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Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

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.


Monday, July 3, 2023

Dead Target (Android)

WHAT IS IT?


“Dead Target” is an offline, single player FPS, in which the player completes levels by destroying waves of zombies and other creatures hellbent on destroying them.


UI


Maybe I'm just old, but this is overwhelming.

The interface in “Dead Target” is a perfect example of a game that tries to pack in way too much. I might be in the minority, but I prefer simplicity…this isn’t that. In fact, it might be the most convoluted game I’ve encountered yet.


The “main” screen lists all available levels, via a map-style display. There are several available at any given time, based on your progress. The difficulty of each is helpfully displayed, to give you an idea of what to expect. This part is pretty simple and attractively designed.


Navigating to the shop, upgrading your weapons, and claiming rewards for completing daily tasks (called "quests") can be accessed via buttons along the bottom. Once again, these submenus are pretty clear once you enter them.


The problem is that there are often multiple events, games of chance, and “battle pass” contests going on at any given time. These are available via buttons off to the right side of the screen. Exploring all of them can get pretty overwhelming, since they are constantly rotating. This requires navigating through different "event" menus, and even claiming "event only" rewards that are only available from these menus.


The icons on the left side are without textual context. This can make them confusing, even after repeated sessions, since most users won't navigate over there very often. The top image - of a chest - takes the player to a "progress map" which shows a preview of upcoming missions. These can be good or bad. For example, it might show rewards a user will receive if they reach a certain level. On the other hand, it can show a particularly difficult boss that the player will have to contend with. Overall, this feels like another pointless and unnecessary addition.


The "trophy" icon lists player achievements, and grants gold bars for completing them.


Earning medals grants added health and power.

The medal icon takes the player to their "medal collection". Earning medals grant increased rewards and power based on completing certain objectives. These are broken down into tiers; all three requirements of each tier must be met in order to acquire the reward. The positive side is that the boosts obtained here carry over throughout every campaign; they aren't single-use or otherwise limited.


Overall, the UI is probably the one area of the game that requires the steepest learning curve. There are so many menus to browse through that it can get pretty overwhelming.


GRAPHICS


The graphics are appropriate, consisting of rather basic 3D sprites. I’d say they border slightly on the “cartoony”, complete with the green blood that puffs out of every bullet strike. The backgrounds are also pretty standard, and consist of the same few settings repeated over and over again. 


The monster variety is adequate. Beyond the basic zombies, there are some that climb walls, shoot projectiles from afar, and even little poisonous zombie toads (?). Each enemy looks appropriately menacing (well, aside from the toads) and are well-designed. However, the basic zombie textures are very limited, leading to many battles involving fighting of the same sprite over and over again.


The graphics are adequate.


The game runs smoothly on my Google Pixel 7 Pro, without any noticeable lag or drop in frame rate. However, it should be noted there are no settings to adjust the graphics level. That means users on lower-end older devices might have troubles running it. I can't see that being an issue for most, though, as there's nothing really graphically intensive.


Visually, there's enough effort here to show that the developers care, but not enough to stand out in any way, shape, or form. 


GAME MODES


This is where the game sometimes goes off the rails, for better or for worse. There’s always at least one event of some sort going on at any given time. Some of them provide a refreshing respite from the typical game mechanics, while others just add extra “objectives” to the standard game. 


Blast busty women (?) for extra rewards in the "Summer Paradise" event.


For example, the current one is “Summer Paradise”, in which a busty woman randomly appears in “scenario levels” and must be destroyed to earn extra “popsicles” (?). These popsicles are then used to unlock additional event-only rewards. Oookay. Another recent one replaced the busty lady with toy nutcrackers. It wasn’t even close to Christmas. These are the types of events that don't change the game mechanics, as the popups are inserted into existing levels. 


Other times the levels are separate from the main campaign, such as the “Frankenstein event”. In these episodes, players blast their way as usual through a selection of randomized levels. The only difference is that Frankenstein's monster appears at some point within the level, and must be defeated to earn event rewards. This one also becomes tiresome. While the levels are played in no particular order, there are only a handful of different ones. And since the monster pops out in the same spot and at the same time on each one, it's easy to memorize them after a few playthroughs.


