Our Impressions of Unkilled From Madfinger Games
If you’re looking for something easily playable and obviously familiar, then Unkilled is a game for you. But if “Freemium” pricing models are not to your liking, then the latest from Madfinger may prove too much for easy grinding.
Sure it’s another game where you shoot zombies. Just accept it: these games are here to stay.
This is Madfinger at its free to play zombie blasting best, but nothing sets it apart from other games in the super successful Dead Trigger series. Basically it’s just more of the same, set in a new location. If you’re looking for the zombie shooter reinvented, you’re not going to find it here, but you will have a blast either way.
Set during a zombie outbreak in New York, you’re part of a crack team of gun-men sent out to shoot the zombies and save the world. You bid your time wandering around small maps, upgrading your guns, killing everything that moves, and blasting through raids and other side missions to earn extra goodies.
The default control scheme is remarkably simple. Drag a thumb around the left of the screen to move, and one around the right of the screen to aim whatever weapon of mid-level destruction you’ve got equipped.
Whenever your crosshair finds some rotting flesh you’ll automatically start firing. Because you don’t need to tap a “shoot” button (unless you’re playing one of the sniper or machine gunner levels) when you’re trying to find a way out of a horde of undead monsters, you’re still shooting or hacking them as you race to your freedom.
While plenty of mobile shooters have failed when trying to balance movement controls alongside aiming and shooting, Unkilled does not stumble at all. It’s a welcome change from the usual, clunky movement and aiming that I’ve found in previous mobile shooters.
One of the key selling points of Madfinger Games is the fact that they feature some pretty stellar visuals, and while Unkilled isn’t near the top of latest batch enhanced for high end gaming devices, it is it’s certainly an eye-catcher.
Of course the visuals will depend on your device as the game is set to take advantage of each device’s hardware. On my Galaxy Note 3, the framerate was smooth and everything seemed to be near the top end of the spectrum.
While Unkilled is nice to look at and the game’s controls benefit the gameplay experience as a whole, the one downside of the game is that some of the monetization efforts are very rigid.
The premium currency here is gold. You can buy it in bundles big and small to spend on refilling your energy, topping up power-ups, and getting new weaponry if you desire. It’s priced as you’d expect, but if you’re smart you can normally play without ever having to pay. You can usually get a solid play session before the pay wall collapses on top of you.
Unkilled utilizes an energy system, which is found in almost all mobile games today. While I have no problem with this method of nudging players enjoying the free game to pay a little to play some more, I do have a problem with a game making level requirements to play. Having to upgrade a weapon just to play the next level makes the player either pay for the upgrade or resort to grinding as you are blocked from going any further.
Urge me to reimburse you with a great game and energy meters or give me cool cosmetic enhancements and I’ll be much more likely to spend my money. But being forced to pay (or grind) to advance, and I’ll simply move on to a game that does it better.
Sure it’s a lot of fun blasting zombies to kingdom come. It’s welcoming too, with a control system that works nicely on touchscreens. But while Unkilled is a nice looking zombie shooter it has a tendency to be held back by some strict monetization methods.