Zombie Apocalypse set to invade PSN and XBLA

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8 1/2
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Re: Zombie Apocalypse set to invade PSN and XBLA

Post by 8 1/2 »

BBH wrote:
TodayIsForgotten wrote:Pretty cool game, but 55 days sorta drags on. And the 7 days of hell, was ridiculously long. I kept wondering when the spawns would stop. Some flaws in the game overall that make it cheap/easy.
Yeah, this game is WAAAAYYYY too long. Especially keeping in mind that if you actually want to do a score run you have to do it all in one session, with no exiting out. A "quick save" option that deletes itself after you load would have been really nice in this instance.

This game just did not live up to my expectations. I'm not completely dissatisfied with buying it but there's just a lot of potential here that I don't think was fully met. Of course right now I'm just bitter because I managed to get to the last boss with no continues, 14 lives in reserve... and still couldn't beat it. What a cheap-ass load of shit.
Is that your 121 million at #1? That's not a bad run at all for the game just coming out. I'm playing on the PS3 version and broke my all-time high with 168 million last night. I did the final boss in four lives. I've done him in one before, but that was when I was actively tuning it. His attacks may seem cheap, and they are, but there is actually a method to destroying him (arms first helps a lot) that will get you through it without too much of a bloodbath.

I want to write up a proper post-mortem someday soon, but for now I thought I'd just throw out some random thoughts.

First, you're right. The game is WAY too long. My run last night took me almost five hours. There are quite a few reasons for this, and I can tell you that we were completely aware of the pacing problems, but were unable to fix it late in the process.

1. The game is by a very small team, and the encounter design didn't begin until very late. We were nearing Beta when the last of the enemies finally came online. Encounter tuning was done over a fairly brief period and by three different people. My share of the "Days" is up through Day 30 when you fight the first boss. After that, one of the other designers took over. So what you have essentially, up to Day 30, is my take on the full game, and then after that you have his full take on the game. You end up with a bloated and uneven experience. I'm a more sadistic designer I think, so the difficulty really peaks in my levels. Once you're past Day 30 it's pretty much smooth sailing and it just becomes about hoarding extra lives to survive past the final boss. He also likes longer stages than me, with lots of peaks and valleys, so his days tend to be very long and it makes the second half of the game start to feel like work after a while.

2. I over-promised on levels. At some point we had the idea that each level should be a day. I then ran with that, up to the point where I wanted to do 365 days. A "Year" with the undead crisis. This was obviously way outside scope, so the list just sort of sat in limbo. At some point we were up to almost 75 levels, and evententually we cut it back to the 55 we have now.

3. The game needs an editing pass, but they wouldn't let us. I think we have some damn good levels in there, and there are moments when the whole thing really flows. We knew it was way too long, and wanted to get it down to 30 Days. 30 just seems like such a perfect number too. But again, the timeframe was so short that by the time we realized that, we had already told Konami we had 55, and in turn Konami had already put out press releases that said things like "survive 55 days of terror." Konami seemed to really like the idea of 55, and so that number became something unavoidable, as we couldn't go back and tell them we were cutting the game half.

4. I would kill to do a "Director's Cut." Knowing now what I do, I'd love to go back and offer up some DLC that gives you a clean and focused 20 days that takes you out to the out extremes of difficulty and gives you something more managable for score runs. It wouldn't be too hard to do either, but any talks of DLC are all up to sales now. It's something we'd like to do ourselves, but ultimately it's up to Konami.
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MadScientist
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Re: Zombie Apocalypse set to invade PSN and XBLA

Post by MadScientist »

Has anybody else had problems joining a game online in the PS3 version? My system froze when I tried to search for 'quick' or 'custom' games. I was able to set up my own game and invite someone though.
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Zaarock
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Re: Zombie Apocalypse set to invade PSN and XBLA

Post by Zaarock »

8 1/2 wrote:4. I would kill to do a "Director's Cut." Knowing now what I do, I'd love to go back and offer up some DLC that gives you a clean and focused 20 days that takes you out to the out extremes of difficulty and gives you something more managable for score runs. It wouldn't be too hard to do either, but any talks of DLC are all up to sales now. It's something we'd like to do ourselves, but ultimately it's up to Konami.
Sounds nice. I'd definately buy that, I like the games controls and style but the pacing feels a bit off as said.