A busty woman appearing in the wild.


Yet, in other events, the gameplay mechanics are altered in refreshing ways. One event featured a board game that allowed users a set number of free rolls per day. Players would roll the die and navigate around the board according to the numbers rolled, gaining additional rewards based on the spaces they landed on. 


Another event added an "idle" aspect to the game. In it, a continuously-firing turret destroyed a never-ending wave of zombies. This occurred even after the player exited the game. The power of the turret could be increased by completing levels, with players limited to the number of levels they could play at once. Rewards were granted based on how many zombies they killed with the turret at the end of the event.


Even outside of events, "Dead Target" offers up other modes separate from its main "story". “Apocalypse” sends endless waves of zombies at the player, and continues until the player is killed. The user selects a powerup to start, with additional powerups granted every fifth wave. Monetary rewards are also issued at the end of each completed group. There are multiple areas available, which can be unlocked by surviving to wave 25 of the previous level.


“Side missions” are generally easier than normal missions, and pay out extra cash. These can come in handy if you’re stuck and need money for upgrades or other items. However, these levels follow the same mechanics of the main game, and offer nothing new in terms of variety or interest.


There's definitely no shortage of options that deviate from the main campaign. Unfortunately, they often don't feel any different.


GAMEPLAY


If you’ve ever played a mobile action game before, you already know what to expect. "Dead Target" utilizes the same approach as countless games before (and after) it. Your character is stationary and must blast through several waves of zombies and other creatures. Once all the zombies are destroyed, the level ends, and you progress on to the next one.


The player’s progress is clearly tracked via a “map”. This displays all of the playable levels available to a player, along with an assigned difficulty based on the player’s weapons. One thing I do like that prevents the game from feeling too linear is that there are generally two levels available at one time. That lets players pick and choose which ones they feel like playing. This can provide a tactical advantage at times; for example, if one is “easier” than the other.


There are some pretty cool enemy types.


But the gameplay also provides plenty of irritating design decisions. One is that the effectiveness of the weapons seem to vary greatly between the main campaign and events. Oftentimes, purchasing a new weapon yields equal results to using older, “weaker” ones in the single player “Mission” mode. Each level displays a “recommended” weapon that presumably will make completing the level easier. But that doesn’t always seem to be the case. Many times I’ve entered a level with a suggested weapon upgraded far beyond the recommended level, only to discover the hard way that it’s not enough. Enemies would take multiple hits to kill - sometimes an entire clip - allowing the other zombies to overwhelm me in the meantime.


Yet, using that same exact weapon in other events or game modes results in single-hit kills and much easier completion of missions. Why? What’s the reasoning behind this? It feels like a pretty unbalanced system that leads to more frustration than anything else. Especially when you get used to laying waste to levels, only to return to a fruitless campaign that leads to a quick death.


Also on the weapons front - and another source of irritation - is the upgrade system. Upgrading the first few weapons is straightforward: Pay a set amount of cash, and your weapon is taken to the next level. However, once more powerful weapons are acquired, upgrading the weapon becomes an unnecessarily complex process. Every third upgrade requires an increasing number of “weapon shards”, on top of an also-increasing cash sum. Don’t have enough pieces? Then you can’t upgrade your weapon. “Pieces” can be obtained through missions and events, but they are entirely randomized. That means you might get several for a weaker weapon you no longer use.


Upgrading later weapons can be a bitch.


Adding to the confusion, “tech modules” are also suddenly introduced. These are weapon-specific boosts that affect the gun in various ways, and can be added after every third upgrade. For example, one might increase the rate of fire a certain percentage for a set amount of time after killing a creature. Each module can only be used for one weapon at a time. Multiple modules of the same type can also be “fused” together to increase the power of the effect. Free modules can be drawn once every few hours; “better” ones cost red diamonds (rubies?) which are relatively rare and hard to earn during normal gameplay.


