
At the design level, all these opponents represent, by far, the biggest step forward that has taken the game and the franchise in general.įor example, giants can take many shots before they die, so if you see one, you can leave it to the end while dispatching the simplest enemies. The most important thing is that each of these special units feels unique and fun by itself. We also found new units such as ‘creepers’ (crawlers), commanders, suicides, giants in armour and even sharks or zombie tanks, other than to ask. Others have very particular elementary weaknesses and can spit acid. Some zombies wear a helmet that can protect them from a bad shot in the head. Most zombies are exactly the same, but as we play in higher difficulty modes or multiplayer, we will find variants.
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Another of the most important keys to understanding why ZA4 is the best in the series are the enemies. And shortly after that, we face snipers who jump from roof to roof while we are exposed on a ship.Įven the least imaginative levels have some way of making us think, leaving traps here and there that we can activate to keep the streak of consecutive deaths high if we are attentive to our surroundings. We will also have to look for very heavy fuel that will force us to go slowly and only with a handgun. Each location has a slightly different personality, and its artistic configuration houses zombies of different kinds and presents different mechanical challenges.įor example, in our first hours in Italy, we will have to go through a flooded area, so we do not know very well when a zombie will emerge right in front of our noses. We can verify that the entire route is designed with variety in mind from the first minute. We will have to play a lot to unlock all these customization options, and it will definitely not be enough to complete the campaign once, divided into nine episodes of 3-5 chapters each. Our characters also have different advantages that can be equipped in a ‘loadout’ slot, just as you would expect from a Call of Duty. This last point may seem like a small thing, but in reality, it is one of the highlights of the program: we have a relative variety of weapons at our disposal, and each of them can be equipped with different modifiers as we play with them. They consist mainly of recharging faster this or that melee or weapon elimination ability. Once again, we have a group of four survivors to choose from, each with a series of unique passive skills, rather unimaginative. As you can see, the premise is not particularly striking, and we anticipate that the development is also nothing special. The first of them returns us just where the previous one left him, in a world where Hitler is dead – really dead of good – and has to purge the world of the hosts of revived soldiers who still sow chaos through the streets. Of course, Zombie Army 4 is accompanied by two main modes: campaign and horde. We think that there are too many conditions to get something drinkable, and even then, it does not stand out above other games of the genre. The level design complies, more or less, although the main course, which is the enemies, does not really arrive unless we play in horde mode or at high difficulty levels. We are facing a very arcade title with which you can have fun, of course, but it is also one where we spend a lot of time killing the same types of zombie again and again.

The question is whether all this is enough to make us add the game to the shopping cart, and the truth is that there we are not very sure.
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We have more variety of enemies, mods to equip in weapons, and more interaction possibilities with the terrain. So, this time the gameplay becomes much more reinforced than in previous instalments. Zombie Army 4: Dead War seems to have asked itself this same question, and after leaving for the mountain to meditate and eat chestnuts, he returns with a clear mind and the determination to do things well.


The ‘gunplay’ can be as good as he wants, but without the emotion of thinking, discovering or putting himself to the limit, where is the grace? Same zombies and weapons, again and again, in more or less identical scenarios, with nothing that keeps us going. For example, when we analyzed the Zombie Army Trilogy, we made it very clear that we were made repetitive until saying enough. Of course, we fully understand how complicated it is to hit the key in this genre where the same failures are repeated over and over again. We cannot say that Rebellion has passed through the big door with the Zombie Army games.
