These moments add a lot of fun and variety but also lead to serious frustration. Or you need to hurry to avoid a speeding subway train or catch some thugs fleeing toward their getaway vehicle. There are tricky moments when you need to direct a zombie to jump over a pit and explode in mid-air before being struck by a waiting enemy, while simultaneously babysitting the bulk of your forces back home. Lemmings was a pure puzzle game and very slow paced, while much of the gameplay in Zombie Night Terror is dependent on timing. The other distinction is the game’s pseudo-action focus, which is both a strength and weakness. There are also plenty of situations in which it’s unclear whether your zombies can survive a fall or jump, which can lead to an unintentional bloodbath and begrudging restart. The monochromatic art style can be confusing, however, as the visual cues for which walls are destructible and which floors can be jumped through are subtle and sometimes easily missed. As a journalist, I found the broadcast headlines that accompany the tutorial exposition especially chuckle-worthy (“Hurricane tears through cemetery hundreds remain dead,” “Man struck by lightning faces battery charge”). (In a nod that’s slightly too blunt, the street drug that’s been turning people into zombies is called “Romero.”) The predominantly black-and-white colour scheme evokes 1968’s Night of the Living Dead, while the focus on humour matches the tone of the many horror B-movies that followed. While it does go for a retro pixel-art aesthetic, the style is pure George Romero. However, the game does a lot to distinguish itself, most notably in its spot-on presentation. In that way, Zombie Night Terror is pretty identical to the 1991 classic. You have a number of special powers to help your zombies out, including mutations that let them jump or sprint or climb walls or explode, as well as overlords that can give simple directions to other zombies that pass by. Comparisons to Lemmings are obvious and apt.
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