Filedunder XBLIG / Creators CollectionTagged with Game Review, Gaming, Indie Games, Indie Gaming, Oh yippie skippy another fucking wave-shooter zombie game where the developer lost track of reality and upped the difficulty past the point of sanity. Can't get enough of these fucking games., XBLIG, Xbox 360, Xbox Indie, Xbox Indie Game, Xbox Live, Xbox Live Indie Game, Xbox Live Indie Games, Xbox Review, Xbox Reviews, Xbox360, XNA, Zombie Estate 2
By the way, zombie waves are random, so some playthroughs will be harder than others as you may not even SEE those pesky teleporting fire zombies. Personally, I hate the fat ones, who trap you in deadly vines if you get too close. Those ice guys are freaking sturdy, too.
Id have to disagree with this whole review. My friends and i play this all the time and we fucking love it! There are unique stats and weapons to every character and customization that gives the game enough depth to keep thebgame interesting. And the game is far from hard, I have beaten the game many times on the hardest difficulty. I think you are just a very pathetic gamer.
The enemies do not spawn randomly. For the fire zombies you will see a ring of fire appear on the spot on which they will spawn. This is a very enjoyable game and it is fun to play with friends. The first one was awesome and part 2 improved on certain aspects of the game. Melee weapons are awesome. Totems add an interesting level of strategy to the game. I do agree about waves having a target number before they disappear. In the original they would unleash the entire horde and the wave would end after you killed them all, but at the same time that approach leads to unbalanced difficulty within the waves, where the beginning is easy since they spawn at the edges of the map, the middle is intense and hard, then the end is easy again because there are only a handful of enemies scattered around the map.
As Brian B mentioned, there is some randomization going on with the waves (I believe the wave progressions themselves to be set, but which progression you get is a coin toss). Some are certainly more challenging than others, but I think a lot of that is each progression needs to be matched with a different approach (weapons, stats, play style, and level selection).
With two people and me as Doc, I practically carried us to wave 10 on endless. Once I bought the healing totems and my friend got some turrets, we had no trouble until wave 42 where we quit on purpose because it was getting late and we saw no end in sight.
One of the top rated Xbox Live indie games, Zombie Estate was released on May 15, 2010 by Jeremy Verchick. The game is a multiplayer cooperative survival game. Despite being a twin-stick shooter at its heart, Verchick stated that the goal was a more in depth experience. This is evidenced with a wide selection of characters, weaponry, and zombie types. Zombie Estate is available on the Xbox Live Marketplace for 80 Microsoft points, the equivalent of $1.00 USD.
Zombie Estate is, at its core, a twin-stick shooter. Up to four players go into an arena, facing 25 waves of increasingly difficulty zombies. The goal in Zombie Estate is to defeat all of the zombies in each wave, restocking ammunition and health, and then continuing on. The game ends after the 25th wave is completed.
Every few waves, a new zombie type is introduced. These range from more powerful tank-like zombies, to healer zombies that can attack at long range. Other types include zombies that split apart to form new zombies, armored zombies, and skeletons. Typically, these new zombie types appear every five waves.
The depth of Zombie Estate lies in its weaponry. Initially, players are only equipped with a pistol, which has infinite ammunition and low damage. After collecting money from killed zombies, however, players can purchase a variety of weapons from the shop (available at the end of each wave). When a weapon is purchased, it must be equipped to the directional pad in order to be used. Four weapons can be available for use at a time.
There are four types of ammunition: assault, heavy, shells, and explosive. Assault is used for lighter automatic weapons, heavy is used for larger automatic weapons, shells are used for shotguns, and explosives are used for a variety of guns (including, but not limited to, mines, rocket launcher, and cattle launcher). Below is a list of each weapon, as well as its function and ammunition type.
So I've done this POI twice now on clear missions and both times I can't find the last Zs I need to clear. I run through the property 3 or 4 times and nothing. There is no gold (or red) circle on the map or in my compass to point me towards the last zombies. Has anyone else experienced this same thing? Is there some hidden room or something I'm not finding? It's frustrating to not be able to finish the POI and lose out on the rewards.
LOL. Right after I make my post I find it. There is a switch in the backyard near the tent back there that needs to be turned on. Some Zs come down from the roof, including two vultures. I won't forget this one!
This is yet another reason why these triggers just to get zombies to appear are a horrible design. You should not have to find every hidden trigger in order to clear out zombies. This isn't a puzzle game where hidden triggers make sense. This is a game where zombies want to eat you and they should come after you no matter how you get near them.
We made this our crafting base in a co-op playthrough. Really cool POI and fairly easy to protect since the Zombies tend to come in through the drainage pipe. Installed a dart trap and easy peasy. It has what, three pools for water, a large yard for farming and it's all surrounded by a 7ft concrete wall.
It hasn't been in the past but it isn't finished so we can expect that what it is and what it will be may turn out to be different than what it has been. There are those who would say this game is not and should not be a game about fighting bandits or trading with NPCs or gaining/losing reputation with two boss characters and that it should just be a game about being the lone survivor in a world of zombies just like it used to be.
There's a difference between what makes sense in the game, though. Fighting bandits, though I don't think I'm going to like that, makes sense in the game. Trading makes sense. Having factions make sense. They all fit the game. But hidden triggers for zombies to spawn? If you can show how it makes sense for zombies to be there but not see or attack you and for you to not see or be able to find them even if you completely destroy the area until you press a button somewhere, I might agree with you. But I doubt you can do so. A zombie will attack you as soon as they are aware of you. That's how the game works and what makes sense in the game. Having triggers that make it so they won't appear and attack you unless you press a button doesn't fit with the game. I get that they are trying something new to make POI different or interesting or whatever, but as soon as any game strays from what makes sense for that game, it starts to fail. Things don't have to be realistic but they need to be realistic for the game. They need to make sense in game terms. A puzzle game where you have to solve puzzles to open up secret and hidden areas and such makes sense to have hidden triggers for those things. A game where zombies want to eat you does not make sense for them to essentially ignore you until you press a button.
