks offer ample warnings.


At the end of every “area” is a boss level. In these stages, players square off against a huge, building-sized monster. When the creature is revving up their attack, targets are placed on the bosses’ weak points. Firing repeatedly on said weak points “cancels” the attack, knocking them backwards in the process. This gives players time to fire away at the temporarily defenseless entity, before it slowly repeats its attack cycle.


But the grotesque entity isn’t the only thing players have to worry about: Waves of zombies are also let loose. This means players must fight off the large creature’s attacks, while also defending themselves from ground threats. Since all bosses follow the same patterns, defeating them becomes easy once you get the hang of it. 


The main area where “D-Day 2” is a huge improvement over “Zombie Virus” is in the weapons system. Gone are the randomized “shards” and convoluted upgrade structure. Here, there is only one main character, and weapons can be purchased directly from the shop. Guns are unlocked based on progression, with stronger weapons becoming available the further you progress. Each gun can be upgraded up to five times; doing so requires only in-game currency.


You can use in-game currency to purchase and improve weapons.


The game starts on “Easy”; once all the levels are completed, it moves on to “Medium”, and so on. There are a total of five difficulty levels, with “Hell” being the toughest. However, the overall “hardness” doesn’t really change, no matter how far you progress. As long as you’re purchasing unlocked guns as they become available, progressing through “Hell” stages feels the same as completing one on “Easy”. It’s all relative.


“Grinding” isn’t even a requirement here. While on paper this might sound refreshing, it feels like a bit of a letdown. Boss stages payout enough currency to purchase the next unlocked weapon almost right away. I’ve complained many times how hard some games make it to progress after reaching a certain point. Many times I’ve had to spend more time watching ads than actually playing, in order to gain enough resources to advance. This has not been an issue in “D-Day 2”.


I should be ecstatic about this. I should be elated that completing missions doesn’t require a whole lot of time or effort. And to an extent, I am; I would much prefer this to a game that virtually requires paid upgrades to advance. But in this situation, it makes an already-linear game feel even moreso. Players are essentially spoonfed progress, with little room to make their own decisions. Everything must be done in order, even down to purchasing specific weapons at specific times. And as long as you adhere to the “checklist”, passing through most levels feels like a breeze.


"Hell" mode sees weapon costs skyrocket, with real money replacing "gold" option.


The only exception to this is in the “Hell” difficulty, where the cost of guns goes up exponentially. An “SS” grade gun will run you $1.75 million in in-game currency. But the alternative option to purchase with gold - something available in every previous level - is removed.  Instead, players short of in-game cash must pony up $79.99 real-life dollars to obtain it.


I’ll admit, I’ve lost enough interest in the game to see if it causes issues later on. I’m in area 1 of “Hell” difficulty, and it hasn’t been an issue thus far. But with four more areas to go - and no way to upgrade my gun in the future - it’s very possible later stages will be near-impossible to defeat without ponying up the cash. And, if that’s the case, it’s going to take a fair amount of “grinding” to earn enough in-game currency to make that happen.


GAME MODES


When I first started playing the game a couple of months ago, “D-Day 2” offered just a single player campaign. Since then, they’ve apparently added a “Defense” mode. 


This mode does offer up a new style of gameplay. Instead of being stationary on the ground, you’re placed in the back of a moving vehicle. Of course, zombies are attempting to overtake the automobile, forcing you to blast the fast-moving hordes. Aiming on the move is much harder and adds to the intensity. So, too, does the timing component: Unlike the base game, levels don’t depend on killing a certain amount of zombies. Instead, a timer represents the amount of time before the car reaches its destination. In order to complete the level, you must stay alive until the countdown reaches “0”.


"Defense" mode puts you on the back of a moving vehicle.


This also introduces yet another type of currency: coins. These are used to purchase weapons and other upgrades exclusive to “Defense” mode. What’s the point of all this? While I agree the main campaign is rather short compared to other games, this isn’t the way I would have expanded upon it. There were already two types of currency - gold and cash - so the addition of a third seems pretty excessive.


