In 1986, Ubisoft published their first ever game: Zombi. Created for the Amstrad CPC, and ported to other computer systems in 1990, the point-and-click first person action-adventure game had the player take control of four survivors in a zombie-filled mall. In 2012, Ubisoft would reimagine the series as a first person rouge-like survival shooter called ZombiU (this project was born out of the game Killer Freaks From Outer Space). Unfortunately, it and it’s 2015 (named ZOMBI) ports to modern consoles would fail to return a profit (in fact, this game may have been a factor into Ubisoft becoming the franchise pumpers they are today) and the game would receive wildly mixed reviews (from a sexy 9.5 or a disgusting 3.5).
So depending on who ya ask, this is either the underrated gem of the WiiU, or the beginning of Ubisoft’s Dark Age. Yep. That’s a pick for Awful Archives for ya.
Presentation
As far as presentation is concerned, ZombiU is dated but good.
Graphically, it was honestly dated back in 2012, as textures are fairly muddy on all versions, and pieces of debris on the ground are very low res. My own personal Satan of visuals (bloom) also makes an appearance here. Thankfully, unlike Big Bumpin’ or Shadow The Edgehog, the bloom is at least used with concise purpose (it’s only used heavily when you look directly into a light source) and the game in general seems to understand that games don’t need to be pitch black at all times to be tense, achieving this through it’s more religious inspirations in the visuals (most notably how neither the sun nor moon are ever spotted, merely a constantly grey or black sky), allowing for a often bright, often dark, and constantly gloomy atmosphere
The models fare a bit better, though; human models are properly structured and seem to follow human anatomy correctly, weapon models all look like they’re made of the correct material and the particle effects get the job done. The zombies definitely got the most effort, with not only decent visual variety but with a very gruesome looking spinal cord sticking out when their heads explode from a kill blow to the cranium.
Animation is mostly good. While there’s a few stick movements from Dr. Peter Knight,the rest of the time (especially during cutscenes) the NPCs manage to convey their weight through movement very well. Zombie animation is pretty top notch as well, with the shambling of the undead coming at a variety of speeds and having separate movement animations for said speeds. Reload animations are truly what this game does best, though; they’re smooth and almost perfectly paced, which when stopped off with the sound effects really help sell that you just used a lethal weapon and you’re ready to use it again.
Which goes to the strongest of the game’s presentation: sound design. Guns sound exactly like they should, be it firing, reloading, or being equipped. This doubles over to molotov cocktails, grandes, landmines, and throwing flares. Zombies use a variety of grunts to both signal certain attacks and are properly muffled when something covers their mouths to tell certain enemies apart. Even the simple sounds of climbing a ladder have a lot of effort put into them. Voice acting is fitting for all characters, from the frantic Sandra to the warm Dr. Knight to the cold, pragmatic Prepper. Aside from some issues of the (atmospheric) soundtrack cutting out when the player leaves it’s intended radius (ruining some otherwise impactful moments), sound design pushes the presentation to being as good as it is, even with it’s below average graphics.
Story
The narrative to ZombiU is unlike most other zombie games. In a zombie-infested London, you play as a survivor.
Really, that’s about all that matters to your character: you’re here, you’re not dead, you’re not undead, and you’d like to keep it that way. With a randomly generated name and profession, a mysterious man by the name of “The Prepper” (the REAL main character) offers you the safety of his safehouse and his knowledge of these events to help you survive, since he knew this was coming a long time ago.
The game’s narrative is actually pretty mundane. You loot what’s left of a supermarket, defend your safehouse from the undead, and try and break into Buckingham Palace to see what’s been stashed away in there. It’s only there you meet a new NPC and things start getting a bit more complicated, in that the Prepper has no radio contact with you in the Palace Bunker and therefore no knowledge of what you’re doing. From there, it’s alternating between missions to serve yourself and The Prepper, and helping/working with other survivors like The Ravens Of Dee (much to The Prepper’s exponentially increasing anger). Even with all of this, there’s only seven cutscenes in the entire game, with most dialog being said to you via radio.
The really interesting things about the narrative aren’t the events themselves, but how in everything around them. In the meta sense, the game smartly writes it’s dialog to account for the fact that the player could die and become someone else at any moment by having the Prepper already helping more than one survivor at time and clearly being mentally on edge to begin with. The best example is how the pronoun “you” can apply to a single person or a collective group; The Prepper can be saying “why won’t you [the survivor] or you [the surviving population] listen to me?!” for example. To explain how other characters account for this would go too far into spoilers.
The story itself has both a scientific and religious angle to it; the game does give a basic rundown of how the infection works and what it does to its host, but also has biblical elements incorporated into it’s narrative and backstory (those visual parallels to the Book of Revelations isn’t just to look spooky). This can be seen from the Prepper directly quoting scripture to the common newspapers, letters from John Dee, and some government documents.