Outside of the weaponry, players can also obtain powerups and other items to help survive the zombie apocalypse. Some of the powerups, like “rage mode” are activated within levels as needed, and last for ten seconds. Other items grant the user increased stats for the entire level, and can be selected from the “pre-game” screen.


“Rage mode” freezes the action for ten seconds, excluding the time it takes to reload your weapon. During this period, your weapon auto-aims, and every bullet fired connects with the heads of nearby enemies. Other ones can be acquired, although I'm not exactly sure how; I think it has something to do with the medal system.


The pre-mission screen lets you select items to prepare for battle.


The “full level” powerups are bullets that increase damage by 50%; a clip that boosts fire rate by 30%; a skull that grants the user 2x critical damage; and a powerful, single-use gun that can be used for the entire level. The latter is a nice touch, as it grants users the chance to use guns that cost real money. Of course, the point is probably to “sell” them by giving the user a small taste of otherwise unobtainable power, but I find these are helpful in easily passing otherwise difficult levels.


Otherwise, there’s the standard issue grenades and medkits that can be purchased using in-game currency. They work as expected, complete with a standard “cooldown” rate to prevent overuse. (This is a mechanic present in many similar games that never makes sense to me. If you have them, why can’t you use them as you see fit?)


One semi-cool feature is that the player is aided by an indestructible hovering drone that also shoots at enemies. While it is helpful, the basic turret can only do so much. And as far as I can tell, upgrading it requires resources that can only be purchased with real money.


Oh, and another sour note: This is one of those stupid games where using ammo costs money. Of course, the "better" the weapon, the more expensive the magazine. Every time you reload, the amount of the bullets are deducted from your total. If you run out during a battle, and don't have enough funds to purchase more, you're basically as good as dead. So make sure to save a little cash in the bank before heading into battle. (By default, bullets are auto-purchased. This can be changed in the settings, although I don't see why anyone would want to do that.)


CONTROLS


The controls follow a similar setup to many similar games. The game is played with the device set to “landscape” mode. The bottom left side controls where the player is looking/aiming, while the right side handles the weaponry. A large “fire” button engages the equipped weapon. This is responsive and works the way it should.


Surrounding the fire button are smaller ones. One swaps weapons in mid-battle, while the other one handles reloading. These can be easily engaged during the heat of battle and are attractively aligned.


The control UI is familiar and well-designed.


“Special” moves are right above the movement pad on the left side. This makes them pretty easy to reach for most players. Once again, this is a “win” in the design department as some games make certain buttons harder to reach than others. But “Dead Target” seems to be well-aligned and has clearly taken player feedback into consideration.


The weakest link in the control layout are the medkits and grenades. These are placed more toward the middle of the screen, though aligned right, toward the fire button. At least to me, these are the hardest buttons to reach on the fly; so much so, that I sometimes forget they’re even an option. I can’t really fault the developers, however, because there are only so many places where buttons can be placed. And there are no setups that are going to completely satisfy every player. 


One nice touch: The buttons can be “flipped” for left-handed players, butting the fire button on the left and movement controls on the right. This is a feature missing from many other games and helps to make it more accessible to a wider range of players.


AUDIO


The audio in “Dead Target” is a mixed bag. The menu music is appropriate and sets the tone for the game. Despite the inclusion of  zombies and other hideous creatures, it doesn’t aim for a “creepy” angle. Instead, it focuses squarely on the “action” aspects. This is conveyed through the “epic” opening track that kicks things off. 


The in-game effects are also a couple notches above “standard”. Each gun has their own sounds that are relative to the weapon’s power/capabilities. For example, the “Tesla” gun - which blasts beams of electricity out of its barrel - emits the sound of…well…electric currents. The M249 LMG - a powerful machine gun - has an appropriately loud sound to match. It doesn’t sound “canned”, with reverb effects that blend into the surroundings. This is a nice detail missing from other games.