I didn’t play this one enough to analyze it in-depth. Quite frankly, the only reason I opened the game again at all was to write this review; I have no further interest in it. Based on the three stages I played (stages, not areas), it seemed like a decent change-of-pace from the main game. It was pretty chaotic, with new monsters introduced to make the challenge of surviving that much more difficult. If it was “included” with the game when I initially downloaded it, I would have played it more. But it wasn’t, and I’m over it.


The other mode is simply called “Bonus”. This is also a change from the norm. In this one, you’re placed in a helicopter circling high above the ground. A lone cop car sits stationary on the ground below. You’re placed in control of a machine gun with infinite ammo, and must prevent the zombies from destroying the car for a full 35 seconds. It sounds like it should be easy…but it’s not.


If you'd rather shoot zombies from a helicopter, "Bonus" mode is for you.


The helicopter moves and sways randomly each time, making success feel like a gamble. Sometimes, it stays closer to the action, making it easier to pick off the zombies. Other times, it flies way overhead, making it harder to aim. At any rate, my success rate is pretty low.


Just attempting it rewards some cash, which is helpful; “beating” it results in a higher payout that can be doubled by watching ads. Players are limited to three attempts per day. It’d be nice to see some variance in this mode - can we get a different setting at least? - but it’s another interesting break from the main campaign.


PAY TO PLAY?


The ad load in “D-Day 2” is, like virtually everything else in the game, “average”. 


Players are “treated” to a skippable ad after completion of every “stage”. There are also many opportunities to increase monetary rewards by voluntarily viewing unskippable 30-second ads. 


A $100 pack offering a "1,000% bonus". Over what?


When it does decide to peddle upgrades, however, it holds nothing back. On a recent visit to the game, I was offered a “Slayer Pack”, containing two “S Grade” guns. It was $99.99. (Although I was assured it was a “1000% bonus!”; over what, I don’t know.) That’s a pretty exorbitant sum for a game that feels much shorter and easier than other zombie games I’ve played.


Adding to the greedy mentality: Weapons don’t carry over between the two modes. Therefore, getting a similar grade gun for “Defense” mode would incur additional out-of-pocket expenses. To be fair, there are several other gun packages available, and most of them are less expensive than the above example. But the fact remains the same: Multiple packages must be purchased in order to gain weapons for each mode, which at least doubles the overall cost no matter which ones you buy.


The game offers some pretty helpful rewards for daily visits.


The fact that progressing is already so easy without spending a dime makes these “offers” feel almost “scammy”. I mean, why is there a need to offer in-game, digital products for such a high price, anyway? Who would pay $80 for a weapon that can only be used in one game? I guess there are enough people who do it to justify the developer’s approach. But for most casual gamers - or those without expendable income - it’s just stupid.


IN CONCLUSION


Random image of title screen, because why not?


When all is said and done, “D-Day 2” changes many of the issues I had with their previous “Zombie Virus.” However, those changes aren’t always for the better. 


Whereas their previous effort was too hard, relying on a horrible upgrade system in order to progress, “D-Day 2” suffers from the opposite problem: It’s too easy. Progression is almost spoonfed to the player, with weapons unlocked in the order they are needed. This makes the game feel too linear and straightforward: As long as you do things in the order the game presents them, passing through levels is a breeze.


While a couple of other game modes might help to elongate replayability a bit, there’s nothing unique or outstanding enough to elevate “D-Day 2” above other mediocre mobile zombie games. It’s worth a look for casual gamers looking to kill some time (and zombies), but once the initial excitement wears thin, there’s little else to sustain it.


OVERALL: 5/10.


Monday, July 10, 2023

Zombeast (Android)



WHAT IS IT?


“Zombeast” is one of many zombie-themed games in which users blast waves of zombies in order to progress to the next level, where they get to do it all over again.


UI


Navigating the menus is a pretty straightforward process.


