Zombies, Aliens and Guns Review: A Brief Diversion

Limited Staying Power

Wave after wave of the undead and extra-terrestrials threaten a remote island paradise in the indie twin-stick shooter Zombies, Aliens and Guns. Created by developers 9Ratones and Sergio Poverony, this bite-sized blaster casts players as one of the last living humans battling to reclaim their tropical homeland from the hordes that have overrun it.

Armed with an assortment of firearms from pistols to miniguns, it’s up to them to clear out the infected and invaders, rescue any surviving comrades, and ultimately find a way off this zombie- and alien-infested spit of sand between the sea.

With control schemes tailored for twin-stick gameplay, players navigate the action from an isometric viewpoint while independently moving with one stick and aiming attacks with the other. Their character starts each stage alone but picks up reinforcements along the way in the form of survivors that can be escorted to safety.

Over a series of varied yet compact levels, the threat escalates from walkers and grunts up to hulking bosses. Alongside frantic firefights are occasional vehicle sections that crank the arcade thrills higher still. All together, it makes for a short but satisfying survival shooter experience against the apocalyptic backdrop of an island overrun by the undead and otherworldly.

Core Combat on the Co-opted Coast

In Zombies, Aliens and Guns, players take up arms against the hordes of infected and invading enemies swarming a tropical island. As with most twin-stick shooters, movement is handled with the left stick while the right aims your fire. Armed with guns ranging from pistols to miniguns, it falls to players to clear out the tide of zombies, aliens and more on every level.

These bite-sized stages task you with objectives like rescuing survivors or securing supplies before escaping to the next area. Most involve battling your way through enemies, but some mix things up. During vehicle sections, you rain down fire from jeeps or APCs without worrying about ammo limits. Arena stages pit you alone against waves of foes in tight battlegrounds perfect for a last stand.

Between objectives, the pointers ever guide you onward through tropical villages, jungle ruins or bunker complexes. Along the way, scavenging crates and slain enemies yields additional ammo, health and even stronger armaments. Though presenting options, no single gun truly outclasses the basic machine pistol. Your health and ammunition also recover automatically over time, ensuring survival is seldom out of reach.

With an emphasis on accessibility over difficulty, death deals little more than a reset to the start of each short section. Foes may overwhelm if allowed to crowd close, yet posing little threat otherwise. Only a handful of spongier bosses and late-game fiends prolong the fight beyond a minute or two. Through it all, a simple grasp of movement and targeting remains all that’s required to steamroll the zombie and alien invasion plaguing this sun-soaked tropical destination.

Pixel Paradise, Practical Problems

Zombies, Aliens and Guns throws players into a vibrant video game world unlike any other. Its developers crafted the tropical island theaters of combat using a truly distinctive visual design. Rather than three-dimensional graphics, everything exists as sweet pixelated sprites interacting in low-poly landscapes.

Zombies, Aliens and Guns Review

It’s an immediately charming aesthetic marrying the best of retro classics with modern strengths. Your character and all combatants burst with color and personality despite their digital simplicity. Meanwhile, backdrops portray lush jungles, crumbling ruins and more with a primitive polish. Even mundane objects shine in spotlight, from switchboard radio dials to flickering console screens.

But for all its eye-catching style, the format brings frustrations. Because characters stay resolutely flat, targeting enemies proves tricky at angles. All too often shots sailed harmlessly past foes facing away. Positioning myself for the best shots disrupted tactical flow more than enhanced it.

Variety also dwindles after the exciting introduction. Limited silhouettes distinguish zombies from aliens, while most bosses repeat hulking lugs bouncing projectiles. New adversaries sprinkle in sparingly, failing to evolve the formula. Memorable personalities could have emerged from such a distinctive world but lack distinction that may longevity.

Still, its technical tradeoffs brought visual victories earning praise. Underneath problems lay a concept brimming with creativity and charm. Other realms may satisfy gameplay itch more thoroughly, yet few match the infectious enthusiasm radiating from its pixelated paradise. Even battles frustrate more than fatigue thanks to the vibrant vibrancy enveloping this troubled tropical locale.

Simple pleasures

Controls in Zombies, Aliens and Guns prove about as simple as can be – movement on the left stick, aiming right, shooting with the trigger. Within moments you feel right at home defending humanity, not a button too many or skills needed. Perfect for passing time stress-free after work or relaxing with on the couch.

This unfussy design lets its arcade roots shine. No frills nor forced tutorials, immediately diving into pixelated playgrounds with zombies bearing down. And while it sticks firmly to solo play, perhaps that’s for the better. Without competing scores or friends’ antics could distract, full focus lands on mindless mashing monsters.

