ZombieArmy 4: Dead War is a third-person shooter video game. The game is set in the year 1946, after the events of Zombie Army Trilogy, one year after Adolf Hitler was defeated by the Resistance and banished to hell. Even though the Hellmouth that Hitler opened was closed, the Zombie Menace continued, with innumerable number of the Nazi dead overwhelming and pushing the Allies out of Germany and back into territories such as France and Italy. Without a leader, most of the living dead are weak and can be easily destroyed as long as their numbers are low, but rumors spread about a cult ensuring that the horde has some cohesion/control. Most of the known world is now referring to the conflict against the Zombie menace as the "Dead War".
The story begins in Milan, where the players do battle against invading hordes of the dead attacking safe houses, only to learn that the dead are beginning to show some form of intelligence, enough to use weapons such as handguns and SMGs, but not as competent as living humans. Eventually, they are forced to retreat deeper into Italy as more dangerous versions of those the protagonists faced in the original game with new appearances and powers, and deadly new foes which appear as a mix of demonic mutants and vengeful spirits. They also begin to encounter hellish versions of destroyed German vehicles and armour, appearing as hell-powered abominations fuelled by flesh and magic. They travel to survivor brigade locations in Sardinia, Croatia, Naples and finally Rome.
The protagonists discover that Hitler was not killed after the final battle in Germany, only being banished to Hell rather than destroyed. Using his Death Cult, the maddened dictator began using Hell's own energy to build himself a new army, creating multiple weapons of mass devastation while also licking his wounds. To stop this threat, the survivors travel to Hell itself, sabotaging the dead's war factories and recovering the Sagarmartha Relic from the Trilogy to end the Furher once and for all. After Dr. Efram Schweiger returns the players back to the surface at the price of his own life, they then must do battle against Hitler one last time in Rome, where they destroy a massive Hell Machine, made by Hitler as his personal vehicle, then beating the Zombie Leader to an inch of his life before destroying him for good with the Relic.
Even with Hitler finally dead, the Survivor Brigade must chase after his cult and the remaining Zombies, knowing that with the Hellmouth closed and Hitler gone, the dead can no longer replenish their numbers, bringing the end to the Dead War ever closer.
Zombie Army 4: Dead War received "mixed or average" reviews for PlayStation 4 and Windows according to review aggregator Metacritic;[2][3] the Nintendo Switch and Xbox One version received "generally favorable" reviews.[5][4]
Alex Spencer writing for PC Gamer said, "An excellently-crafted shooter, especially with friends. Just don't expect much in the way of brains".[14] Mark Delaney of GamesRadar+ wrote, "It delivers a consistently fun and frenzied co-op shooter with plenty of ways to play and even more to keep you coming back".[9]
Some games are like chips. Sin imparted these wise and useful words as I stared at this empty intro, struggling to convey the mildly-satisfying beigeness of Zombie Army 4: Dead War. It's about shooting many zombies, in a way that you may have done many times before. The zombies pop and crumble, as they should. The guns have punch and the punch has gumption, and sometimes a neat electric effect.
Plot wise, this is the ol' 'What if the Nazis got their hands on awful satanic power' deal. Hitler's hellish powers have kept the Nazis in vogue, so you're a soldier mowing down zombies in the Dead War, roughing it through the streets of Europe. The streets are apocalyptic grey, the zombs are everywhere, and most of them are boring. They're classic shamblers, easy to dispatch with a rifle shot or a quick spray from your submachine gun. Too easy. Even in great numbers, the early areas nearly always give you enough room to back away and whittle down the hordes. They're too avoidable to be a menace.
Dead War is much more interested in arcadey head-popping than it is in menacing. Your combo metre is a constant companion, ticking up as each dead thing hits the ground. Failure in Dead War usually means missing two shots in a row and losing your combo points, rather than dying. You get medals between levels, judging your performance on how high you've pumped up those points. Again, this is familiar. Basically: don't miss, and shoot exploding barrels for multikills.
That arcadeyness is reflected in upgrades, which is where those electro-punches come in. With the zappy glove equipped and off-cooldown, I get to send zombies barrel-rolling backwards, electricity arching to everything nearby. Then I might slow down time while zombies vanish in a haze of submachine gun bullets, or insta-headshot three bads with my pistol. Ammo constraints get you switching between your weapons, and a melee insta-kill button rewards you with health and ammo every time it recharges and you get close enough to use it. This is all mostly well thought through, apart from the special explosive rifle shot that's tied to the same button that lets you slow down time. That is messed up.