"Zombeast's" user interface is much more straightforward than other games of its type. The main menu lays out all the options in a clear and concise format. Weapons can be purchased and upgraded from a menu option clearly marked “Weapons”. “Bestiary” is a “catalog” of all the creatures in the game, along with their characteristics and weaknesses. The “Free Bonus & Shop” option offers up some time-released freebies, and is also where players can use real cash to buy guns and other progress-boosting items.


Clicking on “Campaign” takes the user to their current level on a map. It also opens up options for additional game modes. There are apparently 750 levels available to blast through, which is a rather astonishing number. 


Everything can be accessed via the "Campaign" screen.


Overall, it’s got a clean, well-organized look that’s simple to navigate and explore.


GRAPHICS


Having grown up in the Nintendo era (I was born in 1984 for reference) I probably place graphics much lower on the list of important features when compared to other millennials (and newer generations). That being said, “Zombeast” boasts some pretty impressive graphics for a mobile game. I would argue they’re among the best I’ve seen (although my experience is limited, as a casual gamer). Many zombie games go for a more “cartoony” approach to their visuals, but this one revels in its dark setting.


"Widows" are pretty terrifying.

Each creature has their own distinct strengths and weaknesses, and have an appropriate visual style to match. Inarguably, the most impressive examples are “Widows”, ghostly white female “demons” that stand in one spot, swaying from side-to-side while holding their heads. If unprovoked, players can easily walk past them with no consequence. However, once they are hit by gunfire, they “snap out” of their trance, issuing a bloodcurdling wail before charging at the player. They take a lot of hits to kill, and can cause massive amounts of damage in close quarters.


And as for gore, “Zombeast” wallows in the red stuff. Striking a target often results in severed limbs, complete with arterial sprays. It’s not uncommon to be hunted by armless creatures, who are unrelenting in their quest to kill you. This is easily the most violent mobile zombie game I’ve played, with the detailed visuals adding to the intensity.


It all runs smoothly with the highest graphics setting enabled on my Google Pixel 7 Pro. However, the high level of detail will no doubt cause some visual hiccups on older tech. For those players, “Zombeast” offers two lower graphical settings to ensure smoother performance for “lesser” devices. It’s worth noting there are no options for turning off the blood, further proof they’re targeting a more mature demographic.


The non-removable gore isn't for the faint-of-heart.


AUDIO


Here’s another area where “Zombeast” excels. I generally play mobile games muted, but this is that rare game that actually benefits from the use of headphones.


Moans and wails of each enemy can be heard, even when they’re visually shrouded in distant fog. Each type also has their own distinct sound. This helps to not only create a relatively unnerving atmosphere, but also provides clues as to what dangers lurk in the shadows. The arterial sprays and dismemberments are appropriately “squishy” and wet to match the game’s graphic visuals. 


The various weapons and explosions also have their own dedicated effects. In other games, they frequently sound “canned”, like the developers took them as-is from free sound libraries. That’s not the case here. The gunfire blends in with the settings, making them sound realistic. Ditto that for the “environmental” weapons (laser beams, lightning, etc.) that can be obtained. 


It’s obvious a lot of care and detail went into almost all facets of this game, which makes for a riveting experience.


CONTROLS


The controls in “Zombeast” are a little weird, to say the least.


Well, not the control scheme itself. The left side controls player movement, while the right side controls the weapons. It’s a basic setup that should be familiar to anyone who’s ever played a mobile action game before.


What’s “bizarre” are the two unorthodox ways the game handles aiming.


For starters, “auto aim” is on by default. When this mode is enabled, the weapon’s crosshairs automatically move to the nearest target. It doesn’t matter which side of the screen they are on, or how far. As long as they’re within the weapon’s range, the crosshairs will automatically “lock on”.  All the player has to do is press the large “fire” button to engage the weapon. It’s kind of an odd choice to even include this as an option; it’s even weirder that it's automatically activated by default.


Choose from either auto-aiming, or auto-fire...there are no fully-manual options.