One problem I had with the enemy design though was that if a kamikaze enemy happens to spawn right next to you it seems impossible to dodge sometimes, might just be me though.

I was expecting a sort of timed eternal level "survival" instead of the "seven days of hell" , but they sure were long.. seven days of hell seems silly for scoring, the first two days are really boring while the latter ones have some interesting challenge but last so long with single enemy waves, some of the levels seem to have the exact same sets of enemies in a row too.
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Re: Zombie Apocalypse set to invade PSN and XBLA

Post by BBH »

8 1/2 wrote:Is that your 121 million at #1? That's not a bad run at all for the game just coming out. I'm playing on the PS3 version and broke my all-time high with 168 million last night. I did the final boss in four lives. I've done him in one before, but that was when I was actively tuning it. His attacks may seem cheap, and they are, but there is actually a method to destroying him (arms first helps a lot) that will get you through it without too much of a bloodbath.
Yeah, that's me. That score has since been beaten by a couple people with 260 mil+... WTF? Is that even feasible? Something seems off about those scores, I refuse to believe they got through with hardly any deaths.

The last boss... well, I tried to take out some of the arms but I would always get killed because they would place me so far away from the chaingun and by the time I got it my invulnerability wore off, then I have to figure out where they are in the dark, then by the time I start firing I get killed by something else (usually those lasers since it's impossible to move and dodge them while you're slowed down by the chaingun). There's way too much stuff going on and it seems impossible to deal with everything without dying... a lot. I guess I would've done better if I'd had some practice in that scenario.
I want to write up a proper post-mortem someday soon, but for now I thought I'd just throw out some random thoughts.

First, you're right. The game is WAY too long. My run last night took me almost five hours. There are quite a few reasons for this, and I can tell you that we were completely aware of the pacing problems, but were unable to fix it late in the process.

1. The game is by a very small team, and the encounter design didn't begin until very late. We were nearing Beta when the last of the enemies finally came online. Encounter tuning was done over a fairly brief period and by three different people. My share of the "Days" is up through Day 30 when you fight the first boss. After that, one of the other designers took over. So what you have essentially, up to Day 30, is my take on the full game, and then after that you have his full take on the game. You end up with a bloated and uneven experience. I'm a more sadistic designer I think, so the difficulty really peaks in my levels. Once you're past Day 30 it's pretty much smooth sailing and it just becomes about hoarding extra lives to survive past the final boss. He also likes longer stages than me, with lots of peaks and valleys, so his days tend to be very long and it makes the second half of the game start to feel like work after a while.

2. I over-promised on levels. At some point we had the idea that each level should be a day. I then ran with that, up to the point where I wanted to do 365 days. A "Year" with the undead crisis. This was obviously way outside scope, so the list just sort of sat in limbo. At some point we were up to almost 75 levels, and evententually we cut it back to the 55 we have now.

3. The game needs an editing pass, but they wouldn't let us. I think we have some damn good levels in there, and there are moments when the whole thing really flows. We knew it was way too long, and wanted to get it down to 30 Days. 30 just seems like such a perfect number too. But again, the timeframe was so short that by the time we realized that, we had already told Konami we had 55, and in turn Konami had already put out press releases that said things like "survive 55 days of terror." Konami seemed to really like the idea of 55, and so that number became something unavoidable, as we couldn't go back and tell them we were cutting the game half.

