Maybe it’s just the sight of another score of undead stumbling into silhouetted view.
It’s a wonderful notion.
Nonetheless, it still sorta works.
Your awkward conversations and uncertainties regarding mutual capability meld seamlessly with the theme.
While annoying, it was also the exact mistake a newcomer to a zombie apocalypse might make.
At one point, I fell through the floor of a building into its burning basement.
Dont worry, I’ll get you out," he said reassuringly.
But it soon became apparent that I would die before he reached me.
It’s an interesting convergence of theme and community.
The game has a suitably bleak atmosphere of its own.
It constantly tempts you into flicking on your torch, even though doing so will inevitably attract more undead.
I also enjoy its use of simulated radio transmissions to communicate objectives and subtly update you on player locations.
Combat, too, feels distinctive to the experience.
When shots do connect, the effect is undeniably satisfying.
Nonetheless, guns are generally best saved as a last resort.
Although they increase the risk of taking damage, they’re also quieter and don’t consume ammo.
As such, it’s possible to lose a character simply because you played with the wrong crowd.
Again, thematically appropriate, but in a way that’s significantly less fun.
Not only does this completely throw off the game’s deliberate rhythm, but it also spoils the atmosphere.
It’s like a toddler who should be asleep in bed ceaselessly crashing a home dinner party.
The whole point of zombies is that they’re not special.
I’m slightly baffled by the drubbing No More Room in Hell 2 has received on Steam.
I can understand why some people might glance at Torn Banner’s work and write it off asanotherzombie game.
A copy of No More Room in Hell 2 was provided for early access review by Torn Banner Studios.