Players that want more “control” over their gunfire are given a “manual aiming” option. But even that doesn’t work the way it should. Activating this removes the fire button entirely. Moving the crosshairs is accomplished by sliding your right thumb along the right side of the screen. Similar to how player movement is controlled via the left thumb. Once your crosshairs come into contact with an enemy, the gun is automatically fired. So you’re basically choosing between “auto-aim” or “auto-fire”.  It’s baffling that, no matter which one you choose, you’re never given full control. Some aspect is automatically handled for you. 


Another odd choice is that your character can only move straight ahead. There is no way to see what’s behind you. Even weirder: You can walk backwards, but you have to face forward the entire time. The positive to this is that enemies can't attack you from the back, but it's a rather awkward design decision.


GAMEPLAY


“Zombeast” takes the same basic formula of so many games that have come before. Players complete missions, and use the money earned from those missions to purchase and upgrade weaponry. In the most unique aspect of the game, each mission lasts for a set amount of “meters”, which are tracked in the upper left hand corner of the screen. In order to complete the level, the player must travel the set distance. 


Players must travel a set distance in order to complete levels.


There are three “objectives” in each level that grant extra cash upon completion. These are displayed before each mission. The first two are always the same: traveling a distance equal to the end of the level, and killing a certain number of enemies in the level. The last one varies. It can be killing a certain amount of enemies with a specific gun (that you may or may not own), or killing a specific number of a single creature type.


Early stages attempt to tell a “story”. Apparently, you’re one in a group of survivors attempting to survive the zombie apocalypse. Each level has a description setting up the “plot”, and outlining the mission’s objectives. They’re always incredibly basic, such as killing enemies to clear out a safe zone for other survivors, or saving an ally in distress. Regardless of the objectives, no other characters are ever seen during gameplay.


Hilariously, this idea is abandoned somewhere around the 100-level mark. Each mission beyond that simply states “Story writing is in progress.” I would say this makes the game feel incomplete, but considering how poorly-written and unengaging it is up to that point, it actually feels like an improvement.


Apparently, the story writer quit in mid-development.


Players start each mission with a small-ish amount of ammo, which can be increased by paying money or watching an ad from the pre-mission screen. Weapons can also be swapped out from the same screen. Users can equip any two guns from their arsenal in order to prepare for battle. This is a nice feature, as other games sometimes put limits on the types of weapons that can be used in certain levels.


Each stage also has ammo crates available at regular intervals. Only once can I recall running out of bullets in mid-level; typically, there’s a generous amount spread throughout. (For the record, I also pay for the extra ammo boost at the beginning of each stage.) However, in one of the game’s most genuinely refreshing highlights, even ammo-less heroes have a fair shot at survival.


Players can use their feet to “kick” the incoming hordes. Sounds pretty weak, right? It’s not: Kicking insta-kills any enemy within a small radius. Even more helpful: Any “exploding” creatures fly out of damage range to the player. They still explode, potentially causing harm to nearby monsters, but won’t harm the main character. Of course, there’s a cooldown period, preventing users from overusing it to survive levels. But it’s an incredibly helpful tool.


Kicking is surprisingly effective.


As a last resort, enemies can be avoided simply by running past them. Obviously, this isn’t very fun, and it’s a little too easy in most cases. But it is nice that even resourceless combatants still have a chance to complete missions.


One thing I like is that there’s a tactical component to the game. Simply running and gunning through most levels will likely lead to a quick death. Barriers are set up throughout each stage, which can slow down incoming hordes long enough to reload weapons or to replenish the kick meter. Moving slowly can also reveal distant enemies, allowing you to take them out before they have a chance to attack. This is a nice feature that adds to the “realism”, while also rewarding players who employ a more strategic approach.


Even despite these additions, it still gets repetitive rather quickly. The missions don’t vary much; all consist of killing waves of hostile creatures.