I'd be pretty baffled at a puzzle game that has the type of invisible triggers 7dtd has atm; keys doing weird things, ok fine. Walking on an actually invisible pixel to trigger a seemingly unrelated event (spawn of zeds, opening of mysterious doors)... puzzle games need to have logic, even more than zedblaster here.
...this game is not and should not be a game about fighting bandits or trading with NPCs or gaining/losing reputation with two boss characters and that it should just be a game about being the lone survivor in a world of zombies just like it used to be.
Zombie Estate is
There are so many ways I can start this review. Zombie Estate is the four hundredth dual stick shooter on Xbox Live Indie to feature zombies. Zombie Estate is yet another retro game that wants you to believe the 2D pixels are an artistic choice rather than a design necessity. Zombie Estate is currently retailing at 80mps, which works out to $1. Zombie Estate is a title already muscling in on the homebrew undead throne previously held without contention by Z0MBIES. Or I could just say that Zombie Estate is brilliant.
To get the best out of the game, you need to take full advantage of its four player local co-op, not only because any title is so much better when you continuously top the best efforts of your chums but, because, before very long, youre going to be up to your eyes in various renditions of rotting brain-munchers. Zombie Estate is sadistic. Its pure, overwhelming numbers that know they border on cheapness, then double up out of spite, and youll love them for it. Id like to start out by saying things start off slowly out of a misguided sense of clich, but Id be lying. Things start out manageably. At this point, youll only have your basic pistol weapon, and you can finish the hordes off with a small sense of comfort if you find yourself proficient at dual-stick shooters. Even here, though, clich is slightly nudged out the French windows and into the path of undead cannibals; you move your little 2D sprite around the 3D map with your left stick, but only aim with your right. To fire, youll need to pull on the trigger.
This is to work with the limitation of your firearms. Everything has an exhaustible ammo supply, and empty clips can do little to dissuade that rotting corpse from ripping you to shreds. Your starting pistol has a magazine of twelve shots before you need a small pocket of safety to reload in, but an ultimate stockpile boasting infinity. With the huge range of other weapons, youll need to stock up on either of the four types of ammunition to run. Some of these are straightforward: shotguns consume shells, rocket launchers need rockets and machine guns will spit out either assault or heavy bullets.
Pluck ammo drops from fallen zombies, or buy them in the shop you can visit in between waves, but its the huge choice of firearms that adds so much appeal to Zombie Estate. There are over twenty weapons to choose from, starting with the expected and ending in the surreal, and theres no way you can try even a fraction of them in a single playthrough. Machine guns and shotguns can be upgraded to laser or bio additions, while rocket launchers can be redesigned from the ground up to spit out life-saving medi-packs instead. Mini-guns sit in the middle of the price range, but save up your cash for a few more waves, and get the mini-bomb: the mini-gun variant than shuns bullets and fires incendiary rounds. Mortar weapons become available but rather than fire pass shells, they litter the area with the explosive corpses of fish or cattle. Squirt guns filled with holy water do extra damage to undead priests while the bubble launcher fires a swarm of soft, soapy bubbles that travel gently on the unpredictable breeze before hitting something undead and destroying it where it stands.
The weapon range makes for some unique combinations and tactics. In a nod to another cute zombie slaughter fest, one weapon lets you summon fire-breathing plants that incinerate any target foolish enough to draw near. Its handy to have another point of fire, especially when drawing near the end of the twenty five waves, the numbers start becoming ridiculously stacked. It doesnt help the odds, either, when new breeds of zombies are regularly introduced then left to mingle with the bog standard shufflers. Golem zombies are roughly two times the size of the regular ones, and four times as tough while medic zombies will heal the repair any visibly injured foe, even if youve reduced them to nothing more than a confused pair of legs wandering around the map. Gremlin zombies, when killed, spawn a gathering of four smaller versions of themselves while bio-zombies will don hazmats and explode in a bright green cloud of health-sapping radiation.
The twenty five waves all take place in an expansive estate, giving a horde often numbering in their thousands plenty of room to group up and form a nigh-unstoppable cloud of rotting flesh and gnashing teeth. You could try and pin them down in the vegetable garden in the north-eastern corner, but theyll eventually wreck the fences that confine them and be able to swarm anew. Taking shelter in the house will bottleneck them as they lurch through doors, but theyll break down unrepairable barriers and, once they get inside, give you nowhere else to run. The environment is simple, but effective, and crawling with targets that very much want to kill you. I could complain about how its more or less the same stage every time, but it never seems to matter. It wouldnt; whatever the environment is, all you need to know is that it contains thousands of psychotic monsters that want to eat your face.
Zombie Estate is a game not really worth your time to play alone, but is an instant crowd pleaser if you own extra pads and possess friends. Its an unapologetic first-gen version of Left 4 Dead that calls for little else than a desperate scramble to stay alive. Its a game where youll exhaust your ammo supply trying to survive one huge attack of priest zombies, then wonder how youll live through the assault of bull-rushing skeletons before finding the answer is you cant. Not easily, and not without a lot of struggle and bit of luck.
Then, when its all said and done, your continues have evaporated and the Game Over screen plays, youll go right back to the main menu, mentally file away which new weapon you want to save towards, and try again.
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