Wednesday, May 25, 2011

Review: Zombie Ball (iPhone)

I don’t know about everyone else, but I’m a little over zombies. Every game these days seems to throw in a zombie mode, and in many cases, it’s unnecessary. Whilst I’m sure zombie AI is easy to program (point in a single direction and shamble, shamble, shamble), its rapidly becoming a joke.

That said, if you do still get into the zombie thing, then Zombie Ball is a new way to kill swarms of the undead. This is a very simple tilt based game where the goal is to roll a big, heavy ball over some zombies that are looking to attack a house. Kill off all the waves, and move on to the next level.

Great balls of fire


So it’s typical iPhone throwaway stuff. It works well – the tilt controls are smooth and though the ball controls as you’d expect a big heavy ball to move, the difficult turning is offset by the slow speed of the zombies. Although the difficulty of the game can ramp up quite high, it never feels unfair as such.

There's some unlockable special abilities to add some variety to the main game, and some strategy involved in that you're limited to a few special abilities per map. It doesn't add much, but it's enough to keep you playing through to try and unlock everything.




The action is accompanied by functional visuals, and some neat B-grade 60’s horror music. It has a charm of its own, but it just reinforces that this game itself is B-grade.

There’s also OpenFeint support for achievements, and some endless survival modes once you’re done with the missions. But no Game Center, which is a bit of a missed opportunity for a game that has its replay value in getting top scores.

Pirate balls


It’s hard to criticise this game – it does what it says it will on the box, is cheap, and works. But it’s also a very limited game, and really, you’re going to know if this is your kind of thing without seeing the rating below.

Fun, but it’s competing with a very, very big pool of other disposable games.


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