But at the same time, that’s also one of the game’s biggest strengths. It’s what kept me coming back to it again and again, over other zombie games. Progressing through levels doesn’t require constant, costly upgrades in order to remain competitive. In fact, I’ve had the same weapons for the last 50 or so levels, and have had little trouble completing missions. They’re not overly easy, but with some tactical planning, they’re also not too difficult. It’s the perfect game to pick up and play when you just want to mindlessly blast a few creatures. And with a whopping 750 levels, there’s no shortage of opportunities to do just that.


Beyond “leveling up” your character, which doesn’t seem to do much on its own, “skills” can be purchased. These cost a set amount of coins, as well as “skill points”, and offer the player a wide variety of powerups that can be used during levels. They are organized by “tier”, with all boosts in a specific tier required before stronger skills can be purchased. The effects range from lowered kick cooldown and reduced damage, to ranged attacks, like artillery fire and laser beams. 


Upgradeable skills can further tilt missions in your favor.


Each skill can be upgraded multiple times, which increases their effectiveness. They can only be performed once her level and, in an interesting turn, only become available once players travel 60% of the total stage distance. I don’t understand the reasoning for that guideline, but it is what it is. (A final available upgrade reduces this requirement to 45%. It still doesn’t make any sense to me.)


The biggest hindrance in the gameplay department: Each stage costs a certain amount of “energy” (represented by coffee cups) to play. In the early going, they cost five cups each. As you progress further, however, the cost doubles to 10.


The maximum amount of cups one can have at any given time is 30. That means players are only able to play up to 3 levels at one time before being forced to watch ads, use in-game currency, or pay real money in order to gain more. The cups do “regen” naturally pretty quick (I believe one every 3 or so minutes), but it’s still an annoying tactic. Going the ad route refills 5 cups per non-skippable ad, up to a maximum of five times per day. Instantly replenishing it with in-game currency costs a whopping 40 diamonds, which is pretty steep.


Playing missions cost a certain amount of "cups".


What does this approach hope to accomplish? Do the developers really think people are going to shell out money, or watch ads, just to keep playing a few more levels in one sitting? I don’t know, maybe people do; this isn’t the first game I’ve seen to utilize this approach. Personally, I just find something else to play while the cups are regenerating; eventually, I’ll get sick of doing that and stop playing entirely.


GAME MODES


There aren’t a huge variety of modes, or “side missions” to break up the monotony. The one notable exception is the “Daily Mission”. Players must navigate their way through three consecutive levels of increasing difficulty. However, there are “checkpoints” throughout each level that grant the user one power-up of their choice to help them tackle the neverending mobs. Each of these powerups carry over into the next level. The options range from heightened physical attributes - quicker kick “cooldown” or faster player movement - to “environmental” dangers, such as a laser beam that randomly incinerates zombies within a set distance every few seconds.


"Daily missions" are brilliantly chaotic.


This mode is wonderfully, brilliantly chaotic. There can be around 20 “skills” active at any given time. By level 3, the waves of monsters are met with everything from lightning strikes, to grenades, to freeze blasts, and much more. It’s still challenging - survival is not guaranteed - but it definitely injects the game with an excitement that is otherwise missing. Especially since dying at any point requires the player to start from the first level all over again.


"Events" can be accessed via a button on the bottom of the "mission" screen. There are two: "Dead Rage" and "Zombie Target." Neither change the core mechanics, but do offer weapons specific to that event. They aren't updated very often, though; in the three months I've had the game, these have been the only ones available.


Other modes are reachable via a "Modes" button on the right side. “Hell on Earth” is essentially the base game, but with more monsters and firepower. It’s alright, but too similar to everything else to be engaging. The last one is simply called “Zombies”. This mode features several levels, each broken down into three “stages”. The name of the levels change, with each one named after a particular entity. The power and speed of the titular creatures in each level are altered in various ways via displayed attributes.


There are additional game modes beyond the main campaign.


For example, a level might say “Damage: +45%; Speed: +80%; Health: -50%”. That means the monsters in the level will cause 45% more damage per strike, and be 80% faster, but have half their normal health. In other words, they’ll be easier to kill, but can move in quicker and be more dangerous if they reach you. Completing these levels pay out a respectable amount of coins.


