Grandpa and the Zombies Review

Grandpa and the Zombies Review

Feb 6, 2014

Zombies mess with everybody. Why not the elderly? In Grandpa and the Zombies, we get to see what happens when a cranky, indefatigable wheelchair-bound gentleman named Willy decides not to be pushed around – or consumed – by the actively undead.

Thankfully, the developer dispenses with convoluted backstory in setting up this saga. Via cutscenes, we get the most basic of zombie apocalypse stories: gramps wakes up in the hospital, with no memory but a sturdy cast. With zombies closing in, he commandeers a wheelchair and rolls rapidly to safety.

The gameplay is based off of that simple premise: avoid the monsters, and find a way out of the maze within a set of rules. The playing area looks like a set of different, interconnected rooms in the hospital a roof, and this is highlighted by the top-down view. Gramps is usually in one section, and the general objective is to navigate him via gestures to an exit square. Navigation is tricky, as once Gramps is moving, he continues to move in a straight line until his progress is stopped by an object like a wall. Since the open-ended rooms are fairly irregular, this means gz1moving around to get to the desired location requires some puzzle-solving. Sometimes, making forward progress entails going backwards for a while, and the shortest path isn’t always the most successful. Finishing a level opens the next.

Further to this, there are other elements which add to the challenge. For example, there are three candies that can be collected in each level; placement of these candies is clearly done to provoke a bit of thought with regards to retrieving them. Then, stuff like monsters appear; the monsters are lethal went touched; they also match Gramps movements and also move until an obstacle stops them. With careful finagling, it is possible to get rid of the monsters by manipulating to move out of the area.

The graphics work; the animations are whimsical, and work within the premise of the game.

It’s a simple game that manages to be fun without being overly silly. At under a dollar, it provides a decent amount of fun and is a reasonable value.

It also shows that age ain’t nothing but a number when it comes to kicking getting better of the undead.

Zombie Frontier Review

Zombie Frontier Review

Dec 20, 2012

I know, I know. Zombie shooters are very plentiful, and it’s not even Halloween anymore.

Still Zombie Frontier, a first-person shooter from FT Games, is a zombie game that might still make it on to one’s device — to stay — on its own merits.

The storyline is basic zombie fare: it’s 2020, and a virus has run amok, causing people afflicted with it to turn into flesh-craving marauders. As a survivor, I basically looked to stay alive by destroying as many undead that crossed my path as possible.

The gameplay was simple: waves and waves (and waves) of undead came at me. I had a firearm, and I shot and shot. I had a basic sighting system that helped me to aim, and all I had to do was tap to shoot and reload. I also had an abbreviated virtual direction joystick which allowed me some movement. I learned very quickly that taking the enemy out from distance was the way to go, as the swarm formations definitely helped the zombies closer up. The game was split into missions that I could find on the map; usually, it had to do with rescuing humans from converging zombies.

Different zombies had different attributes; one type for instance was quick but not as physically dangerous. Different weapons had different attributes as well, and the developer did a good job of mixing and matching these. Head shots did the most most damage, and every successful mission yielded game cash and gold, as well as stats.

The game is monetized via in-app purchasing, but I though it was quite possible to upgrade equipment via performance, albeit at a slower pace. The initial weapon, for instance, all but begged to be upgraded, and finishing the original missions helped me accomplish that.

My biggest gripe was that I found the menus a bit convoluted. Some parts could have been a bit more intuitive. It was not an undecipherable menu, just a bit busy for my tastes.

Zombie Frontier is definitely worth a look, and the price is right for just that.

Parallel Zombies Review

Parallel Zombies Review

Nov 8, 2012

Apocalpyse again…

I will never tire of zombie titles. There is something to be said for annihilating flesh eaters, and in handheld gaming, ’tis the season. The influx of games in this genre means that the ones worth playing tend to be really, really good to make the cut. Perblue, with its Parallel Zombies, definitely wants the crown, what with its foray into joining destruction of the Undead with MMO gameplay.

On paper, I thought it was a novel concept. The only thing better than splattering zombies is being able to share in the fun with others. Making it mobile is the ultimate cherry on top. Thus, I was quite intrigued going into this review.

Showing that zombies are no discriminators, the first option for my character was to pick gender. I was also able to customize my game character down to mouth style (or you could randomize the face). I was tempted to go for Sisqo blonde, but resisted the urge. Next, I picked occupation for the choices of soldier, hunter and doctor, and then picked a name. Voila. Off to battle zombies.

The intro cutscene hinted at the horrors to be beheld. The music was appropriate, and the storyline useably brief as I made it to the tutorial and rendezvous with Kate. The graphics were quite unexpected. While some will take pause with the ungainly size when compared to background, there was a certain elegance to it. Control-wise, I made use of two thumbs: one to maneuver, and the other to attack the marauding zombies with whatever weapon (i.e saw, gun, etc) that was handy. I had the requisite damage meter, and dying zombies sometimes left valuable health packs, which I “picked” up by going over the health packs with my character.

The gameplay was what was to be expected: plenty of zombies to kill, based off of missions like defending a house. Getting through missions garnered me Experience Points. The game actively looked for members to join my team, and I could choose to be notified when teammates were online. I felt the MMO portion was probably the best aspect of the game.

The in-app purchasing functionality was well developed. I saw where I could buy accelerated accumulation of XP, or basics like food and weapons. There were also time-sensitive specials; other features, such as chat, in-game mail and global accomplishment tracking added to the allure of the game.

While the graphics did not put me off, I thought that they could be better. I also though this is the one time a real full tutorial would have helped to let players the goodness therein. All in all, though, this game deserves a look, and it will appeal to plenty of folks.

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