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Showing posts with label Top Down Shooter. Show all posts
Showing posts with label Top Down Shooter. Show all posts

Ultimate Zombie Defense is Now on PlayStation 5!

December 2nd, 2025 | Ultimate Zombie Defense launches on PlayStation 5 on December 4. This intense top-down shooter mixes survival horror with tactical action. Players can build advanced bases, use a variety of weapons, and face different types of zombies. The game is also out on PC, Xbox One, and Xbox Series X|S.


Developed by the independent studio Terror Dog Studio, the game was initially released on PC. On Steam, it currently holds an 86% positive review rating based on approximately 1,400 player reviews. The console versions were developed and published by Ultimate Games S.A.

Zombie Hordes Arrive on PlayStation 5

Ultimate Zombie Defense, developed by Terror Dog Studio, is a top-down shooter that combines the atmosphere of survival horror with tactical action gameplay. A key feature is its advanced base-building system, which enables players to construct fences, barbed wire, sandbags, mines, and defensive turrets.

Players assume the role of an elite soldier deployed to regions overrun by a zombie outbreak. The setting is a European city isolated from the outside world due to the infection. The primary objective is to locate and eliminate the source of the zombie epidemic.



The game includes 12 distinct types of zombies and unique boss encounters. Players can utilize a wide range of weapons, such as a shotgun, flamethrower, grenade launcher, and minigun, to combat the undead.

Key Features:

  • Hardcore shooter
  • Survival horror experience
  • Advanced base-building system
  • 8 playable characters
  • 12 zombie types and unique bosses

Ultimate Zombie Defense is now available on PlayStation 5. The standard price for the console version is $7.99 USD or EUR, depending on the region.
Article by: Susan N.
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Bionic Commando: Rearmed - Retro Reflection

Bionic Commando: Rearmed by developer and publisher CapcomPC (Steam) retro reflection written by Hamza with a purchased copy.

Estimated reading time: 6 minutes


Video game remakes rarely reach the notorious, controversial heights of Hollywood remakes. Not because there aren't many, but because almost all of them manage to translate well to the modern audience. The original Need for Speed Hot Pursuit and Most Wanted were positively received in their time; and their high-profile remakes were nothing short of extraordinary, bringing substantial style and glamour to substance. Very few people objected. Half-Life pioneered the path for first-person shooters, and was considered "untouchable" until the still-in-development Black Mesa changed all that. Initially approached by gamers with trepidation, it is now closely followed by everyone who's played even a minute of it. The 2012 remastered version of Gabriel Knight: Sins of the Fathers is to me perhaps the standard benchmark when it comes to applying a fresh coat of paint. Grin's 2008 HD remake of the 1987 seminal classic, Bionic Commando, is as close to a perfect translation for the modern audience as can get.

In Bionic Commando, you play the role of the titular hero named Spencer. Your primary task is to rescue Super Joe, who has been taken hostage by who can be said as one of the most memorable villains ever to grace video games; Generalissimo Kilt (who bears more than a passing semblance to Hitler and may very well be the model-basis for Street Fighter's M. Bison). Playing pretty much similarly to its side-scrolling, action contemporaries, Bionic Commando was unique in the regard that Spencer could not jump. By removing an integral part of the platforming experience, Bionic Commando was able to distinguish itself from its peers and allowed Capcom to experiment with perhaps the first instance of a now-ubiquitous weapon; the grappling hook.

A truly innovative device, the grappling hook is what Spencer uses to travel around; swinging off ledges, lamps, platform edges and just about anywhere the hook is capable of reaching. Though chiefly a device for moving around, the hook (or claw as it is sometimes mentioned) can also double as a weapon. You can reel-in enemies and throw them at each other; or you can reel-in barrels and other hard-to-reach items and use them as either defensive shields or projectiles. This ability comes in handy (see what I did there?) most especially at boss battles. Your weapons, both primary and secondary, have infinite ammo, meaning you never have to worry about strategy and all that nonsense. Love the rocket launcher a little too much? Why not use it for the entire level, and when the boss appears, tear him a new one? Fancy the machine-gun more? No problems, it's yours for the keeping!

Challenging with an extra amount of oomph, Rearmed really stings you with its difficulty and steepness of the learning curve. A game for beginners, this is not. But this doesn't mean veterans should treat it as a walk-in-the-park either. The 1987 original is easily among the most difficult on the NES, and Rearmed is just as hard, with several of the levels guaranteed numerous re-attempts. If everything were to be taken aside, the two reasons I'm going to state below are perhaps the selling point of the game and where 90% of the fun lies, respectively.