That's an annoyance, but Dead War's main sin is repetition. Even when other zombie types were in the mix, I rarely felt pressured to change things up. I just backed away while whittling at their flamethrower tanks, or made sure I prioritised the generals that summon extra zombies. Missions became trudges between generators that needed fixing and defending, or, more often, simply unlocking doors by killing every nearby corpse. As my powers grew and I got to spend more time in slow-motion, fighting became as mindless as my enemies.
Towards the end, I did get glimpses of what could have been. I got trapped in a graveyard, forced to weave between flailing claws, frantically yet strategically thinning out the crowd while waiting for a bomb to explode. Making you wait for bombs to explode is another of Dead War's favourite tricks, but it rarely forces you into properly uncomfortable situations. I wish there were more. I want to swivel and yelp.
Or, perhaps, sneak about like in the Sniper Elite games that spawned Dead War. Give me big open areas, too, with lookouts to snipe as crashes of thunder mask my shots. Let me mess that up, and unwittingly summon near-unmanageable hordes. Instead, Dead War too often opts for the too-comfortable middle ground. It gives me space to breathe, without letting me get up to much I find interesting.
We come back to chips. They're the antipathy of interesting, but they are nice in small doses. Chewing through hordes is like tucking into mouthfuls of fried potato, every head-click delivering a little shot of dopamine. You get desensitised, though. You wind up bloated.
I haven't mentioned your (default) character, or anything about the plot, because there isn't much to either. You ping between explosive MacGuffins while listening to a stream of 'I no speak English good' dialogue, played for laughs that never come. Although I did like the part where my character walked into a room with a flayed corpse in the centre, tutted and said "who did this?", as if accusing multiple dogs of chewing up his shoe.
I probably should have swapped to one of the other characters, who your friends will inhabit if you play in co-op. I didn't get the chance to, but it's clear to me that you should. Every game is better with pals, but the mindless stretches of Dead War yearn to be filled with patter. There are even occasional voice lines that forget you might be alone, where my Russian-accented protagonist used a "we" to refer to his non-existent companions. That's a sloppy way to say 'you really should be playing co-op'.
The plot is very straightforward. Rather than being bogged down by expanding upon its jejunity, the narrative is left by the wayside. In-level radio chatter and collectible documents are where you will find exposition and lore. Otherwise, this is an action game that knows what it is and decides to focus on the meat and bones of killing zombies. There are only but a few cutscenes that disrupt that focus. When a cutscene does play, a new enemy type or boss is introduced in a chilling way that gets your blood boiling.
Pre-game menus, and starting safe rooms akin to Left 4 Dead, are where your loadout is customized. Everything, from weapon selection and modifications to perks, is chosen here. There is a small but substantial selection of weapons that should fit most playstyles, be-it the headstrong shotgun approach, or a methodical sniper type. A mix of roles is congenial for the fantastic four-player co-op, especially when playing on hard difficulty.
The gist of the gameplay lies within building up a combo multiplier. Each time you mow down an undead fiend, the exp multiplier increases. Performing headshots, using the environment, or eliminating difficult enemies will net more points. All of your efforts contribute to an overall rank. A new perk, mod, cosmetic, or weapon upgrade unlocks with each promotion. It is all so satisfying.
The co-op staple that is horde mode is available to play across four maps. You start off with a pistol and advance through small locales. Hidden areas of larger size open up at certain waves, giving you a chance to find new weapons and items. However, this means a huger and harder onslaught. At the final wave, thirteen, you can turn stay and fight until you die or want to escape. These additions are excellent, setting this horde mode apart because there is an element of risk-taking that increases the tension.
The direction Rebellion headed towards the establishing of tone is memorable. There is geniality to the gore. Spacey synth and pinball sounds can be heard when merely picking up a grenade or leveling up. A score inspired by the minimalist synth of John Carpenter and the progressive rock of Goblin reverberates throughout. All-in-all, what could have easily been a generically gritty game turned out to have a quirky and well-realized mood.
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