Top down shooters have long been the domain of cobbled-together indie titles, to the extent itβs becoming near impossible to differentiate between titles. In a market so infatuated (and therefore saturated) with charming little independent efforts, itβs becoming increasingly difficult to separate the wheat from the chaff – chiefly because of the sheer amount of chafe there is.
Despite all that cynicism, I attempted to go into Deadstone with a fairly open mind. And what I found was something that both met my pessimistic, almost hipsterish indie expectations and simultaneously massively confused them.
Itβs about as cookie cutter as it gets. You progress from level to level shooting zombies and upgrading weapons and whatnot as you go, visiting a shop in-between levels. It all works, which is fantastic – but itβs just lacking something. It felt very much just like going through the motions. The dialogue was good, but after a while I just started speeding through it to expedite the process. Click. Shoot a few zombies by clicking. Click again, until youβre sick of it. Any attempts to mix it up a little bit become routine all too quickly, and it just doesnβt seem worth sticking it out.
The plot itself is the same old zombies in space melodrama weβve all sat through time and time again. But while the plot itself is uninspired to say the least, the written dialogue between characters is a real strong point. Everything happens from the top-down, static perspective, but the writing does a lot to bring the interludes between levels to life. The trouble is thereβs just not enough to keep you going through the mud, boring terrain and ultimately facile dialogue. Yes, you can get new guns and explosives to kill the enemies faster. But thatβs ultimately pointless if you donβt feel like thereβs any reason to play in the first place. Most of the elements are there. Itβs just missing one big central point to glue it all together. Youβre told youβre defending a colony, but the closer you get to hear about it is the vague passive aggression of the other survivors on the planet. There doesnβt seem to be a solid reason for your character to be there in the first place, just some convenient MacGuffin put the gruff, mysterious action hero in the right place at the right time.
The visuals are decent enough, but basic – and when the rest of the game is as bare-bones as it gets, the same old muddy ground starts to become sickening. βThe infected have learnt how to burrow!β the game tells me as an X appears on my radar and a handful of grunting zombies pop out of it. It feels like Gears of War via Newgrounds, and not in a good way. Even on the more challenging night-time maps youβre literally treading the same old ground with a slightly less visible sorry patch of mud to defend.
If Deadstone wants to make more of an impact, it needs to become more complex. It needs to show you what youβre defending and the impact youβre having on it – even if itβs just through some little text menu. Because in my time in Deadstone, all I did was stand on a dirt road firing a pea-shooter at faceless zombies, like some horrible gaming consumerist nightmare. Perhaps itβs some sort of allegory for the trouble indie games face when corporate monsters shamble towards their pride and joy, mindlessly cannibalising it and adding it to the horde. Maybe – and more likely – itβs just a tiny bit uninspired.
Deadstone has a decent amount of heart behind it. But as it stands, itβs little more than a glorified flash game. In fact, thatβs my greatest takeaway from my time with the game – the nostalgia it induced for the glory days of playing little web games on Newgrounds and its kin. Ultimately, youβre left with a slightly bland taste in your mouth and the question βWhy would anyone spend real money on this?β burning in your head. Not in a cruel, sneering way, but in a slightly bewildered fashion. There are literally thousands of games in this vein available free online or via a freemium model on your smartphone market of choice. Deadstone does nothing better or worse. Thereβs no spectacular, shining point of sale. A skeleton of a game that might become something interesting if it fleshes out a little more.
A good effort. But ultimately, a very, very small fish in a gigantic, overpopulated pond.



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