4. I would kill to do a "Director's Cut." Knowing now what I do, I'd love to go back and offer up some DLC that gives you a clean and focused 20 days that takes you out to the out extremes of difficulty and gives you something more managable for score runs. It wouldn't be too hard to do either, but any talks of DLC are all up to sales now. It's something we'd like to do ourselves, but ultimately it's up to Konami.
Ok I know the point has been driven home about the game's length, but... let's take Geometry Wars for example, since it's also an arena shooter and stuff. In the original, people got so good at it they could effectively play it until they got bored, thanks to the constant stream of extra lives/bombs. In GW2 they changed that in Evolved mode, and added in other game modes that pretty much assured that you wouldn't be playing one game for hours and hours. This was the absolute best thing they could have done to it, gameplay-wise. No longer were you forced to be stuck playing the same game doing the same stuff over and over. Now you were free to play for just 15 minutes if that's all you had time for, but you could also find yourself playing for hours on end because of the game's addictive nature, trying to improve those high scores. This is exactly what I want in an arcade game, being able to pick it up and play for as long as I feel like playing.

So ok, unfortunately this didn't happen with Zombie Apocalypse. If you were forced into making the game 55 days because of original promises then that's unfortunate. But the damage could have been controlled a little if the days were made shorter! A lot of them just drag on for so long, with enemy spawns that often aren't really all that interesting. This is what makes the game feel so repetitive, any sort of changes that made days shorter would have been for the better.

One of the other annoying problems in regards to playing any of the modes for score is of course that you have to start from day 1, which is completely understandable. But the early days are ridiculously easy, there's no threat of dying until you get to the Big Boys but even then they're not difficult to deal with. The grannies are more dangerous because of their annoying tendency to throw knives in random directions that aren't aimed directly at you, making it hard to predict whether or not you'll inadvertantly run into one. Either way that's about the point where you actually have to start paying attention to the game, meaning you always have those same 10 days to go through first, which aren't difficult and of course drag on too long.

And if you want to make the early days drag on even longer, try playing for score! In other words, chainsaw execution EVERYBODY. Scoring-wise it is clearly the best thing to do since it keeps driving up the multiplier, and when you're surrounded by the first three zombie types all you have to do is just hold down the left trigger and keep chainsawing. If you're pointing in a direction where nobody is then you'll get grabbed from another direction, but I never have a problem breaking out, unless it's Turbo mode of course. Either way, the chainsaw execution animation takes way too long to finish, which in essence makes the early levels even more grueling if you decide you want a high score. (Also what really makes the levels around 9-12 or so is the game's insistence in thinking that molotov cocktails are a really good weapon. They're horrible! Stop giving them to me and give me a weapon that actually works consistently!)

Ultimately I think it would've been better if the game had some sort of lifebar. Make it so that if you get grabbed by regular zombies you'll most likely take a little bit of damage before you can shake them off. It doesn't seem right that you can always run into one and then immediately shake them off and get a few seconds of grab-free invulnerability... but pretty much every other enemy that attacks you kills you instantly. That just seems so... unbalanced. Some form of lifebar system so that everything else isn't instant death (you could still let the Big Boys be instant kills or something) would make things a lot less frustrating at times... it would just need to be offset with fewer extra lives or something. Not saying a lifebar is a perfect substitute, but it just doesn't seem right the way things are regularly.

I still haven't played 7 Days of Hell through yet because it's so hard to find the time (or motivation) to set aside 4-5 hours strictly to play this game. I guess that's my fault for not wanting to play it without it counting for the leaderboard... guess I want SOMETHING to show for the time that's going to have to be put into it (no, I don't really care that much about the achievement).

Oh well. Like I said there's still some enjoyable things about the game so I don't feel ripped off or anything, but still disappointed. Congrats on being the #1 downloaded game on XBL last week, BTW.
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Re: Zombie Apocalypse set to invade PSN and XBLA

Post by 8 1/2 »

BBH wrote: Yeah, that's me. That score has since been beaten by a couple people with 260 mil+... WTF? Is that even feasible? Something seems off about those scores, I refuse to believe they got through with hardly any deaths.
I know some of the QA guys have broken 200, so I believe it's possible to get a score like that. It would take a LOT of work to do so, probably more than most people could stand.

