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All Zombies Must Die!

Mar 12, 2012 14 years ago
Type Base game 2011 Genres ArcadeRole-playing (RPG)Shooter Companies Doublesix · Developer · Square Enix · Publisher · Doublesix · Publisher · Kuju Entertainment · Publisher Follow Log in to follow

Reload your shotgun, sharpen your sword and rev that chainsaw; Deadhill town is teeming with zombies, and it’s your job to put ‘em down! The fate of humanity rests in the hands of four unlikely heroes: Jack, the gamer; Rachel, the girl; Brian, the geek; and Luxo, the alien. Go it alone, or enlist the services of up to three like-minded chums to survive the zombie apocalypse. The spiritual successor to Burn Zombie Burn!, All Zombies Must Die! builds on the classic twin-stick shooter formula with a smattering of role-playing features. Level up characters, complete side quests and collect items to craft deadly new weapons. There’s no shortage of options in how you choose to dispose of the undead, but the brain-chompers aren’t going to take it lying down. The shuffling cadavers come in varying shapes and sizes, and are affected by four environmental modifiers; fire, radiation, sonic and shock. Use your weapons and the environment carefully, and you might just make it out in one piece.

What it’s like

All Zombies Must Die! delivers a high-octane, retro-inspired twin-stick shooter experience set in the absurdly over-run town of Deadhill. The premise casts four distinct archetypes—a gamer, a girl, a geek, and an alien—against a mindless horde of undead in a parody of zombie apocalypse tropes. The tone is irreverent and comedic, relying on cartoonish visuals and a satirical narrative that breaks the fourth wall rather than offering deep lore. Structurally, it blends fast-paced run-and-gun action with light RPG elements; players level up characters, complete fetch quests, and craft weapons to customize their loadout. The core loop emphasizes chaotic combat and environmental interactions, such as using fire or sonic traps to manage crowd control. While the story provides a framework for the mayhem, the true draw is the visceral satisfaction of mowing down enemies with an ever-growing arsenal of gadgets and firearms.

Strong in Co-op / MultiplayerCombatAtmosphere / MoodAudio / MusicGameplay / MechanicsProgression / ReplayabilityVisuals / Art

Keep in mind The repetitive mission structure can lead to significant monotony after extended play sessions, making it feel more suitable for short bursts than marathon campaigns. · The RPG systems are relatively shallow; players seeking deep build variety or complex character progression may find the leveling mechanics underdeveloped.

AI-generated from catalog data, informed by reviews from metacritic.com, eurogamer.net, gamewatcher.com, gamerant.com, en.wikipedia.org, downstab.com.

Screenshots

Releases

PlatformRegionTypeDate
PlayStation 3 Worldwide Full release Dec 27, 201115 years ago
Xbox 360 Worldwide Full release Dec 28, 201115 years ago
PC (Microsoft Windows) Worldwide Full release Mar 12, 201214 years ago

Reviews

66Critics · 4 66Players · 6

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