The graphics, for one, are simply drop dead gorgeous. A perfect marriage between 2D and 3D - with 2D being the backdrops and the characters 3D -, the graphics and the artwork are stunning and handsome. Some of the scenery require more than mere minutes of observation, and don't be too surprised if you catch yourself gaping at a particularly impressive backdrop longer than you usually would. A further extension for reason one is also the animations; smooth, crisp, and a delight to watch. While you're falling from great heights, your character starts to yield his bionic arm in relation to the decreasing altitude. This subtle effect, coupled with the landing animation, will make you want to fall off high places more. In the game mind you, not in real life.

The second reason is the co-operative gameplay. This should go unelaborated but what the heck, I might just as well. Up to two players in campaign mode - and four in competitive deathmatch and similar matches - the carnage is best experienced like this. Player two gets to control Super Joe, who is basically Luigi to the titular hero's Mario. The thrill of taking down the enemies with your best buddy is beyond 11; the co-operation required to takedown a boss simultaneously imminently leads to victory shouts and smug happiness should the other die in the process. You will notice that in co-operation mode, you and your buddy will gradually focus all your energy from killing soldiers to being the first commando to find the elusive "extra life" icon or secret areas; and believe me, that is when the fun really begins. The only mildly frustrating thing about two-player mode, and overall in general, is the responsive nature of the screen.

Should either of you get too far from each other, the screen splits in two; sometimes horizontal, sometimes vertical, depending on which plane you're in. Though it's not a major deal, a-great many cheap deaths have occurred due to its unfortunate timing to split the screen. Also, many areas will require the both of you to stay together if you're to stay alive because once the screen's split, you won't be able to see more than a few feet ahead of you; and that can make all the difference between life and death. I do wish they had adopted the infinitely stretching as in Drive to Survive (a.k.a Mashed), where the screen keeps on stretching to keep the action in view.

Notwithstanding certain flaws, like untimely glitches and minor - but sometimes game ruining - bugs where your character would get stuck half-way in a wall, Bionic Commando Rearmed is a quintessential modern co-operative game. In single-player it is equally fun, but with a friend the fun doubles, triples even. You may not know now, but Rearmed will the source of your fondest, epic gaming memories a few years later down the line. I highly recommend it.

Score: N/A


Note: Screenshots used in the body of this article are from MobyGames here.

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Doughlings: Invasion - XB1 Review


Old school arcade games, good, old schooled designed arcade games are hard to find and I'm happy to say that Doughlings: Invasion scratches that itch. Direct sequel to Doughlings, you'll be heading out of your home to save the world in a Space Invaders Bejeweled ish ness of a top down arcade shooter.

The rules are simple. Moving from left to right on the screen you'll be firing up at the descending squids of various colors. Starting off with blue, which are one hit kills, you'll soon be seeing green, yellow and red in which every time you hit them they fall down one color. There are other types of obstacles like falling wooden squids or squids once you hit them that they just decide to fall right on your head, but thankfully you've got a few powers yourself to level out the playing field.


The power-ups themselves are kind of neat. Acting on a time-basis, for a limited time you’ll be able to fire off some pretty wicked powers while also looking like some iconic characters such as Cyclops from X-Men. Getting “Zap’s” powers allows for you to shoot a laser beam straight up through everything which is really effective at bringing certain other colors down or just eliminating a bunch of blue.

Another feature that was cool and exists in your default state is called showtime. As you kill off the armies of invading squids you basically pick up social media likes. Accumulating ten to start off, before bringing it down to nine and then eight, equips you with a color gun which will hit the current squid and any other adjacent ones of that color. This can bring a slew of green down to blue and then hitting all of the blue can clear up to three quarters of the enemies that you are facing off against. This works for all the colors so sometimes saving it for the beginning of the next stage is a good idea.


The stage design is has a nice touch to it. Starting off from either the left or the right depending on which side of the “path” that you’re on, each stage moves just a bit more over within the environment. So starting from the left, the background scenery will move over bit by bit until you reach the last stage which brings you to a rather fun set of boss fights which are tanky invaders with a move set and a health bar.

Doughlings: Invasion was a lot of fun as it wasn’t just an old school styled arcade game in which you held on the trigger and blasted everything in sight. Instead, you have to think about how you’re going to take out the rows and columns of enemies through the bejeweled ish style with a slow firing weapon. With boss fights added into that mix, it’s not the easiest out there, but it’s loads of fun once you get the core mechanics down.