Speaking of which, while these may be overdone nowadays, the document backstory approach is actually a pretty smart choice for this game. After all, it’s cool that there’s a story about the 400 years before the days the game takes place in… but knowing that John Dee was hunted for witchcraft back in his day doesn’t really help you get fuel for the safehouse generator, does it? It’s better off on the side for the few interested with the events of the game focusing on the here and now.
Which leads to the alternate history aspect. You see, John Dee was actually a real life person who had a goal to unite humanity before the apocalypse, and this game takes that part of the historical figure to build a mythology around him. Between taking place in a world where it appears the royal family holds proper influence in government choices to implying that John Dee’s prophecy of the Blight of Eruope indirectly led to witch hunts in the 1600’s, ZombiU achieves a combination of being reflective but not quite one-to-one with our world. This is less of a positive or negative and more of an interesting thing that, as someone with a soft spot for history, I find fascinating.
ZombiU’s narrative may not be revolutionary, but it is very efficient. The mundane elements are refreshing, the writing tries to keep the gameplay systems in mind, and replacing the large amount of cutscenes with radio dialog gives the player a chance to make story progression during their walks to the next location.
Gameplay: Combat And Survival
Going into the gameplay proper, I’m going to assume you’re aware of the basics and standards of the survival horror genre. If not, then I cannot recommend this game based simply on the fact it is NOT a friendly jump into the genre. On top of that, the remainder of this article will be going over how the WiiU launch title differs from the standards one would expect with the genre, and how the ports differ from the WiiU version. All of these points are for the standard mode, although I’ve beaten the game on all three difficulty modes.
The first is with damage and death itself. Zombies can kill you remarkably quickly, as it only takes 6 attacks to drain your entire health bar. Except for the bite attack which, as the Prepper warns you in the first 10 seconds of gameplay, kills you instantly. Running through fire shaves off health really quickly, and all explosives (from zombies with explosive gas tanks to landmines to your own grenades) will heavily damage or instantly kill you depending on how close you are. Even fall damage is unforgiving, as anything further than 6 feet down hurts and beyond 10 feet kills. And all deaths are permanent as the game saves the moment the animation of the killing blow begins; try to quit the game and you’ll still load in as a new poor soul with the previous corpse (be it walking or not) retaining all your supplies. The game even turns the concept of the player’s score into a survival element; your survivor score isn’t just a number for a leader board, it’s a statistic that determines how tough of a zombie you’ll be if you turn (meaning that it might be nice to carry a landmine in case you need to end it all to save the next fella some trouble). All of this combines to how the game creates its sense of fear and dread apart from most in the genre: you’re fragile and expendable.
While the game may sound cruel [that’s because it is], it’s not merciless. That might sound insane, given the game gives every enemy a one-hit kill move, but the bite attack is actually the best example of this. First, you can interrupt a zombie trying to grapple you with any attack (including your shove). Secondly, a zombie cannot even attempt to use the grapple attack until the player is injured (so if your health bar is full, you’ll only ever be slapped even if they sneak up on you). And finally, about 3 hours into the game the player is given a means to save themselves from a single grapple attack at a time.
The game’s truest form of mercy, though, is through the prepper pad. It has an updatable mini-map if the player finds the level’s CC-TV Junction Box (the first mission is teaching the player this mechanic), a manual scanner that allows the to place markers on any Blighters, items, lootable containers, and doors. And finally, a manual radar that scans for any infected in the area (although it is elevation sensitive… and can’t tell the difference between a zombie and a rat).
This is how most of ZombiU is balanced; the player is given tools to survive the harsh world they’re in, and the game will kill them off the moment they fail to utilize it.
“…And those men who are not prepared shall succumb to its foul clutches, for God shows no mercy on those who heed not his words.”
Okay, so zombies can hurt you. How do you hurt them? Well, you start the game out with only three things to your name: a rechargeable flashlight (which you thankfully don’t need to put weapons away to use), a standard 9mm handgun, and a not-so-standard cricket bat. This bat is more than a Shaun Of The Dead reference, but is the center of the game’s combat.
Not only is ammo scarce, but most guns make noise and can alert the undead to your general location, and headshots are not an instant kill. Your cricket bat does not wear down nor make noise, but barely deals damage in the first place and is fairly slow to swing – with each subsequent swing after the first three getting a bit slower until you take a break. With zombie health being randomized, it can take anywhere from three to twelve cricket bonks to the head to down any given blighter. However, you the player get priority over the infected; any attack of yours will cause them to stagger, stumble, or fall over, whereas you the player are never staggered by enemy attacks, and while zombie health may be randomized, how they react to your attacks is consistent to a fault.
