But then you explode 40 regular undead into rotting pieces with a single shot from a gun that never needs reloading (though it will eventually run out of ammo), and you're reminded that 'fair' isn't a concept that exists in any aspect of this game. Some of them are almost unfair - the homing flesh-missiles of the spindly ghoul-things, for instance. You shoot zombies which become increasingly tough. The disc cutter can mow a good half dozen zombie down with one shot, the minigun is a spray of constant death, the rocketlauncher can paint a room red instantly. As you play, you level up, spending points on stat boosts and cash on new, gloriously destructive weapons. Team Sigma have done a similar thing with a series of Alien Shooter games, but zombies are that much more appealing. The model is Alien Breed, Shadowgrounds et al - top-down, third-person, enclosed spaces. You shoot zombies, in a remarkably robust 2D engine. The kill count is extraordinary - zombies surging in their hundreds, and the levels' floors quickly coated in extreme gore and viscera, leaving none of the original terrain still visible. It is, aheh, one of the most braindead gun-games I've ever had the good fortune to play. Zombies? Shooting? There's no way to get that totally wrong. It was in a such a mood that I wandered over to Sigma Team's 2007 game Zombie Shooter, one of those many cheap-sounding games lurking in the Steam store for a few quid. Die! Die! Die! You are all metaphors for my problems. There is but one cure for illness and grumpiness: shooting lots of pretend things, over and over again, barely pausing for thought, food or oxygen.
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