But where the audio falters is in the addition of a “Mortal Kombat”-style “narrator” that constantly interjects pointless commentary. For example, hitting a creature in the head causes him to quip “Headshot!” every single time. Killing multiple creatures results in phrases like “Killing spree!” or “Rampage!” Sometimes, he even interrupts himself in mid-word, to offer up another escalated description. This would be annoying even if it was occasional; the fact it’s constant makes it almost unbearable. Currently, there are only options to mute “sounds” and “music”; there should be a separate one for the voices.


Lastly, completing a mission leads to a different person exclaiming “You win!” It’s hilariously out of place, and seems ripped from an 8-bit Nintendo game. Maybe it was. At any rate, it borders on self-parody in a game that, for the most part, seems to take itself seriously.


PAY TO PLAY?


The ad load and greed level in “Dead Target” can be considered “excessive” compared to similar games. Before the menu can be accessed, players are bombarded with at least one offer to purchase some extreme gun using real money. That’s followed by at least one pop-up notifying them of any events that are ongoing.


Expect at least one of these popups every time you enter the game.


In-game popups are also fairly frequent. Randomly, a message stating “HQ has sent you some intel” pops up, along with a small cash and gold reward. This is followed by a skippable ad. That’s it…the ad is the “intel”. I guess it’s a nice touch that they try to work the ad into the design of the game, but it’s still dumb. Completing levels will also result in occasional pop-ups featuring gold and cash “packages” that users can purchase.


These examples are annoying, but nothing too extreme when compared to other games. After all, games are made by people who have bills to pay and mouths to feed, like everyone else in the world.


$100 for an in-game weapon seems reasonable.


But where the game does go a little overboard is in the myriad of rewards openly displayed, but inaccessible to non-paying users. This is a known psychological tactic prevalent in all facets of the internet age. It makes “free” players feel like they’re missing out, and is clearly designed to push them towards a purchase.


Arguably, the “greatest” example of this is the “Battle Pass”. Completing event levels moves the player into higher “tiers” based on the number of event items they collect. Free players typically get one basic item per tier, ranging from a few gold bars, to a few thousand dollars in cash. However, “Battle Pass” players get two items that are of highly increased value. Of course, these are displayed under the “free” items, and even have a button to “collect”, which leads to the “Battle Pass Upgrade” screen.


Want all those rewards on the bottom? It's going to cost you...


That’s already a little low, but it gets even worse. The screen shows a 50% off discount for the upgrade, complete with a banner that exclaims “One Time”. It seems like this is insinuating a one-time purchase grants the user the “Battle Pass” indefinitely. But the fine print states otherwise, explaining that this is on a per-event basis and that it must be re-purchased every “two weeks”. So then what’s the “one time” designation on the top? It would appear to be the number of times you can purchase it at the discounted price. These are the types of shady tactics that push a game deeper into “greedy” territory.


To be fair, there are also quite a few ways for free players to gain additional items. The aforementioned events are one of them. Side missions are also included, which grant users more cash upon completion than “regular” levels. I’ve earned over $1,000,000 in one day (in-game, of course) just from experimenting with other game modes. Users can also get “daily rewards”, just for opening the game. These get better and better with each passing day; best of all, the days don’t have to be consecutive. So whether you play 14 days straight, or spread out over two months, you’ll still get the same helpful resources.


To be fair, there are plenty of ways for free players to gain extra cash.


While it will still be a much slower slog, “Dead Target” doesn’t completely alienize us cheapskates.


IN CONCLUSION


For all its flaws, “Dead Target” does have a high level of replayability. The various events are often interesting, and there are quite a few opportunities for free players to earn extra cash and items. Even when my progress in the main game was stalled, the other game modes gave me reasons to continue returning to it. 


Of course, that can only go on so long. I made it to mission 129 before I felt my time with the game was up. That's when upgrades started becoming too costly, and the frequent events grew stale.


For those with a greater “thirst” for such games - and who don’t mind paying real money - there’s probably enough here to keep them occupied for a little while longer. For the rest of us, “Dead Target” is a valid time-waster that’s worth checking out. Just don’t expect it to resonate once the game is closed.


OVERALL: 5/10.


Wednesday, June 28, 2023

Zombie Virus (Android)

 

WHAT IS IT?


