Now is the summer of our zombie apocalypse discontent. Weâve played so many zombie games; weâve had glorious highs and depressing lows. Weâve grown sick of zombie games only to be surprised by good zombie games only to become sick of zombies games all over again. At this point, what kind of magnificent zombie game would it take to shake us out of our funk?
Probably not Deadlight. Beneath its appealing graphics and brooding vibe lies a derivative and frustrating game that is rarely rewarding or enjoyable.
Deadlight is a side-scrolling platformer with a veneer of gritty realism to itâthis is more Resident Evil than Mario. It was made using Epicâs hotshot Unreal engine, which gives it a â3D in 2Dâ kind of feel, though it is in fact a two-dimensional game. The superficial comparison would be to Chairâs triumphant 2009 action exploration game Shadow Complex, which also used Unreal. But the comparison is only superficialâI loved Shadow Complex. I did not love Deadlight
Things start off promisingly. Itâs the mid-1980s and a zombie outbreak has struck Seattle. Called âShadows,â Deadlightâs zombies are red-eyed freaks that chase and devour anything that moves. The story starts as the protagonist, Randall Wayne, has killed one of his party members. In comic-book cutscene format, he grittily explains that he had no choice. She was bitten, see, and it was only a matter of time before⊠oh, youâve seen a zombie movie. You know how it goes.
Soon Randall is making his way through ruined downtown Seattle on his own, sprinting through a series of broken buildings and vistas that are haunting and gorgeously illustrated. Seattle is an ideal location for Deadlightâs sodden, depressing brand of apocalypse, and the art direction shines throughout, particularly in the breakneck opening 30 or so minutes.
I started to get nervous when I realized that Randall was literally sprinting through these backdropsâthere was no time to appreciate anything, no time to breathe. The whole game has this problemâthereâs not a lot of meat to it, and what meat there is feels thin and unsatisfying. Thatâs because Deadlight suffers from some serious pacing problemsâboth story pacing and gameplay pacing.
The story pacing is symptomatic of a bigger problemânamely, that the story is a nonsensical mess. For starters, developer Tequila Works appears to have been hampered by some English language translation issues with their script. Somewhere along the line someone should have pointed out that the characters say things like:
âDarkness does not exist. What we call darkness is the light we cannot see.â
âYouâve seen it with your own eyes: Seattle is dead. That blood in your saliva is the only real thing we have left, Stella.â
WHY: Deadlight suffers from unimaginative puzzles, a nonsensical story, dodgy controls and a patchwork third act. There are plenty of better zombie apocalypses to survive.
Deadlight
Developer: Tequila Works
Platforms: Xbox 360
Release Date: August 1
Type of game: Side-scrolling action/platformer with horror elements and zombies.
What I played: Completed the story in around 3-4 hours, though it could have been a bit less.
My Two Favorite Things
The well-paced opening 30 minutes.
Shooting zombies in the head with a pistol feels as disconcertingly satisfying as it usually does.
My Two Least-Favorite Things
A nonsensical early segment in which Randall must navigate some crazy guyâs booby trapped underground lair as the crazy guy follows and offers friendly advice. Itâs bizarre.
The final third of the game is a frustrating mess that feels unfinished.
Made-to-Order Back-of-Box Quotes
âDeadlight made me miss Seattle. Weird.â
-Kirk Hamilton, Kotaku.com
âThe third act is great exercise for your eye-rolling muscles!â
-Kirk Hamilton, Kotaku.com
âMan, why canât they just make Shadow Complex 2?â
-Kirk Hamilton, Kotaku.com
Dialogue weirdness notwithstanding, the story itself is ham-fisted and frequently dumb as a post. Nothing makes much senseâtheyâve crammed in pretty much every zombie movie clichĂ© in the book, but with very little explanation for any of it. Why are the soldiers bad? What do they hope to do with the people they capture? Why do they care so much about killing Randall? Who are the people Randall was traveling with and why do I care about any of them? And why the heck does Randall keep finding collectable bits of his diary all over Seattle?
