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Ign burn zombie burn9/19/2023 ![]() ![]() They're already going to die, so they have nothing to lose, which means they're faster, hit harder and make a bee line toward either Bruce or one of the few extra objectives that appear in some of the side modes. Ah, but there's a catch: zombies on fire are, well, on fire. Since the fire spreads to nearby enemies, one need only run through a pack to start a chain reaction. For every burning lump o' undead, you'll add another number to your combo counter. Burning zombies, in addition to explaining the title, are the core score multiplier. Here, normally, lies your torch, and by holding it and running through a crowd of zombies, you can set them on fire. No one button on the controller is as important, however, as R2. This is important, you see, because the rest of the controller is used almost constantly X (along with R1) will fire whatever weapon you've equipped Square kicks anything dropped, be it a chunk of TNT or a brain you sucked out of the head of a nearby zombie with a special gun Triangle will drop the aforementioned TNT and Circle can remote detonate bombs you place (more on that in a sec). That's not nearly enough burning undead flesh. This means you'll essentially shoot where your lead character (a sort of stylized, square-jawed Ash-like zombie-offer named Bruce) is moving, though there are options for strafing (by holding L2) and the almost constantly used auto-targeting function is mapped to L1. A cursory look at Burn, Zombie, Burn! would probably lead one to assume it's yet another twin stick shooter, something the PSN isn't exactly short on, but the truth is that the right analog stick isn't really touched. That doublesix is now allowed to self-publish their efforts without tracking down a bigger name to back things, though, is nonetheless promising. Instead, the game comes from the practiced hands of doublesix Games, a spin-off of Kuju Entertainment, and the result is a game that immediately has the kind of polish and depth that one would expect from a proper studio project. It's not exactly an indie development effort - at least not in the sense that BZB was created by a small start-up. ![]()
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