“Zombie Virus” is a FPS featuring both PvE and PvP modes. In the main single-player offline mode, players blast waves of various undead creatures to progress through areas, broken down into several areas and sub-stages.


UI


Navigating “Zombie Virus” can be a rather formidable task, especially for new players. Accessing the main game modes is quite simple, with “Scenarios”, “Defense”, and “PVP” options prominently displayed. But maximizing the “Zombie Virus” experience requires having to constantly pass through several menus, some of which aren’t super obvious.


Main menu/screen.


The main game modes - “Scenario”, “Defense” and “PvP” - are all given large windows on the main screen. These are going to be the ones used most frequently by the vast majority of users, so their prominent display makes sense.


Along the bottom there are separate buttons for “Character”, “Weapons”, “Quest” and “Gacha”. Visiting these sections will be necessary from time-to-time. The first two are where you will upgrade and modify your characters/weapons. The “quest” button grants rewards based on completing daily and long-term tasks. And the “Gacha” system forms the basis for weapon and character upgrades.


I don’t know, maybe I’m just an old man who longs for the days where games were simple. But navigating around “Zombie Virus’s” myriad of menus and submenus feels rather convoluted and unnecessary.


GAME MODES


The game has three main game modes. “Scenario” is an offline mode that pits the player against waves of zombies across several “areas”. “Areas” are broken down into ten smaller “stages”. Passing on to the next area requires getting through each stage.


“PvP”, for the uninitiated, stands for “player vs. player”. It’s an online mode where you square off against another player. I always hate this mode in games, mainly because I suck at them; thankfully, “Zombie Virus” does things a little differently. Instead of hunting down players and killing them directly, you’re both stuck on opposite sides of each other in a single room. The usual waves of zombies attack. Killing a zombie causes an additional one to respawn, and head toward the opposing player. Once certain kill counts are reached (every 24 or so kills between both players), “special” zombies spawn to attack each contestant. These are the additional non-zombie creatures that require more damage to kill.


The game ends when one player’s health has been depleted. I still hate this mode, but at least there’s a little more to it than the typical “hunt the opposing player down and kill them.”


Defense mode is fun, at least for a little while.


The last, and the most promising, is “Defense”. In it, you’re stationed next to an automatic turret that fires single shots at zombies. Meanwhile, you’re given a minigun (aka “chaingun”) with unlimited ammo, while waves of zombies attack. It’s the stuff dreams are made of. Who wouldn’t love the idea of just going to town on massive waves of zombies?


Besides that, there’s not much else. There is a section for “events”, but that just grants a rotating set of rewards based on actions taken during the main game. It’s technically not really another “mode” at all.


GAMEPLAY


“Zombie Virus” is a rather typical mobile action game, pitting the character against seemingly endless waves of creatures. Players are stationary and can look around to aim and fire. Movement beyond that is “on the rails”, meaning it’s automatically controlled by the game itself. Kill one wave, and a cutscene will move your character forward (or backwards, as the case may be) into the next wave. This goes on until all the groups have been defeated (typically three per stage). Once the level is done, the player is taken to the main screen, where they can prepare for the next wave by leveling up/obtaining items/etc. This cycle repeats indefinitely.


This pretty much sums up the base game.


The core game and its mechanics are similar to all the rest. There’s nothing unique or interesting enough to separate it from other games of its ilk. But one area that is different is the “upgrades” system. And it’s also the game’s fatal flaw.


It works like this: You earn “Weapon” and “Character” cards by completing levels, daily tasks, and watching ads. Each card contains a random “weapon” or “character” fragment. You must collect 30 of the same card in order to actually obtain that item (outside of single use things like grenades). Cards can be drawn individually, or in groups of ten if you have the appropriate number of cards.


Weapons are broken down by letter grade, ranging from “D”, to “SS”. The “D” weapons, as expected, are the weakest. “SS” ones are incredibly rare, and nearly impossible to get.


