It’s been a while since I last played a collaborative zombie horde shooter. I think the last one that comes to mind for me was World War Z, which was fantastic. We have had similar games in the last few years that try to recreate the vibe that came with Left 4 Dead, which was one of the first collaborative zombie horde shooters I played, and it stuck with me for years. That’s why I was so hyped for John Carpenter’s Toxic Commando: it doesn’t try to reinvent the wheel, it just straps rockets to it, sets it on fire, and sends it hurtling into a horde of zombies.
Developed by Saber Interactive and inspired by the signature horror sensibilities of John Carpenter, this co-op shooter is loud, chaotic, messy, and occasionally brilliant. It is also frustratingly inconsistent, feeling like it’s caught somewhere between being a cult classic in the making and a missed opportunity. From the get-go, I was excited to jump in and see if John Carpenter’s Toxic Commando could reignite a flame and love for the zombie horde shooter genre that I feel has gotten lost in this era of extraction shooters and battle royales.

A Love Letter to B-Movie Chaos
From the moment you load up the game, John Carpenter’s Toxic Commando shows its retro horror DNA. The tone is unmistakably influenced by Carpenter’s filmography, with thick fog-drenched landscapes, pulsing synth soundscapes, and a tongue-in-cheek embrace of absurdity. The world feels like it exists somewhere between Escape from New York and a neon-soaked zombie apocalypse, where logic takes a backseat to style and spectacle. It is beautiful and chaotic at the same time.
The premise is gloriously ridiculous: a failed experiment to harness the Earth’s core energy has unleashed a toxic catastrophe, leading to mutated environments and reanimating the dead. It falls to you and your team of mercenaries, each with personality quirks and combat specialities, to dive into this chaos, complete objectives, gather resources, and survive overwhelming odds. The narrative exists primarily to justify the action and is often cheesy, self-aware, and occasionally fun, giving the game a B-movie vibe rather than a blockbuster AAA feel.

Gameplay: Controlled Chaos (At Its Best)
At its core, John Carpenter’s Toxic Commando is a cooperative first-person shooter designed for up to four players. The gameplay loop revolves around venturing into large, semi-open maps, gathering resources, completing objectives, and facing relentless waves of enemies. The game is clearly designed for real players rather than soloing with AI companions.
Gunplay is one of John Carpenter’s Toxic Commando’s strongest aspects. Weapons feel powerful and satisfying, from shotguns to LMGs. There’s a real sense of physicality that keeps combat exciting, though enemy variety could be better. Vehicles add chaos and fun, allowing you to smash through hordes and creating memorable “road-warrior” moments. Cooperation is essential: reviving teammates, sharing resources, and coordinating abilities are key to survival. When your team is coordinated, the gameplay becomes far more dynamic and engaging.
Solo Play: A Compromised Experience
While John Carpenter’s Toxic Commando can technically be played solo, the experience is clearly less enjoyable. AI teammates function but lack the awareness and adaptability of real players. Missions take longer, and solo players must handle tasks that would otherwise be shared. Solo play feels frustrating and diminishes some of the game’s co-op magic.

The Problem of Repetition
Unfortunately, cracks begin to show over time. Missions follow a predictable structure—go to a location, collect or activate something, defend against waves, repeat. Enemy diversity is limited, and map layouts, while atmospheric, often feel similar. This repetition reduces strategic adaptation and makes the gameplay loop feel routine rather than challenging.
Progression and Replayability
Progression systems are underdeveloped. Early upgrades provide a sense of growth, but as you advance, unlocks slow down, rewards feel less impactful, and endgame lacks depth. The game relies on co-op unpredictability and playing with different groups to inject variety. Without evolving challenges, the game risks losing momentum compared to other live-service or co-op-focused shooters.
Presentation and Atmosphere
Where John Carpenter’s Toxic Commando excels is in presentation. The visual style blends gritty realism with comic-book exaggeration: thick fog, glowing toxic pools, and dramatic lighting create a dangerous yet beautiful world. Sound design is strong, with punchy weapons, immersive environmental audio, and a synth-heavy soundtrack inspired by John Carpenter. Voice acting brings characters to life despite the light narrative.

Final Verdict
After many hours, John Carpenter’s Toxic Commando knows what it wants to be but falls short of its full potential. At its best with friends, gunplay and co-op mechanics shine, creating chaotic, memorable gameplay. However, repetitive mission design, limited enemy variety, and grindy progression hold it back. It shines in short bursts but struggles for long-term engagement. For what it achieves, it earns a 7 out of 10—a stylish, chaotic co-op shooter with plenty of fun but limited depth.
John Carpenter’s Toxic Commando Trailer
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The game was provided to us for the express purpose of reviewing.