Thereâs a painful early diversion to the underground lair of âThe Rat Man,â a hollow-voiced guy who makes Randall run through a humorously convoluted series of instakill death traps for⊠some⊠reason? All while muttering vague B.S. about the nature of man in the soft tones of a level designer who was forced into the sound booth in lieu of a professional voice actor. (With the exception of Randallâs workmanlike Solid Snake turn, the Deadlight voice cast leaves a lot to be desired.) What momentum the early chapter had vanishes as players are forced toâIâm serious hereâshoot red bulls-eyes with a slingshot to activate pulleys to raise elevators to the next part of the level. Whereâd the zombies go? What is going on?
I mentioned gameplay pacing as a problem. Deadlight is something of a puzzle game, and a little bit an action game. Itâs not much fun as an action game, but it could have been a good deal of fun as a puzzle game, had its designers put more time and thought into the puzzles. As it stands, Deadlight doesnât really have puzzles. It has routes.
You get to a room, and there is a route to get out. Often (way too often), that route is as simple as: âPush over a shelf, climb on the shelf, climb out the window.â Okay! Thatâs it for that room! It almost never gets more complicated than jumping off a wall onto a hand-over-hand wire to a window. In fact, youâll do that precise move a good half-dozen times throughout the course of the game. I never got the sense that I was making choices or using my brainâit felt like I was being herded along a pre-set route.
The way the game shunts players along becomes a real problem in the later stages as the difficulty ramps up. Youâll wind up sprinting into a room where you needed to slow down, or walking into a room where the ceiling is falling and you needed to run. Many times youâll have no idea of what you were supposed to do until several go-rounds. But then, âdifficultyâ is a strange concept in this gameâDeadlight isnât difficult like a traditional platformer or a survival horror game. More often, itâs difficult like a quicktime event.
Youâll die a lot in Deadlight; in this respect, the game is reminiscent of Playdeadâs similarly dark and kill-happy Limbo. But where Limbo had some very smart murderous puzzles (and a few humorously cheap ones), Deadlightâs kills all feel cheap. Thereâs no way to make it through many of the sections on the first, second, or even seventh timeâduring a particularly dumb helicopter chase sequence, I memorized the route Iâd have to take to the point where I could have done it blindfolded. The only variable was whether the dodgy controls would betray me.
And betray me they didâwith maddening frequency. The controls in Deadlight arenât terrible, but they never quite feel âright.â Melee attacks with your axe involve a lot of clipping, and attacks often donât quite feel like they connect with enemies. Firearms use a similar control scheme to Shadow Complexâaim with the right stick and fire with the triggerâbut aiming is spotty and can be thrown by enemies coming from the âbackgroundâ that are not yet available as targets.
Randall isnât as responsive as he needs to be; heâll sometimes swing his axe or leap in the wrong direction, leading him plunging into a tank of water or unable to climb over the top of a fence. Wall-jumping is a strange addition for a game with such a realistic bent, and it doesnât work smoothly or look realistic. Oddly, jumping onto ledges and ladders directly above you can also be quite difficult; itâs annoying to try to jump up to a ledge directly above your head only to go careening off to the right and into a gaggle of zombies.
With a bit more time, creativity and a somewhat different gameplay focus, Deadlight could have been enjoyable. That sounds funny, I knowâif theyâd just changed a ton of things about it itâd have been great! But the general idea is sound. I like the idea of a cold war zombie survival tale in Seattle. The sense of style and paranoid aesthetic are great, and one of its core puzzle mechanicsâthe fact that zombies can be corralled by taunting them, and must be relocated in order to allow Randall to make a leap-dash past themâis smart and enjoyable in practice.
But Deadlight just isnât where it needs to beâit feels rushed and unpolished, more tedious than terrifying. There are other zombie apocalypses more worthy of your time.