Games of E3

The Escapist Staff | 10 Jun 2011 22:00
Misc - RSS 2.0



Zombie shooters have become an overused theme as of late, which is why zombie shooter NeverDead is so interesting - rather than gunning down hordes of zombies, you're a zombie gunning down hordes of demons. In addition to gunning, you'll also be ripping your limbs and head off, using them as weapons, and then regenerating them. The Escapist's Allistair Pinsof was able to see this absolutely absurd shooter in action.

Read Allistair's full preview of NeverDead here. The game will be available sometime in 2011 for the Xbox 360 and PS3.

Allistair Pinsof:
Early on in the demo, Bryce is attacked by a pack of demonic hounds which - like all good demonic hounds - love the taste of savory zombie flesh. So, why not rip-off your limbs and chuck them across the screen, sending the dogs in its direction. While the dogs gather around your arm, press the shoulder button and watch Bryce's limb explode along with everything around it. No worries, however: Pressing in the left analog stick regenerates his limbs. That's anatomically correct. I think?

The game's combat resembles Devil May Cry on the surface, as you shift back-and-forth between swordplay and dual-wielding gunplay, but the controls of each and the transitions between the two are nowhere near as polished and fluid as Capcom's series. The gunplay is decidedly different. Each gun has its own trigger and on-screen reticule, but they line-up to become one when standing still. It makes for a game that doesn't control like others, but that's not necessarily a good thing, in this instance.

The swordplay is even more cumbersome. After pulling out my sword and pressing every button on the controller, I was ready to call the game broken. Then, in disbelief, I discovered you control the sword with the right thumbstick - immediately, I'm reminded of the late 90s when developers were still coming to grips with the idea of a second thumbstick. To say the least, this odd control design makes the swordplay a chore rather than a visceral thrill.

Comments on