Game Information

Platform:
Microsoft Xbox One
Developer(s):
Hero Concept
Publisher(s):
Hero Concept
Genre(s):
Arcade
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
Nintendo Switch
PC

Source:
Provided by Publisher




Article by Pierre-Yves
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Sleep Tight - Switch Review


Most of us at some point in our lives have been afraid of what goes bump in the night. If you haven’t? I envy you. Sleep Tight puts you in just that scenario, the sun has gone down, your parents have gone to bed and you’re left alone in the dark and then you hear a noise. Knowing that it isn’t the family cat or dog, you do what any sane kid would do, you hide in your pillow fort and arm yourself with a nerf gun. This people is survival and until the morning comes? It’s full out warfare!

Sleep Tight is a top down twin-stick shooter falling into the tower defense category. This isn’t a bullet hell and it isn’t a shoot ‘em up like Tesla vs Lovecraft. You, and your crazy ideas are all that stand between you and the monsters that crawl out from under your bed or creep out from your closet as you are trapped within the four walls of your bedroom. What’s your goal? Protecting yourself at all costs because if you fall then it’s all over.


Starting off with just one character and then being able to unlock more as the nights move on, you’ll have to survive for as long as you can as there is no other goal. This really made me think back to my childhood especially when we moved across the country when I was now faced with a brand new location, at first my grandmothers with her Darth Vader freezer and I hadn’t seen Star Wars yet, so that was terrifying, and then our new house. Shadows lurked around every corner, the unfamiliar creaks terrified my seven year old self, and like an asshat, I told my brother the boogie man was real and may have hid under his bed at some point. He hasn’t forgiven me yet some twenty odd years later and he let me know as he blew past me as we took turns keeping the monsters at bay.

The formula is simple. After the first wave, which is essentially the first night, you are given a number of suns to spend alongside the stars that you pick up as you defeat the monsters. The next night only begins once you have used all of the suns that you had. Suns are used to build / upgrade / repair couches for defensive barriers, turrets for offensive capabilities and to activate power ups such as shields, speed and extra power from your own gun which you need to fill back up with ammo every so often.


Stars on the other hand are more like “money” that is needed alongside the suns that you pick up in order to unlock new abilities and barricades and often things don’t come cheap so once you get a certain character that specializes in defensive structures, you really see the difference between a normal character and her with the ability to upgrade defenses that much faster and them be that much more powerful. Each character has their speciality and finding the one that works for you will take some time as each has conditions in order to be unlocked.

Getting the hang of what kinds of upgrades should be taken first and the idea between exactly how to use your sun and your stars to the fullest, you’ll be zipping around your bedroom as an unstoppable force that should not be reckoned with. Until you mess up and are taken out leaving you to your own misery as you stare at the results screen blaming no one else but your own stupidity because you thought you could do something. The bedroom while “huge” in a standard person sense as this has to be inside of a mansion, isn’t the biggest in a gaming sense and there’s not really any place to run as the four walls you find yourself in can feel claustrophobic quickly enough.


Because of the size of the battlefield, Sleep Tight is a single player experience but a two person coop would have been awesome and I hope to see it patched in later on with maybe a larger room. Trapped in this room though, one would think that the scenery would be boring or get old but it doesn’t. Giant rug in the middle of the room with four “stations”, you can either try to hold up in the middle of the room or start building couches and turrets into the corners to better survive the nights. Be careful with your setups as there’s no repairing once the sun goes down.

The music, while only really being three tracks, is awesome. There’s the day time slowness while you set up, the nighttime awesomeness electro that keeps your energized as the night moves on and then lastly there’s a the creepy take on the night for every tenth stage’s Blood Moon. This change in the lightning brings out the biggest and the baddest of the monsters and also drags on for much longer than a regular night making you wonder if you really will make it under morning. The bonuses are bigger though because of the length of the star acquisition is always something to look forward to. Buying upgrades for an extra six suns to add to your default or upgraded amount is always a stellar bonus and more than worth it.


Rinse, repeat, unlock new characters and set up bragging rights. Sleep Tight only currently has one mode with a possible twelve available characters. With how much fun it is however there are a few issues that come about while trying to set up your fort or defensive positions. Often when it looks like something should be able to sit side by side, you are stuck staring at red outlines telling you it won’t go where you want it to. It would have been nice to either have a snap to function or a square and hex grid because often what should have been a space to pass through isn’t and so much space can be wasted because of pixels that you can’t see being in the way.