This is a somewhat interesting variation, in that it changes up the core mechanics slightly. It adds a “puzzle” aspect missing from the main game. For example, one level maxes out the enemy’s health, so that they cannot be killed. The only way to complete the level is to avoid them, something that feels like a welcome change from typical objectives. 


Two other modes, titled "Endless" and "Premium", are available to paid "premium" members only. That's fine with me, because I hate endless modes anyway.


PAY TO PLAY


Unfortunately, no review of mobile games these days are complete without a section on ads. They’re taking over everything. Ever since streaming replaced cable as the main source of entertainment, companies have had to find new avenues to peddle their wares. Naturally, anything and everything have become hotbeds for advertisements. Mobile games - especially “free” ones - might just be the “peak” of these efforts.


Zombeast earns “slightly above average” scores in this category. Ads play after every completed mission (which run for about 1-2 minutes, on average). These are skippable after a few seconds. Beyond that, players are given the option to earn double the rewards of the level by watching another ad. These are “full” thirty second ads, and are not skippable. This is pretty much standard across mobile games as a whole.


The most egregious example of developer “greed” occurs when increasing your character’s stats. Once you hit 600 points (which are earned from completing mission objectives and daily tasks), you are able to “level up” your character. This entitles the player to earn extra items, like diamonds, grenades, and energy. However, in order to collect said items, players are first forced to watch a full, unskippable ad.


Viewing an ad is required to level up your character.


I understand the need for ads in games. I understand developers need to be rewarded for their efforts in making games. And I completely understand the “voluntary” viewing of ads to earn additional perks. But when it’s required to gain items you’ve earned - by playing a game that already features advertisements - it feels rather low.


This is especially true in the beginning, when it’s much easier to gain XP for your character. There were times when I’d save up enough points for 5 level boosts. Guess what? That meant viewing five ads - one for each time you level up. Back-to-back-to-back-to-back-to-back.


For those who have some expendable income, “Zombeast” offers paid upgrades, of course. The cost of these items are rather exorbitant, in my opinion. For example, purchasing infinite energy costs $20.99. That’s a pretty high price considering all that does is allow the player to play as many missions as they want at one time. (To be fair, it also comes with 250 diamonds, but that won’t go very far.)


Paid upgrades are costly.


Packages with guns start at $9.49 and go up to $35.99. Most only include single guns, along with a fair amount of coins and diamonds. Again, I find these prices to be pretty excessive. Even worse: The images and purchase screens offer no descriptions on what you get for your hard-earned money. This is especially problematic for the “Dead Rage” package, which costs $9.99 and includes a gun that can only be used in the very-limited “Dead Rage” event. That information isn’t offered anywhere, which comes off as rather deceptive.


Despite these missteps, “Zombeast” doesn’t feel like a cash grab. It doesn’t flaunt paid upgrades or boosts in your face at every turn, and progress can easily be made without spending a dime.


IN CONCLUSION


“Zombeast” is a confusing nut to crack. The graphics and audio are well-above average, and combine to help give the game a dark, creepy atmosphere. The game’s graphic, non-removable violence and detailed monster designs serve as proof this is a game for a more mature crowd. It avoids the “cartoony” look of other zombie titles, which is a welcome change of pace. And the “Daily Mission” is a brilliantly chaotic game mode that injects some life into an otherwise straightforward shooter.


But the “energy” system limits the number of levels that can be played at once. The aiming system is weird, with no options available to give players complete, manual control of their weapons. The limited movement system - the main character cannot look behind them - feels unnecessarily constricting. And each of the 750 (?) missions offer the same repetitive gameplay.


The "bestiary" details each creature's strengths and weaknesses.


Yet, despite these hiccups, “Zombeast” was the game I kept coming back to. It doesn’t require constant, costly upgrades in order to stay competitive, nor does it flood the user with paid enhancements. It might be a little too limited to maintain long-term interest, but it’s a great choice for casual gamers who just want to mindlessly blast a few nightmarish creatures.


OVERALL: 6.5/10.