Anyway, thank you for your write-up. I think you're pretty much dead-on with every point made. I feel like there's a lot of missed potential in this game, but I hope it was worth the $10 to anyone that picked it up. Hopefully it's something we can revisit in the future and do a proper new mode with only the best and most-focused levels. I keep pushing to get a 20 day "Director's Cut" mode pushed through for DLC, but everyone is busy right now with the patch for the PS3 version online fixes, so it will be a while before DLC talks really heat up.
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Re: Zombie Apocalypse set to invade PSN and XBLA

Post by TodayIsForgotten »

Turbo mode is probably the best mode in the game. Albeit most likely impossible to beat the game in that mode, but i havent really gave it many goes. 260m seems likely. Im not sure i want to actually try to do that. I wanted to get a monster score in 7 days but i botched the 2nd level hard.
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Re: Zombie Apocalypse set to invade PSN and XBLA

Post by BBH »

Turbo mode is fun but gets insane pretty fast. I think I got to like... day 25 or 26. It at least fixes the problem of running up the multiplier through chainsaw executions, cuz if you get surrounded you are NOT going to be able to shake those guys off.

Yesterday I played Blackout with the intention of not getting very far. I ended up playing longer than expected and finished it with 248 mil. ._. I "get" how those insane scores work, it's just chainsaw executioning your way to a high multiplier on key days and then making the most of it. I fucked up pretty hard on day 54 and that screwed over my score, but I had a lot of unfortunate deaths because of things like not being able to see a shotgun guy on Blackout. Oh well, now that I know what to do I think I could take down the top score on regular mode, but I don't really want to play it again yet. Plus I'm amused by having double the score on a different mode that's harder.
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Re: Zombie Apocalypse set to invade PSN and XBLA

Post by Chiaroscuro »

8 1/2, here goes some of my thoughts/feedback about the game:

I really liked it, but as you said, there are some faults that prevent most of people from enjoying it.

My main grip is the continue system. You just continue in the exactly point on the level you were, so there is no real punishement in using continues. Sure, it helps people, but in the end most of people will just use extra continues to finish the game, like, killing a couple of zombies, die, killing another couple of zombies, die, and so on. There is no sense of acomplisment doing so. Ok, the hardcore plays for the score, but the general audience may not. Those people will find the game boring, especially that it is soo long. Also, the achievements are not affected by continues, so again, you will just die, continue, die, continue to get them, it feels cheap and not challenging. A few hard achievements, like 1CC in a mode, would be cool. Continues should be take you back to the begin of the level.

The different enemies are fine, there is a good number of them, but the game lacks a little of variety on the scenarios. Just 7 levels looks too repeating for 55 days.

The Boss levels do not make much sense. Nothing changes after you beat the earlier ones. OK for the last level, but again, there is no sense of achievement in the earlier encounters.

As you already mentioned, the pacing in the game is different between the earlier and the later levels. I enjoyed the earlier ones more (may be because I was not too tired of the gameplay by that time, but also it is a praise to your design).
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Re: Zombie Apocalypse set to invade PSN and XBLA

Post by Daigoro »

been meaning to dig this topic up for a while now. i played the demo when it was released and loved it, so i bought it.

really great little game. i had a lot of fun playing it and felt it was well worth the $ spent on it. i also bought the gamer pic pack on 360 with some left over points and that turned out well. the gamer pics are quite good.

the game does have its flaws. it does drag on some levels for sure and is too long overall. playing for score isnt lots of fun and i wish that it was. these things kind of ruin the replayability for me. i finished up 7 Days of Hell over the weekend, and i finally feel like i got some skills at the game, but now i have no desire to go immediately back to play for a decent score.

but i enjoyed the game a lot despite the flaws. and WHOA, going back and re-reading the thread i realize: you guys made Conan too! no wonder i recognized your logo so well. Nihilistic are awesome. you guys made 2 of my favorite 360 games.

looking forward to whats next. id love a sequel to ZA with some tweaks.
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