Typically, each card contains one gun shard. Since there are over a dozen weapons in each category, it can take a long while before you accrue enough to actually obtain that weapon. If you’re lucky, you’ll get a card with all 30 gun shards on it at once, granting you that weapon immediately. The issue is, the gun levels don’t necessarily “progress” with the character. That means it’s entirely possible (perhaps likely, even) that you will obtain a gun weaker than one you already have. Or that you will obtain “good” guns in only one category, while the other two suffer.


A typical weapon draw, where the gun I acquired is too weak to actually use.


A personal example: I’ve gone through countless draws, and what do I have to show for them? Five shotguns, including a couple “B” graders; four “assault rifles”, including the “A” level M4 carbine; and four machine guns. However, the four machine guns are the four weakest in the game, with my highest one rated as a “C”. 


The solution sounds simple, right? Just use the shotgun and assault rifles for every level, and ignore the machine guns. Well, “Zombie Virus” has another random mechanic in place to further prevent players from having fun. Every level has two weapon slots, and the two available gun types rotate between stages. So in some levels, you can take one machine gun and one assault rifle. In others, one shotgun and one machine gun, etc. While the shotgun is powerful, it also has fewer bullets and longer reload time than its automatic counterparts. This relegates it to more of a “backup” weapon in levels with loads of enemies. And the machine gun can’t step up to the plate to provide a solid first line of defense.


This unfair balance in weaponry is beyond infuriating. For the longest time, I was easily able to pass levels that “allowed” the use of shotguns, but died instantly on ones that didn’t. Even now, I’m stuck on a level rated “common” (the second easiest) because my guns apparently aren’t as strong as they should be. I’ve tried to pass a dozen times, and barely make it to the second wave.


Don't be fooled: The two-star "B" grade shotgun is weaker than the one-star gun next to it.


The only way to “level up” your gun is to acquire 30 more shards. Assuming you manage to do that and apply them to a “D” grade weapon. That means you’ve at least got a “C” grade gun now, right? [Buzzer sound] Wrong answer! Your weapon is now at star level 2. You have to get five stars before your gun goes up an actual letter grade. Oh well, at least you can upgrade your weapon beyond level 50 to make it more powerful, right? [Buzzer sound] Wrong again! You’re still stuck at 50! Your gun gets a slight boost in power from the increased star, but not enough to prevent “insufficient firepower” warnings. That means in order to take a gun from one letter grade to another, you’ll need to “find” at least 150 total shards for that one weapon. It’s seriously the worst possible system imaginable. (And I’m not even going to get into the “mileage shop” where you use “extra” cards to buy other items. It’s confusing and completely unnecessary). 


It’s the same with the “Defense” mode. Remember, this is the only mode where you can actually spend cash to purchase a weapon. Sounds great, right? Except that the cost of the weapons are absurd. The second minigun beyond the default, for example, costs over 2500 gold bars! That takes quite a bit of grinding to achieve. To purchase a better auto turret is even more expensive, coming in at over 3,000 gold bars. Weapon upgrades are a little more doable, as they cost cash rather than gold. But the upgrades start at $10,000 and increase with each successive one.


The cost of upgrades in defense mode are absurd.

This is especially cruel because passing “Defense” levels pays out way less than Scenario stages. On the final stage of Area 9, where I’ve been stuck for days, the payout is $1,360 for successfully completing it. In “Defense” mode, I’m on stage 4 of area 5, and the potential earnings are a measly $520. Five hundred and twenty dollars! For a mode where the upgrades cost twenty times that! Details like this certainly push the game further into “cash grab” territory.


You can also obtain and upgrade characters. This requires the use of “books”, which can be obtained via the “Gacha” system. Each upgrade “costs” a certain amount of books and cash, which boosts their stats. The characters each have certain special abilities and areas of expertise that can boost stats. Using Kate, for example, increases critical assault rifle damage by 10%. However, I didn’t notice much of a change during actual gameplay.


“Earning” new characters works in the same way as acquiring weapons; it’s all luck of the draw. There are four total, and after a month of play, I only have two, including Liam, the default. I’m just a third of the way toward “earning” each of the other two. At this rate, it would take me another three months just to get another player I’d have to keep leveling up. No thanks.


