2 people found this review helpful
Recommended
0.0 hrs last two weeks / 1,021.9 hrs on record (240.1 hrs at review time)
Posted: 22 May, 2017 @ 2:54pm
Updated: 4 Jun, 2022 @ 3:09am

I used to play this game almost every day when I was younger, having gotten into this after playing Call of Duty's zombie modes on the Xbox 360 back in the day. This felt like a revelation in comparison, which much more depth and strategy required in its gameplay.

Each class has a specific role, mainly between big zed takedowns or clearing trash, but with enough skill you can branch out into either role in any class with variable effectiveness. For example, commandos can defeat big zeds with the SCAR and enough accuracy, or demolitionists can takedown scrakes with a RPG to the head despite their explosive resistance. In higher difficulties, a well oiled team that played to the strengths of its members could take on anything, and it gave me a sense of satisfaction when we won due to each players' execution of their roles.

At least, this was what I thought before the update that introduced weapon upgrades. It was not upgrades that were the issue, but the fact that the new weapons introduced kept blurring the line between each classes' roles. Now, every class can do everything. Your class no longer matters. No need to think about the risks of using the double barreled shotgun to takedown scrakes when you can just doomstick them easily. Upgraded deagles delete any zed short of a boss. The freezethrower negates risk without much effort.

Regardless, I still dip my toes into this game from time to time, but that magical feeling has long since faded. It's not a bad game by any means, but it could be better. I'd go so far as to say it has been better.
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