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WiiU

NWR Staff's Favorite 10 Games of 2012

ZombiU

by Scott Thompson - January 8, 2013, 3:39 pm EST

The dead have never been so appealing.

An exclusive title from Ubisoft launched alongside brand-new Nintendo hardware; stop me if you’ve heard this one before. In 2006, we were fed trailer after trailer, preview after preview, touting Red Steel as the game mature, would-be Wii owners should have on their shelves for when the kids went to bed and the grandparents went home, elbows sore from hours of virtual bowling. Well, we both know Red Steel didn’t exactly live up to what was sold. So, who would expect anything different six years later, with the poorly named ZombiU heralded as the third-party game to pick up alongside the usual Nintendo offerings? The thing is, though, ZombiU is not only a fantastic and overbearingly frightening game, it is also the go-to game for illustrating how the Wii U GamePad can be used effectively outside of Nintendo Land.

You are a survivor (and then another, and another, and…) tasked with the ho-hum goal of outliving the zombie apocalypse. Living, it turns out, is no guarantee, as death is waiting for you throughout the barren roads and still flats of London. Even in the opening scene, which has you sprint deep into a subway station toward the “safe house” at the request of a man ona loudspeaker, you can die. Dying is so omnipresent that it actually becomes a gameplay mechanic. When your character does finally fall to the undead horde, you wake up as another survivor with an immediate choice to make. Do you return to where the previous survivor was struck down, risking death once more to reacquire all the loot previously in your possession, or do you forsake the supplies and instead move forward with your quest? It’s a choice that is much easier to make on paper than from the empty safe house, your motion tracker beeping in steady rhythm.

Even so, death alone isn’t what makes the game so terrifying, so “I have to stop because I’m actually scared.” The world is, at times, littered with zombies, and large firefights will ensue. Yet, it is the moments between that are most frightening of all, the moments where an absence of movement and sound around you instills dread, a quiet yet growing sense of foreboding.  Something is coming… but when and where? Nothing encapsulates this more than the Nursery, where you must go to retrieve medicine. Children’s furniture and toys are scattered about the seemingly empty building, and lullabies quietly hum along in the background. I won’t spoil the events of the Nursery, but the level is absolutely one of the scariest moments I’ve ever experienced in a video game. Or across any medium, really.

Other survival horror trappings, somewhat lost in recent years, are revived by ZombiU. Ammo and medkits are extremely scarce and require careful rationing throughout the game. With a limited (but expandable) amount of inventory space, excess supplies can be stored securely at the safe house, and will be available to your next survivor should you perish. Weapons can be upgraded and leveled up through found items and amount of usage, respectively. Save points are also scarce; you can only save at the safe house and at a few designated hideouts throughout the world. Oh, and don’t think you can go back to a previous save should your survivor die; there is only one save file, and the game autosaves the second you die. This all makes for a punishing system that will no doubt turn some people off, but isn’t that sort of refreshing? A game that never loses its focus to instead cater to a wider audience; that’s ZombiU.

Another core element in building ZombiU’s oppressiveness over the player is the utilization of the GamePad in inventory management and lockpicking. When opened, your inventory displays on the GamePad’s screen, and the TV transitions to a third-person angle to allow you to see around your survivor. While you muck about in your inventory, using a medkit or equipping a Molotov cocktail, the world around you continues to move. You’ll find yourself shifting your eyes up from your inventory every few seconds to make sure nothing is lurking toward you. The same is true for picking locks, looting dead bodies, and more. The extra screen the GamePad presents isn’t really used in a way to benefit the player, it’s more of a way to keep the game moving and present opportunities for ambush.

ZombiU also features some of the best online implementation of any Wii U game. True, there is no actual online multiplayer to speak of, but what you’ll find instead is that the perished survivors of players on your friends list will actually come to inhabit your game. Typically tougher than a random zombie, these survivors will meander about where they were killed and, should you kill them once more, you are able to collect all the loot they had upon their demise. I’ll never forget the first time this happened to me, as our own Andy Goergen shambled toward me, his Nintendo Network ID displayed proudly above his walking corpse so I knew exactly who was trying to eat me. It’s a really remarkable feature.

Perfection is not a word anyone would use to describe ZombiU; animation is limited and repeats constantly, sewer environments are often recycled, the game doesn’t exactly look next-gen, and every now and then, a zombie will get stuck on something in the environment. Still, these are mere pinpricks in the foot of a giant. ZombiU isn’t for everyone. It probably isn’t even for most people, but that’s exactly what makes it so remarkable. The game isn’t watered down; it isn’t cheapened to make the experience more accessible. It is a terrifying, trying game that wonderfully illustrates how the GamePad can impact gameplay. It is an unforgettable experience that beckons to only a few, and it is without a doubt one of the best games of 2012.

Talkback

spitmanJanuary 07, 2013

Skylanders Giants

Pixelated PixiesJanuary 07, 2013

Crashmo is a slice of perfection. It's right up there with Beat the Beat, The Last Story and Hotline Miami as one of my top games of last year.

As for Little Inferno.

"It’s a very well-rounded product, and while it may never be clear whether it’s a game or not, what can’t be argued is how enjoyable it is."

Desire...to...buy game...just to...make...point...rising!
:P: :

Truthfully though, I have no intention of ever buying Little Inferno.

purevalJanuary 07, 2013

Crashmo I am kind of meh about. I enjoyed it, but I got stuck way too often and finally gave up pretty darn early. Just could not change my mindset.


Little Inferno I am absolutely loving. Think of it as a puzzle game and I think you will get it. It is my favorite of the Wii U games I have gotten so far (Batman, NSMBU, Nintendoland and Sonic Racing).

coffeewithgamesJanuary 08, 2013

I don't even like mentioning one part of the game mentioned in the piece, as I hope it's a "surprise" to many new players of it.


