There’s no question that Temple Run added a whole new dimension to infinite runners with it’s over the shoulder view, ability to slide in that view, and cool mechanic of turning to continue down a winding path. There are even times when I’m playing Zombie Run that I think to myself how the game feels like Temple Run with a different skin. Zombie Run bears many similarities to its predecessor, yet it still manages to be entertaining in its own right. I’m not saying I’ve forgotten you, Temple Run, but now you have to share the spotlight.
If you’ve managed to skate by this long without playing an infinite runner, the basic premise behind them all is that you are continually running. In this case you’re a zombie apparently being chased by armed soldiers, though the only time you see them is at the title screen. While you don’t control the running, you do guide your zombie’s direction. Swiping up will cause it to jump, down tells it to slide, and left and right have the zombie turn 90 degrees in the respective direction. You can also make the zombie sway from left to right without actually turning by tilting the device. This is good for dodging items without jumping over them, and also lines you up to collect coins. The controls actually work pretty well, though every once in a while they don’t seem to respond quickly enough.
So what’s a zombie to do while it’s running over an endless set of pathways? Why, collect potions of course. Besides being green and sparkly, these containers of green goo are your currency for getting cool power ups and unlocking different characters. Power ups must be unlocked before they can be used, and then they can be upgraded up to four levels each. This includes things like a magnet to attract potions or the ability to catch fish. I didn’t know zombies liked fish either. There are also consumable power ups like a halo of resurrection and distance boosts. If you don’t want to dish out IAP for potions, though, be prepared to do a lot of running – characters costs between 10K and 25K to unlock.
There are objectives to meet, which is an in-game term for GameCenter achievements. These range from earning a certain number of points to going a particular distance without picking up any potions at all, which is a lot harder than it sounds. There are leaderboards in GameCenter, on which I don’t even come close to ranking high, and you can post your individual run scores to Facebook and Twitter.
Overall I like the visuals. The backgrounds look good, and there are lots of little odds and ends draped off the docks in particular. The trees do look a bit funny when you get up close, and the drawn-in over the distance breaks the illusion of an expansive world just a bit, but I’ve played enough 3D games to be used to that sort of thing. The audio is by far the weakest part of the game. The sound effects too closely resemble that other game I mentioned at the beginning, and the music is very repetitive. Unfortunately I like noise in my games too much to shut it off.
There’s nothing really new to be seen here, at least not at the moment. I know the developers have one set of updates coming out soon, and hopefully others will follow over time. If you’re a fan of infinite running games, and you like the spin that Temple Run put on them, you’ll like Zombie Run HD as well. If you really feel the need to choose there may not be enough to persuade you to dump the other one for this, but personally I like the visuals and characters a bit better. In the end this is another solid implementation of this style of game play that should appease fans of the genre.
|Title:||Zombie Run HD||Developer:||RetroStyle Games|
|Reviewed Ver:||Min OS Req:||3.2|