This gives melee combat a back-and-forth that a knife just can’t provide: learning to time your attacks to interrupt the infected can allow you to take on two or maybe even three zombies at once, but one mistimed swing will hurt and the second might kill. And your guns aren’t worthless either; headshots do deal extra damage and also stagger the zombie, stopping their advancement more than a body shot would. The player also gains a lot of stronger [and a few weaker but silent] firearms over their adventure, all of which the player is given the direct stats for to have an idea of how each gun compares to each other.
And finally, the throwing flares give the player a “get out of fight free” card that can be used for them to run away undetected should they be under prepared and cornered, or combine with an explosive to kill multiple infected at once.
Sadly, the ports throw this balance off quite a bit. The ports’ major gameplay changes are that the game is faster, stamina is more generous, zombie health is now progressive, and there are more melee weapons. The fallout of these anti-frustration features on the combat is that you don’t need to time your cricket bat until you run out of stamina, you can now swing five times before running out of stamina (with faster swings at that), and by the time zombies start to regularly have high health, you have a shovel or nailed bat that does even more damage and can hit multiple zombies at once. And since running away is easier than ever, you will likely always have enough flares and ammo to deal with any large group of Blighters.
This doesn’t exactly ruin the game, but lessing the threat of death ends up lessing the fear factor of the game. The knockback and the aforementioned sound design does still give the combat solid satisfaction regardless of the version at least.
The final note of combat and general survival are upgrades. There are combat upgrades and gear upgrades. Combat upgrades are how comfortable your survivor is with each type of gun, and it levels up as you kill zombies with it. The more familiar you are with a gun, the faster you reload it and the longer you can hold the gun without weapon sway taking effect. These skills are tied to each survivor, however. The gear upgrades refer to anything that affects your guns and tools. Gun upgrades are permanent and carry between deaths, and for gameplay purposes you’ll never lose unapplied upgrades, any C4 packs, any Prepper pad upgrades, nor your lockpick once they’re acquired in all versions.
Gameplay: Inventory And Items
Inventory is thankfully handled better on the ports. The original WiiU game had the Gamepad’s touch screen be used to switch between any of their six equipped items, effectively giving the controller an extra six buttons. This function is moved to the directional pad on the ports, and it works fairly well (although the loss of those six makeshift buttons also gives you less inventory space since they doubled as a second inventory and your backpack was not given extra slots to account for the removal). Melee weapons are mapped to the up direction, and the player can map two weapons to the left and the right (double tapped to equip the second item), and the flashlight is equipped at all times. In the original game, the player would always equip their flashlight and cricket bat if they planned to live, so both versions allow the player to have the same six items. (Side Note: the down direction on the D-Pad allows for the player to cycle through every item in their inventory, but I never found a practical use for this).
That said, the player has a fairly large inventory from the get go, with twelve inventory slots from the start. As a trade off, ammo is the only thing that stacks and it doesn’t stack very high. While this does allow the player to have a lot of options, the lack of stacking makes the situational planks and the minimal-recovering food items not worth a single inventory slot that could go to a proper first aid kit or a pack of shotgun slugs.
ZombiU also features a larger than average arsenal… a bit too large if I’m honest. There are three handguns, two carbines, a crossbow, three shotguns, two assault rifles, and two submachine guns. This weapon surplus makes sense from the stance that a survivor keeps everything with them when they die or zombify, and dying again before getting back to your past self will scatter your supplies to any map in the game, including ones you haven’t visited yet. Between that and the real chance of missing some junction boxes, there’s a good chance some players won’t be getting old reliable back for some time.
What this does do is change how useless some of these guns are: mostly the magnum and the submachine guns. The way ZombiU and it’s ports spawn items is with a combination of preset items that always spawn, and a series of locations that can spawn any consumable item the player has encountered yet. This also means that the RNG can’t spawn ammo for guns the player hasn’t come across or found pre-spawned ammo for. The three weapons themselves and the one promised box of submachine gun ammo are so late into the game that it’s possible to beat the game without ever getting ammo for either of them. And since the player already has the AK-47 by then, the one place that gives you submachine gun ammo also gives you and SA-80, and that it’s ammo is just as scarce as Assault Rifle rounds, why not ditch those guns entirely, give the player the magnum slightly earlier, and replace the second submachine gun with more assault rifle ammo?
Gameplay: The Rest
Level design is linear but nice. Rooms and hallways are small, and even the outside areas are fairly boxed in. However, the game does hide a lot of secrets in its nooks and crannies, from extra ammo and recovery items to extremely rare gun upgrades (one of the few things to carry over between survivors). Plus, from the easily missed CCTV hubs to optional walls of rubble to be blown up to vents allowing for alternate roots, the smallish levels still do a good job making the player feel like they’re exploring the levels and forging their own path.