Not that difficulty demands much attention anyway. Even newcomers to twin-stick shooters glide through colorful chaos. Should trouble somehow appear, generous weapons and automatic healing prove relief’s never far. Death serves little worse than a tap to retry, consequence-free as your favorite classic game on an emulator.

Simple it remains from start to speedy end, but in simplicity lies beauty. No fuss grants pure brainless blasting – aim, shoot and listen music drown worldly noises. No matter life’s pressure nothing demanded beyond enjoying sights, sounds and wandering wonderlands a few levels at a time. Accessible as they come, Zombies, Aliens and Guns offers steady diversion for anyone seeking simple pleasures above all else.

Fifteen Minutes of Fame

Zombies, Aliens and Guns definitely won’t overstay its welcome – in under two hours, you’ll rescue humanity and see credits roll. Such a speedy adventure leaves wanting more in some ways, but truthfully that’s just as well.

Its brief campaign sticks to a simple formula that entertains in short bursts yet struggles holding attention longer. Levels loop familiar tasks till zombies thinning feels tedious, not thrilling. Repetition grows draining without surprises or depth to discoveries, leaving completion the clear goal once started.

Once that’s reached though, reason to restart vanishes into thin air. Without even scoring to optimize nor friends to compete against, where lies motivation in replays? Choosing harder difficulties affects little beyond numbers, not truly shaking up routine. Unique rewards remain absent for dedication, delivering no carrots for completionists or high-achievers.

So while its low budget shines through in length, perhaps for the best it offers glimpse rather than grind. As popcorn entertainment, one play fills its role without overstaying cinematic welcome. Few would ask for refunds after minutes joy it provides, even if fame won’t echo long once final shows ends. For fleeting fun that asks little in return, Zombies delivers exactly as long as it ought.

Uneven Showdown

Zombies, Aliens and Guns serves fun in small doses, but some bosses leave sour aftertaste. One mid-game menace drags on ages due spongy skin and endless swarming backup. Frustrating fights make retirement gleam brighter yet final foe falls without much fuss.

Developers seemed struggle keeping challenges calibrated throughout campaign. Difficult spikes feel misplaced, toughening wrong targets over climax. But weakness ain’t sole gripe – assistance availability lacks steady hand too.

When health desperately needed, lone med-packs sit teasing out reach. But stockpiles don’t lack for moments holding surplus pills. Meanwhile, stronger sticks show up during downtime versus danger. Weaponry placement hand out rewards arbitrarily, failing tenacious moments.

Still, no battle breaks gameplay. Short duration ensures flaws bring annoyance not ruinment. Yet transient treats leave wanting more from such scrappy underdogs. With polish, might stand proud next cult classics. For now, simple shootouts suffice for folks favoring fleeting fun over finely-tuned tests of talent. As is, delivers distraction needed then vanishes without demands for vengeance.

Twilight Amusement

Zombies, Aliens and Guns offers a brief waltz through its alien-plagued isles, but memories soon fade of battling the undead and extraterrestrial. While colorfully cartoonish characters enliven environments, lackluster balancing and replay value ensure this show closes after dark.

Simple joystick system moves competently enough through repetitive objectives. Occasional changes pace proceedings without truly spicing formula. Uneven difficulties shine light on shallow design residing beneath visual panache.

Still, limited runtime proves a feature not flaw. Few complain over short-lived diversions asking modest commitment. For momentary mirth between deathlier distractions, ZAG serves popcorn perfectly. Yet starving genre fans find slim pickings here once credits roll.

Brighter peers await those desiring meatier meal than microwave morsel provides. Vast library houses tales better telling entertainment’s timeless tales. Yet dusk entertainments hold value, lifting light before nightfall’s end. Zombies, Aliens and Guns suffices so, without aspiring further fame. Its moment in spotlight proves but a pleasant, if forgettable, interlude.

The Review

Zombies, Aliens and Guns

5 Score

Zombies, Aliens and Guns provides a brief diversion with its colorful visuals and passable twin-stick shooting. However, it fails to balance challenges or provide motivation to replay its shallow and repetitive campaign. While suitable for killing half an hour, there is little here to distinguish it among its genre's deeper offerings.

PROS

  • Colorful, charming pixel art presentation
  • Easy to pick up and play twin stick shooting mechanics
  • Varied level objectives provide some gameplay diversity
  • Beatable in a short sitting for those with little time

CONS

  • Shallow, repetitive core gameplay loop
  • Poorlly balanced boss difficulties and weapon placement
  • Lacks any real incentive for replay or challenge runs
  • Bland enemy designs and types become tedious over time
  • Overall forgettable, generic campaign with little identity

Review Breakdown

  • Overall 5
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