Monday, May 28, 2012

Zombie Tormentor

Zombies. They will, in most any case, make a game better, simply through their inclusion. Hell, any PRODUCT, period, is enhanced by zombies.

That used to be true. Now...? No... no, there's zombie oversaturation now, and (for me at least) a zombie needs a purpose. No purpose, no zombie. Hence, Zombie Tormentor is off to a bad start.


Concept

You, presumably, are a jerk with a) a love of traps, and b) way too many zombies on your hands. You put 'em together, and voila! Instant amusement through, you guessed it, zombie torture. Suspend zombies from chains, cut the chains to drive them into spiked balls, and ultimately guide the zombies into a massive buzz saw at the bottom of the screen.

So, in short, this game is a Cut the Rope clone. Which is fine; every browser game is, to an extent, a clone of something else. But Zombie Tormentor comes too close to the original, and the whole zombie tormenting concept doesn't make a lot of sense. Are zombies tormented by bodily pain? Probably not. Why can't these zombies get up and walk away if they fall to the ground unharmed? Shrug. Why couldn't the zombie receive some, ANY, kind of substitute? Is there a reason zombies MUST be used?

Not really. I'm probably over-analyzing this for no reason, but here's my point: the zombie is just a ragdoll. It could've been anything. Hence, a little boring. If you're gonna use a zombie, give it more zombie-ish traits.

Whew. I'll stop ranting about that now.

EDIT - I totally just got that it's Justin Bieber. I thought that zombie looked familiar. Gotta admit, knowing that doesn't bring any more to the table. Why does Bieber have to be a zombie, exactly?


Controls

Zombie Tormentor, being a Cut the Rope clone, relies exclusively on the mouse. Click and drag to cut through chains, or just click to activate one of a series of tools or traps, depending on the level.

My beef in this ain't with the mouse. It's the physics. The zombie is a twitchy little bugger, unwilling and unable to stay still. If plain bad luck determines that he twists the wrong way as he's falling, you'll probably have to start the level over again. His ever-flailing nature also makes it difficult to click the zombie: expect to accidentally sever chains whenever you want to, say, return the zombie's gravity to normal. (Yes, that does happen.)


Graphics

Ragdoll bleh. The optical wonder that is the buzz saw aside (I'm always drawn to spinning objects - they're like a personal lava lamp), Zombie Tormentor doesn't look so great. Everything's rehashed and basic. Could we at least get a few different flavours of zombie between levels?

Sound

Very few sound effects and only one song. The horn and woodwind players have come to town, and they ain't leavin'. I can appreciate the Benny Hill-esque nature of the tune, but I really don't wanna listen to it for an entire game.


Challenge Rating

Zombie Tormentor has some excellent puzzles, but not many. For every one truly innovative stumper there are two or three levels that seem kinda meh by comparison. The more worthy challenges are, predictably, closer to the end. The zombie's twitchy-factor always plays a role in level completion, more so than I'd like to ever experience again. STOP MOVING, YOU LITTLE BASTARD.

(On the plus side, however, the zombie CAN be counted on to twitch his way across the screen to the buzz saw, assuming you missed a drop... and also assuming that he's facing the right direction.)


Conclusion?

Very, very average, with a slight lean towards bad. There's a base for a good game here, but Zombie Tormentor needs a lot of work.

PLAY ZOMBIE TORMENTOR

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