Tuesday, February 03, 2015
#ADecadeofDS: Zombie Daisuki
Amount of time devoted to this game in the last week--Two hours, 24 minutes.
Most recent boss toppled, location reached or milestone achieved--Honestly, I'm kind of at a loss as to what to say here, as after completing the first "stage" of this Japanese DS game, everything kind of blends and blurs together. I can say, though, that I've beaten 10 or so levels thus far and I've attracted about 27 zombies to my "mob."
Overall comments on the experience--Much like Catch! Touch! Yoshi!, which I wrote about a few weeks ago, Zombie Daisuki is the kind of DS game that, if made today (instead of in 2011), it would be released digitally rather than via retail and it would cost just a couple of dollars.
Which is to say it's a fairly light (in terms of content), pick-up-and-play sort of experience--not unlike a lot of the mobile titles crowding the market these days. That's most evident in its gameplay, which consists of using your stylus first to corral your mob of blue knuckle-draggers and then again to send them careening toward the handful of humans--survivors of this portable game's apocalypse, I guess--and even presents (naturally they're topped with pretty red bows) that populate every pint-sized stage.
The latter are an important part of this DS game, by the way, because they provide you with all sorts of accessories that can be used to bolster the speed, strength and resiliency of your zombie pals, while the former--actually, killing to former--are key to you finishing each level.
Anyway, the survivor-slaughtering and gift-grabbing action that's at the heart of Zombie Daisuki is enjoyable enough--at first--thanks to its slick controls and cute, pixel-based graphics.
The game's audio deserves a nod here, too, as its jaunty, chiptune-y backing tracks keep the proceedings buoyant and fun, as do the silly sound bites--"oh, no!" and "please stop!" among them--that pop up now and then as the undeniably adorable undead rip all-comers to shreds.
Sadly, even when all of these elements are combined, they're not quite enough to keep your attention--or not for long, at least. Which is too bad, as it's a cute little game and I very much wanted to like it based on its pedigree (Chunsoft, hello!), graphics and focus on zombies.
Will I continue to play this game in the coming days, weeks and maybe even months?--I kind of doubt it. I love the aesthetics, and I think the gameplay's nice enough, but both aspects are so repetitive that the overall experience can't be called anything but a bore.
Do I recommend it to others?--If you can find a fairly cheap ($10, tops) copy of it, sure. If not, you're likely to feel like you've wasted your money.
Next up--Pop Cutie! Street Fashion Simulation
See also: previous #ADecadeofDS posts
Labels:
A Decade of DS,
Chunsoft,
ds,
imports,
impressions,
Japanese games,
mobile games,
nintendo,
Zombie Daisuki,
zombies
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2 comments:
The sprites are so cute, though! It's a bummer that it's not a more full-featured game.
Yes, there's no question it's a wonderful looking game, Justin. And even the gameplay is fun for a while. Sadly, it just doesn't take long before it starts repeating itself--to the point where you can't help but think, "didn't I already play this stage?" It's possible I'm missing something or screwing something up because of the language barrier, but I kind of doubt it :|
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