I just need 13 more "pieces" of James to put him together and use him.


In other words, everything about the game feels way too convoluted. It might be great for hardcore gamers looking for a long-term grind (if there is such a niche), but casual gamers will likely end up disillusioned rather quickly.


GRAPHICS


The graphics are somewhat appealing, albeit in an “old school” way that might be lost on some. The visuals remind me a lot of the old “House of the Dead” games on Dreamcast. Since I was a fan of those, I actually found a certain sense of nostalgia playing this.


That being said, that wave of past memories wears off after a few levels, before it just becomes bland. There are only a few textures for “regular” zombies, who all start to look the same after a while. 


Zombie textures end enemy types are limited.


In an attempt to break up the monotony, there are other “monsters” besides zombies looking to kill the player. Jumpers, for example, are large beasts that lunge at the player from great distances, before leaping back and repeating the same cycle until they are killed. There are also weird monsters with split heads that shoot green orbs at you from afar. And large monsters that explode when killed. There’s also…well, I think that’s it. Needless to say, variety is lacking overall.


The violence is nothing noteworthy, either. A quick spatter of blood erupts from each bullet hit, and headshots result in an exploding head. Neither are particularly memorable. Curiously, the blood cannot be turned off in the settings, making this a game squarely aimed toward a more mature crowd. 


I can run this on my Google Pixel 7 Pro at 60fps on the highest graphical setting with no stutters or lag. Obviously, some older devices might not be able to handle it. For those players, there are settings for “medium” and “low” to help it run more smoothly. Additionally, the frame count can be dropped to 30 to further limit system resources (at the expense of reduced graphics, of course).


CONTROLS


Controls are pretty standard, and should be familiar to most players experienced in mobile games. A “movement pad” on the left side of the screen allows the player to aim/look around. The gun is controlled from the right side of the screen, with a large “fire” button placed in the middle. Reloading can be manually controlled via a “reload” button placed to the left of the “fire” button. Guns can also be switched in mid-battle from the right side, via small buttons placed quite a ways above the “fire” button.


There are a couple of things I don’t like. The medkit, grenades and “special ability” are also placed on the left side, but more toward the middle. This makes accessing them in-game - especially during frantic life-or-death moments - rather difficult. Players with smaller hands will have an even harder time, as there’s quite a reach involved. To make matters worse, the buttons are rather small, and require perfect finger placement to activate.


The control interface should be familiar to action gamers


Speaking of small buttons, the “reload” button is small and, in my opinion, illogically placed. So many times I’ve attempted to reload during “down time”, only to discover that I missed the target spot. Sometimes it takes me two or three tries before my character finally reloads their weapon. It’s rather annoying.


The act of firing is pretty responsive, as even a light tap will engage the characters’ firearm. Then again, that’s what you would expect, so that’s not much of a “win”. It should be a (mostly) familiar setup for anyone who’s played this type of game before.


AUDIO


The audio is one area where it seems like the developers decided to cut some corners. The menu music is serviceable, but rather basic. The “battle” tracks are little more than drums and synths; nothing to really add to the mood much. In fact, it quite literally fades into the background. This can be good in some cases - i.e. it doesn’t call attention to itself - but in this case it doesn’t really add to the atmosphere. 


Same with the sound effects. The gun sounds are “tinny” and unconvincing. There is no “reverb” or other audio effects to make it “blend” into the actual locations or gameplay. Getting hit elicits a generic “uh”. Dying elicits the same sound. The menu sounds consist of a “cha-ching” type when earning money, and various similar effects when upgrading weapons, but nothing of note.


I played this game on mute for a month and didn’t feel like I was missing out on anything.


ADS/”GREED”


The basic ad setup of “Zombie Virus” is like most other mobile games: There is a skippable ad after every level. Gaining extra resources requires either paying money, or watching additional promos. There is also a pop-up urging you to spend real-life cash for a “Start Package” every time upon startup. It’s annoying, but nothing egregious compared to similar games.


Get used to being greeted by this.