Zombie variety is actually pretty good. Despite every zombie using the same framework, the standard infected have varying levels of speed and health to keep the survivor on their toes. When the game wants zombies to have unique properties, there are three methods of achieving this: special gear (like wearing riot gear or explosive chemical tanks), mutation (like spitting balls of acid or screaming to alert the horde) with the occasional supernatural abilities (like the 28 Days Later running zombies). All of these zombies are distracted by flares and weak to explosives, but lacking that in your inventory means you’ll need to know how they work to survive.
The game also has a special kind of replay value that only games that give the player a lot of trouble can achieve: the revenge run. A “revenge run” is simply when part of the appeal of replaying a game is the player using the game’s mechanics and their knowledge and skill to get past sections that gave them a lot of trouble the first time through. From killing zombies with guns when the player knows they have the ammo to spare to increase their combat skills to using flares and landmines to counter some of the game’s scripted traps for the player to simply surviving situation that killed them (possibly more than once) in their first run, ZombiU is a game that’s engaging on the repeated visits – just not for the same reasons as that first run.
The one thing that plagues both versions of this game more than the zombies itself is the optimization, or rather the lack of any. This can range from humorous moments of zombies and physics not quite getting along to not-so-funny bugs that can force a save reload. There’s apparently a bug that can force a player to restart the entire game when they’re near the end, but I’ve never actually had that happen and have no clue how it occurs. But the most annoying is how zombies’ corpses despawn if too many are there at once or if the player goes too far away. They also take any supplies they had with them. And the ports have their own share of bugs and jank, mostly from the increase of speed the game was clearly not designed for, and a LOT visual hiccups (seriously, the Prepper Pad’s UI in the ports constantly flickers on and off, and the scanner doing so might actually give players a seizure).
Gameplay: WiiU Exclusive
Before going into conclusions, I want to talk about the factors that only apply to the WiiU version.
First up is the online functionality. The game never had any co-op or anything, but it did have the ability for the zombified remains of a survivor to appear in other games. This not only meant your past life could ruin someone else’s day, but since everyone on your friend’s list was notified of when and where you turned it would become a race to get there before someone else killed and looted past you. Should you ever find someone else’s zombie, you won’t be able to steal any of their firearms but their consumables (including ammo) are fair game. This also meant that more dickish players could choose to let their survivors turn with a high score in a nasty location just to mess with people. As of this article’s writing, the servers for ZombiU are still up.
Also, you can spray messages on the walls for other players to see and either offer them hints on where something is or be a dick and convince them to walk into a horde of zombies.
Secondly is the gamepad functionality. ZombiU makes better use of the gamepad than any other game on the system, Nintendo’s own line-up included. Not every function is necessary, but every choice is done with purpose. This is also why the game likes to try and have zombies sneak up on the player: Because it was designed for the player to look at the gamepad and the screen to simulate someone trying to do a task and keep an eye on their surroundings. It isn’t perfect, but it is unique and functional.
Finally, there’s the local multiplayer. The game divides between the tv and the gamepad. The TV player (with a Wiimote+nunchuck or a Pro Controller) takes control of a survivor with one of seven weapon loadouts of choice and the Gamepad player is the “King of Zombies” who can spawn infected of various types around the map. The king has limited resources and a zombie cap, both of which can be increased as they spawn more infected. However, killing the infected gives the survivor bonuses like extra ammo, health packs, automated turrets, landmines, and even double damage. There are three gameplay modes: King Of Zombies (which is a mix of capture the flag with king of the hill), Time Attack (kill as many zombies as possible while surviving to the end) and Survival (just focus on not dying). While not something that will make or break the experience, these are a unique source of fun if you can get a friend together for a session.
Conclusions
ZombiU is an old school survival horror game, graphically, mechanically in most cases, and in most design choices; to a lot of people that’s probably not what they want. It’s combat is very standard, and many first person shooters are more mechanically in-depth than this one. It hurts to say that most people will prefer RE7 or the remakes of RE 2 & 3 to this, but most people want games to be the best the tech can do these days. Of course, being released on a system nobody owned and then have ultimately downgraded ports that had no advertising certainly didn’t help matters.
But I can say that I truly do love this game. I say that the WiiU version is the best version for those who have the means, but the 2015 ports do keep the core experience even if the finer details didn’t carry over. My favorite classic and action Resident Evil games are not uncommon opinions (PS1 RE2 and Wiimake RE4, respectively), but I’m probably the only person who would say their favorite modern Resident Evil game is the 2012 release of ZombiU.