The biggest irony about ZombiU is that it’s a terrible
launch game. Its bold mix on Souls-inspired ideas make for one of the better
zombie games of the current generation but an absolute mess of an introduction
to the Wii U gamepad. The pressure of permadeath hangs in the air during every desperate
struggle, which is the last thing you need while you’re struggling to
(literally) get to grips with this huge lump of plastic. The haze of panic that
engulfs you as you slam your thumb into the screen, mindlessly squabbling to
get some space between you and the undead makes for something of a headache at
first. But, hey, isn’t that what it’s all about?
It’s reasons like this that get me thinking that this is a
game that’s very much stumbled onto greatness rather than achieved it. This is
a clumsy, clunky donkey of a survival experience, which thrives on its
imperfections rather than getting devoured by them.
Both Ubisoft and Nintendo would probably like to flatter
ZombiU with notions of it showing the potential of the gamepad and the future of
Wii U gaming, but in reality the controller feels like more of a hindrance. Its
analogue sticks, questionably placed above the buttons, don’t allow for the
finely-tuned aiming that a demanding FPS like Call of Duty necessitates, while
using the gyro-sensor to aim turrets and snipers serves as an exercise in
mental dexterity when taking the world around you into account. The touchscreen
makes for neat menu innovations, but having to take your eyes off the screen to
check your map wouldn’t go down well in a multiplayer game of Battlefield.
Crucially, though, all of these hiccups find a loving home
in ZombiU. While they’re by no means necessary, inconveniences and restrictions
can be an essential part of delivering the heat when it comes to survival
horror. Just look at Resident Evil 1 through 4 (and indeed the series’ descent
into mediocrity as it’s since become a mass-appeal shooter), Silent Hill or
Amnesia; all of the dread and tension that these classics build up stems from
holding the player back, be it with tank controls or the inability to fight
back. In the gamepad, Ubisoft has unlocked a whole new layer of this struggle.
Fortunately, a lot of it is intentional – having the radar
flicker on the gamepad instead of on-screen dares you to take your eyes away
from the action, and sorting through the cumbersome inventory while being able
to check around you demands you keep your wits about you at all times.
Elsewhere, you get the feeling that Ubisoft would have preferred
things a bit slicker. The visuals, for example, are pretty bland though entirely
becoming of the game. As a launch title, you’d expect this was due to
development inexperience over artistic choice, but it the ends up adding to the
game’s tone immensely. Furthermore, you don’t have a prayer of mastering
firearms thanks to the gamepad, yet it works in its favour as you struggle to
land shots on the approaching hordes. You panic just like you did in the
village in RE4, or as you risk all of your souls in Dark Souls.
I feel like the gamepad really is the star of ZombiU as
intended, but not in quite the way everyone had hoped. In some ways it’s a
shame that sales mean we’ll never get a sequel, but at the same time an
improved experience would risk losing some of the magic that this one stirs up
in its best moments.
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