To be fair, there are also several opportunities to gain items without spending money. The “Gacha” page has “Daily gift” and “Free gift” options. Each one gives you up to 10 free items each day. That means 20 free items, ranging from cash, to gold, to weapon shards, and anything in between. That’s nice, except that each free gift requires viewing a 30 second ad. To get all of the daily freebies, you’d have to watch at least 10 minutes of ads. You know what? I’m not ashamed to say I’ve done this multiple times, and it’s been nothing but a waste of time. (Okay, I am ashamed to admit that.)


In order to level up quicker, “Zombie Virus” offers several options involving real money, and spread across individual categories. The aforementioned “Start Package” gives users 500 gold, $35,000 cash, and 10 weapon and character draw cards. This costs $4.99 and can only be purchased once. Additionally, players can also remove ads (only in Scenario mode) and get 300 gold for the same price. Again, this is a one-time purchase.


If you're willing to watch 10 minutes of ads, you can get 20 free gifts daily.


Remaining packages all pertain to certain categories, and are offered in numbered tiers. For example, the “Weapon Draw” package gives users 10 weapon draw cards, 150 gold (not much) and $15,000 cash (useless) for $5. For $50, players can earn 200 weapon draw cards, 1200 gold and $120,000 cash. So the user can draw 200 weapons, thus increasing the likelihood of getting “good” weapons. However, it’s still based entirely on chance; the user could also get nothing of great use. I’ve easily drawn over 200 cards total and still have little to show for it.


Looking for character cards instead? Time to pony up another $5 for 10, or $50 for 200. There are other tiers in between, but rise in cost accordingly. And once again, the results are entirely randomized.


For those who don’t want to leave it up to luck, graded weapons can be purchased outright. But the price of these qualify as outright scams. For example, the lowest grade assault rifle will run you $10. Ten bucks! For a base weapon that can’t even hack it beyond the second or third area! Instantly acquiring an “A” grade assault rifle is a whopping $50, while “S” grades come in at an eye-watering $70.


You could buy a real gun for this price.


And keep in mind these prices are for one weapon in a single category. So, to buy one “S” grade weapon in each category (shotgun, assault rifle and machine gun) would set you back $210. Two hundred and ten real-life dollars. If this doesn’t scream “cash grab” to you, then I don’t know what would. 


FUN


As you can probably tell if you’ve made it this far, “Zombie Virus” is far more frustrating than fun. Of course, that’s not the case in the beginning. In the game’s early stages, it was promising. While I hated the weapons system from the get-go, I figured it would result in upgrades that would evolve with the game’s difficulty. That just hasn’t been the case.


I’ve spent more time watching ads in the hopes of acquiring useful items, than I have playing actual missions. And all that time has been nothing but a complete waste. When newly acquired weapons are frequently weaker than the ones you already have, it’s maddening. It’s pointless. The “Gacha” system almost singlehandedly ruins any potential for excitement the game had.


There are a wide variety of guns you'll likely never acquire.

I don’t mind a challenge. That’s not the issue. I don’t expect to breeze through every level. But when it takes an entire clip to dispatch one zombie, leaving twenty others open to attack you, that’s not a “challenge”: that’s suicide. And that’s not something I ever find entertaining. 


IN CONCLUSION


Progress comes rather swiftly at first, but once it stalls, the fun is gone. It got to the point where I was spending more time watching ads than actually playing the game. And where’s the fun in that? The weapon system is absolutely maddening, relying almost entirely on luck (or real cash) to get anything good. And the lack of monster variety only makes things even more dull. 


I wanted to like it. I really did. I played far longer than I wanted to, in the hopes that grinding would eventually lead to a better experience. But it never did.


Unless you have loads of expendable income to blow on weapons, “Zombie Virus” quickly becomes a waste of time. And even if you do, there’s still the matter of its repetitive gameplay and randomized upgrade system. It’s too convoluted for its own good, ultimately collapsing under the weight of its “grand” ideas and poor execution.


OVERALL: 2.5/10.


On a side note: This opening message might be the best thing about the game.