Sleep Tight is a fun experience and a great take on childhood nightmares. I wish I could have been this armed when I was growing up. With fast paced action and great music, I do wish that it had different modes, the ability to start further up or to adjust the difficulty more than by simply switching the characters. I’m hoping for a multiplayer component down the line because either coop or versus to see who does better / lives longer would be amazing!

Game Information

Platform:
Nintendo Switch
Developer(s):
We Are Fuzzy
Publisher(s):
We Are Fuzzy
Genre(s):
Twin Stick Shooter
Top Down Shooter
Tower Defense
Mode(s):
Single Player
Other Platform(s):
PC

Source:
Provided by Publisher




Article by Pierre-Yves
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Tesla vs Lovecraft - PC Review


Eldritch horrors or advanced electrical sciences? Why not a bit of both? In a bid to stop Nicolas Tesla, H.P. Lovecraft begins to unleash the unspeakable horrors to destroy a machine that could lead to catastrophic events if it is not turned off. Basically saying "no", Tesla will unleash the full might of science and maybe some spectral magic in order to take down Lovecraft. Seriously, what could go wrong?

10Tons are really good at what they do. Having already sat down to one of their previous entries Crimsonland with my friend, and now fellow reviewer, Louis, we once again took up controllers for some twin-stick coop action against the hordes of unspeakable horrors.

Tesla vs Lovecraft from the outset felt solid in its mechanics but a little light on its features. This lasts just about as long as it takes for you to make it through the tutorial stages. Once those are done both your Nicholas Tesla and everyone else that joins (up to four players total) will all get the chance to unleash hell on the hordes coming your way.


Each stage through the various difficulties are represented by a pin on the city map of that particular plane that represents the difficulty. Each have their own colour schemes both for the map and for the stages within. Once you've jumped into the stage this is where everything starts and hopefully ends on a good note for you and your cohorts.

For the stages themselves, there are multiple different styles that can appear such as a downtown city core, the inside of a mountain, a graveyard and variations of all of the above. Each one of these have passageways and specifically designed "killboxes" for both you to use and for you to trap yourself in if you're not careful. Massive amounts of firepower is one thing, knowing when to run away is another.

Moving Tesla around each stage is easy. You move with the left stick, you aim with the right stick and then you fire your weapon with the right trigger. This is fairly standard for a top down shooter because I mean come on, it works. From there however Tesla has the ability to teleport through obstacles like fences or specific holes in walls in order to get to safety or to lay down a trap for everything coming his way. Adding in some extra powers that have certain amount of usages, he's almost fully equipped.


Each stage starts off with Tesla being level 1 and having only a simple pistol in order to combat the hordes charging towards him. As the stage and the overall game progress more weapons become unlocked in order to use. Standard weaponry, Tesla's electrical inventions and gauss will all make an appearance in multiple forms so finding what you like won't be hard, finding it on the map sometimes can be if it's not in the weapon spawn order.

Like the weapon selection, Perks are available either by picking them up on the ground as a reward for taking out a fair amount of enemies or by leveling up. Each level up grants the choice of two perks and as things continue other features such as re-shuffling them or gaining the choice of a random Epic perk (seriously game breaking in the best way possible).

All of these features come together for a seriously well designed package but it still has its flaws. Each stage has a meter that demonstrates how far along you are and how many enemies are currently there with you. The issues lie in the fact that the meter isn't always a good representation of how far along you are because sometimes it'll drop like a rock while other times it'll stay at zero for two whole minutes while the enemies keep spawning out of portals making you wonder exactly how much longer you can hold out.


Before wrapping up, there is one feature that I really want to highlight. Back again, because I remember it from Crimsonland, is that as players get further away from one another the screen zooms out in order to show everyone where they are. Players are never blocked from moving somewhere else because they are too far from one another. Does it get crazy because you can barely see where you are? Yes. Is it worth it? Absolutely.

Tesla vs Lovecraft is amazingly designed and holds hours worth of twin-stick enjoyment. With three well scaled difficulties, a crazy hard survival mode that will truly put your skills and luck (for perks and weapons) to the test, the only thing I wish I could have had more of was some cinematic because they were awesome.

Game Information

Platform:
PC
Developer(s):
10tons Ltd
Publisher(s):
10tons Ltd
Genre(s):
Top Down Shooter
Mode(s):
Single Player
Multiplayer
Other Platform(s):
NA

Source:
Provided by Publisher




Article by Pierre-Yves
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