Dead Trigger 2 is anything but dead, as update 0.4.0 is now releasing for Madfinger’s zombie-hunting FPS. Three new weapons, nine new environments, a new auto-heal item, an additional Resistance upgrade, scoring tweaks, and a new money doubler are all available in this new update. Also, zombie killing goes social with the new friends list functionality with the ability to chat with your fellow zombie hunters. The update is propagating now to Google Play.
Everyone’s favorite free to play zombie shooter, Dead Trigger 2, has released yet another update. This one is a bit smaller than the previous one, but has a lot of new content for players, including 50 new game play zones, new African environments, and rebalanced zombies. There’s also, of course, the bug fix here and there.
Madfinger Games has also announced some new content coming soon, where players will get a chance to fight the undead hordes in the People’s Republic of China.
The update is available for free for anyone playing the game, or anyone who wishes to download this FPS thriller.
Dead Trigger 2 is a technical spectacle. Madfinger took what was an okay zombie shooter, made it look better, control better, and improved the gameplay too. You can’t teach a zombie new tricks, as the game’s still somewhat similar at its heart – but it’s just a better game.
Yep, this is still about shooting waves of zombies in a wide variety of levels, now all over the world. The game can be rather grindy – there’s lots of missions with very similar goals, and really, it’s all about taking out zombies one way or another. The game randomly notifies that the zombies are getting stronger, seemingly to spur players on to get more powerful weapons just because. Still, the missions all make more sense, especially in the story missions, as there’s just more context to player actions. Then, the random missions are just that: random missions to get coins to get upgrades and replenish the items.
The touchscreen controls, a reviled part of any mobile first-person shooter, are actually quite solid here. Perhaps it was a deal with the devil, or just a year-plus of work to make touchscreen controls work properly, but this is the best-controlling mobile FPS, period. Playing with the touchscreen is an acceptable option! Of course, there’s gamepad support – both MOGA and HID gamepad support were available that I was able to test. The controls are fully customizable for any preferred button layout. Navigating the menus with the gamepad is a bit unwieldy, though. As well, disabling auto-fire and enabling aim-down sights controls isn’t automatic, it needs to be configured in the pause menu, though for those who want to play like that, hey – go for it.
While I want to believe that Madfinger are just technical wizards – and their ability to make good-looking games does help – their ability to get actually-working cloud saves through their custom login system (which does carry over from previous games) is that they might have practiced black magic to get it working and that I am now cursed for having used it. It carries cross-platform: I’ve played on iOS and Android with the system.
Dead Trigger 2 can be a bit of a free-to-play grind, but really, it’s far from the worst kind of grind – I’d rather be shooting zombies while waiting for wait timers to end than just, well, sitting around and watching paint dry. Plus, the game is so well-made that it’s hard to complain.
Dead Trigger 2 is out now on Android from Madfinger Games, and it brings with it plenty more zombies, new missions, and a new game structure.
While there’s still plenty of generic missions to do of various types, there’s now narrative-driven missions that mostly involve the objectives done in other missions, but they go a long way toward making the game feel more involving and fun. As well, upgrades are all done through various characters in the menu system, which is a running theme through this game: it’s meant to feel better. That extends to the controls as well.
The touchscreen controls have been made to be more accurate than ever, showing a lot of work has gone into the feel of them. Through a helping of auto-aim and what I can imagine was only endless amounts of tweaking, this might be the best-feeling first-person shooter on touchscreens yet. Of course gamepads are still supported â€“ this is a Madfinger game after all.