
""Okay, so some soldiers go to a secret island to fight a bad lady and her evil company, but it's a trap, and they are drugged with a gas like from the Batman movies that makes you see scary stuff from your memories and past. Oh, and they are all connected via brain chips, so they all see the same things.""
""And then they fight bad soldiers. Oh, and robots! And also zombies. And then a giant plant monster. And then a giant person. And they go to Tokyo. And then fight some spiders. And then they uh, oh, start a prison riot with undead inmates and uh go underwater to fight giant mechs using big missiles before winning and saving the day. The end!""
The co-op campaign is a direct sequel that brings back characters and references while failing to match the strength of the earlier fan-favorite. The plot is chaotic and often nonsensical, mixing secret islands, brain-chip-connected hallucinations, robotic enemies, zombies, giant plant monsters, mechs, and set-pieces across locations like Tokyo and underwater. The experience feels cobbled together and rushed, lasting roughly four to five hours. High production values help, with strong voice performances and expensive-looking cutscenes. The development overlap with last year's lead project likely contributed to uneven polish. Weapons and some individual moments provide enjoyment despite structural weaknesses.
Read at Kotaku
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