I usually refer to it as "Bacon", and if you have played it you may know why.


I thoroughly enjoyed my time with ZombiU, and fortunately I didn't hit/experience any "game breaking" bugs or glitches in, that being said though I do hope Ubisoft releases a patch to fix some of the glitches. I think a patch fixing the issues would help new players not get frustrated with it, and I could take out my default, "It's not perfect, you may experience glitches that cause you to have to start over..." lines here and there, but I'm very glad to see ZombiU see the light of day, and I do hope we get more of it in the future...in some fashion.



DarthBradyJanuary 08, 2013

I wanted a Wii U very badly upon release, but there wasn't a game I didn't already have or couldn;t wait to get. So I bought a Wii U, and took a chance by making ZombiU my first Wii U game purchase. That was a great choice.


ZombiU is a fresh and challenging take of a Zombie game. In a world flooded with Zombie games, it really stands out, and shines. It easily justified the usefulness of the new Wii U game pad, and yes - it scared the hell out of me too.I have tried to explain the game to curious non-Wii U owning friends, which can be a challenge in it;s own right. It usually goes something like this:


"ZombiU, is a zombie survival challenge game. It's not like other zombie games in a sense or 'guns blazing zombie-slaying hero', at all. You don't run around picking up crates of ammo and items - in fact, anything you find you cherish as a survival too no matter how simple it is, whether its 2 bullets or a can of soda. ZombiU sets you in a world taken over by zombies. Mankind's fate, (as well as yours) seems desolate and hopeless. You are alone. You are outnumbered. You are unprepared. You don't get to try or do anything over. You are screwed.You WILL die in this world, and you will die alone. The only connection to any other form of sentient life a mysterious voice on the radio. SO, you have two options: give up and die, or die a warrior that gave his/her all to the fight on the way down. Fight as long and hard as can, with one goal: SURVIVE. You have a cricket bat, a motion sensor and a backpack - good luck."


- I think that sums it up.

AVJanuary 08, 2013

ZombiU is exactly my cup of tea and I am enjoying the hell out of it. I love true survivor horror and resource management in my FPS's and this is everything I would have wanted. So glad I have this game.

Pixelated PixiesJanuary 10, 2013

The best Mario platformer in 21 years?

Ha! You guys crack me up.

*2D platformer

xcwarriorJanuary 11, 2013

None of these comments make sense with Kid Icarus, but I for one totally agree. It's was a great game and only The Last Story beat it out for my GOTY. I've gotten so used to the controls I don't consider them an issue anymore. Great dialoge, awesome levels, multiplayer is tons of fun. Love fusing weapons together. Just so much replayability to it. Still playing it multiple times a week.

MrPhishfoodJanuary 11, 2013

I tell ya in Kid Icarus I spent hour and hours crafting the perfect weapons.

Like the phosphora bow that already has the best homing shots of any weapon with passive paralysis, the one I made had even more homing and paralysis. It was almost impossible to evade my shots unless you were already in the evade animation.

Because of that article, I might go on an Uprising bender. Fuuuuu!

acccJanuary 12, 2013

One of the last significant titles for the Wii, (Rhythm Heaven) Fever is leagues more spirited and exciting than the fading console on which it was released

What kind of comment is that? Just because the Wii is at the end of its life, doesn't mean that the console was lacking in spirit or excitement. Especially when you compare it to the alternative consoles, which delivered nothing but boring FPS games with ugly colorless graphics and stagnant control schemes.

I think it's a perfectly accurate statement, but I'd argue it also applies to the other two consoles. All three of them have faded over the course of an extra-long console cycle.

Pixelated PixiesJanuary 12, 2013

This is nothing new for Nintendo fans. We're very familiar with the concept of having little or no releases towards the end of a console's life cycle. I'm sure some might point to other games, but in my opinion the last 2 years of the Wii has given us a total of 4 noteworthy releases.

Xenoblade
The Last Story
Skyward Sword
Rhythm Paradise/Rhythm Heaven Fever

As good as those games are, 4 releases does not a health release schedule make. During the same period the 360 and PS3 have had much more to offer in terms of quality retail releases (contrary to what some might have you believe not everything released on these consoles are drab First Person Shooters).

It should not be surprising that Nintendo turn off the water for an outgoing console, but it's always disheartening that they seem to do so with so many months still on the calender before the sucessor is even released. I appreciate that there is always going to be certain drop off in support in the lead up to a new console release, but Nintendo's approach seems to be very precipitous indeed.

Or perhaps it just seems more sudden because Nintendo don't seem to be able to garner the same level of third party support that the other console manufacturers have.


VahneJanuary 12, 2013

Still sad that we never got Pandora's Tower in America :'(

StealthJanuary 13, 2013

this is no step forward for rpgs, its just another good rpg

pokepal148Spencer Johnson, Contributing WriterJanuary 13, 2013

nobody is complaining about kid icarus controls

Pixelated PixiesJanuary 13, 2013

Quote from: pokepal148

nobody is complaining about kid icarus controls


I complained incessantly when it was released (I think Uprising boasts one of the worst control schemes on the 3DS). I liked everything about Uprising except for the part where I had to play it. The visuals are incredible, the voice acting is top-notch and level designs are inventive and surprising. Those controls, however, were for me awkward and at times painful. Of course, not everyone takes that view but that was my experience with the game.

I'm still torn between Sticker Star and Uprising as to which was more disappointing.

pokepal148Spencer Johnson, Contributing WriterJanuary 13, 2013

i feel like some plastic grips or the xl would help

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