You should at the very least give the lite a try. If that doesn't convince you then fine but don't be too quick to knock on it.
The whole lack of movement thing is why we are releasing a lite version at the same time as the full. We anticipated that a few people might be put off by this, but we stand firm that once you actually play the game, it just makes sense. In beta there was not one single person (out of 30+ testers) who ended up disliking the game because of its lack of movement, which was actually VERY surprising to us. Why did we choose NOT to do full movement? - We wanted more of a pick up and play style game... you can jump right in and blow away hordes of zombies; you are immediately in the action. - We wanted to focus more on weapon strategy! When you are fighting off this amount of zombies from every direction, all the while managing your 6 weapons and trying to figure out which is best to use in which situations it gets so hectic as it is, adding movement into the equation would require a cyborg to do all of these things. Not to mention it would change the entire dynamic of game. This is an action game first and foremost, and it sounds like maybe you're more interested in a survival horror type exploration game. - We wanted to show that you can have a simple control scheme and concept, while still having lots of depth and intensity in a shooter. - Finally, with the current control scheme we were able to pack an insane amount of levels and detail into the full game. We certainly would not have been able to pack 20+ completely different levels in if it was free roam. Again, please just keep the game in mind and at least try the lite when it is released You have much more sense of freedom (ironically) then Doom Resurrection, which I also did not like btw.
I actually liked Doom Resurrection, but it had it's bad points compared to NYZ: -You can't turn the camera view 360° -less weapons -the story isn't that interesting
ooh i can't really really wait for this game to be out...when exaclty this game be released foursaken media??
Well, its taking longer then we expected for apple to approve our developers license, but we're still looking for an end of March/early April release.
Don't worry about it. At least it will be done quicker than Necromancer Rising was. We finished testing in September of '09 and it was submitted that month. It wasn't released until at least January '10. And I even joked in the thread that it wouldn't released until '10. But that was back when Apple was having their approval speed issues, and seem to have pulled it back together since then. So yeah, don't worry about it, it'll probably be about a week or two once submitted, which sounds like it should be soon.
Here's some impressions I wrote for someone: So the basic premise of N.Y.Zombies is to try to survive waves of zombies that are attacking you by turning and shooting them, while managing your weapons loadout and which ones are reloading at certain times while trying not to become overrun by crowds of the undead. It's like Surroundead, but with much, much more depth, content, and polish. It's a tap-to-shoot game where you turn the camera by swiping the screen. They'll be coming in from all directions, but you'll have a minimap to help you determine where these zombies are coming from, and if they're about to attack or not. It also alerts you of survivors, who if you don't shoot before they reach you will give you more money to spend on weapons and upgrades. The minimap is incredbily helpful and you'd probably end up dying quickly without it. The game is just a ton of fun to play. While it gets off to a relatively slow start with just a pistol and knife, and a few zombies slowly shambling towards you, in just a few levels you'll have a decent sized loadout and crowds of zombies about to attack you. And when you have all of your weapons reloading except for one that's almost out of ammo, and zombies right next to you, it gets INTENSE. That's the only word I really can use to describe it, intense. I've really been going insane swiping and tapping all over the screen trying to manage what weapons are realoading and which ones I'm using. But the thing is that you always feel like you have complete control of the game. I've never died because the controls were weird or broken. I died because my weapons were too weak, I chose the wrong loadout, used a terrible strategy, or just didn't play well enough. It's a game of skill and strategy, but something that everyone can play. There's a 5 minute interactive tutorial that really helps get a feel for the game, and even if you don't play it, you can probably figure out what you're doing without a problem. The only control issue I've had is a very minor one, but when you move your finger across the screen while using a full-auto weapon, it moves the camera as well which can throw off your aim a bit, but it's not a huge deal. They also planned to add options for setting optional "dead zones" where the camera does not move until you reach the edge of the screen in either an update or to the final retail version of the game. It wasn't in the beta, but it sounded like it would eventually make its way to the full version. So as I was saying, this game is pretty skill and strategy intensive. While it definetly helps to be quick to kill those zombies, you won't make it without a decent strategy, something I've learned from experience. If you come into the level with the wrong loadout, it becomes much harder. Also, the reloading/weapon management system is great. On the bottom of the screen are 6 icons, one for each weapon. Tap to select that weapon and double tap to reload. You can't just reload whenever you want though, since unlike FPS games like Call of Duty or Brothers in Arms, you don't simply see an animation of your character putting another clip into the gun, but rather it takes a decent amount of time to reload. While it sounds like an annoyance more than anything, it's the complete opposite. It adds yet another layer of strategy to the gamesince you carefully have to manage your ammo throughout the course of the game. You want to have the right guns full of ammo in order to take down certain zombie types (since there's several different types), but make sure that they're not low so you run out or reloading at that time. That, and always trying to have at least one gun fully loaded at a time really presents an extra strategic component to the game. The strategy continues with the loadout choices. There's about 10 guns (which includes 3 melee weapons), 5 throwing weapons, and a ton of other upgrades you can buy before levels. On top of that, each weapon and perk can be upgraded 3 times, each of which making a noticeable difference in firepower, rate of fire, reload time, or other factors. For example, if you upgrade the knife to level 3 it turns into a machete. These weapons really change your strategy, since they all feel and control differently. Each weapon is good for different situations, and recognizing that is a big part of the game. As seen in the trailer, there are land mines that REALLY help with controlling waves of running zombies. Also, in levels in the dark, your minimap won't work unless you use a flare to light the area up. In practice, this is a really cool feature and really helps add to how intense this game is when you have zombies swarming you and no minimap to work with. It really helps you to not take the minimap for granted as much as well. And now for one part that really amazed me is the graphics and environments. They may not be the latest and greatest graphics that we've seen in games like Brothers in Arms 2, Call of Duty: World at War: Zombies, or Street Fighter IV, but it's the attention to detail, variety of your environments, and ridiculous amounts of zombies on screen at one time that make the graphics outstanding. Throughout the game no two areas felt the same to me, with the exception of two levels that were actually the same areas, but with some changes made to make it feel like a whole new level. It's a real accomplishment when a game can bring that much variety to the table. The attention to detail adds even more to the game as well. You'll see things such as bugs crawling on the floor, particle effects such as rain, and even traffic lights blowing in the wind. It's really impressive to see in action. And as you can see from the trailer, there can be an incredible amount of enemies on screen at once... I was a bit overwhelmed watching it before I got to play the game, but once you start playing, mowing down these zombies is less of an impossible task and more of a fun challenge. You'll be incredibly impressed with the graphical achievements in this game, not because they're the latest or greatest graphics, but because of how much work was put into it. And then there's the survival mode, which is just as impressive as the rest of the game. Even though there's only one map (so far... we've discussed the possibility of adding free and DLC maps), it feels like several since it frequently changes due to things like explosions, giant zombies, and even a plane crash. It definetly doesn't feel tacked on, but like it was planned from the beginning. Scoring on the leaderboards is a real achievement too since it takes a good amount of skill and strategy to make it to the top. It's an extremely enjoyable additional mode to the game, and seeing as the one included level feels like a few different ones, I have no issue with them charging a dollar for a new map with several changes throughout the course of the game.
That's how it should be, think of it, you couldn't turn and shoot otherwise (for when you are surrounded and have a minigun or uzi )
No I wouldn't say that at all... you have a lot more freedom in NYZ then you do in House of the Dead. You can look around 360 degrees, customize your weapon load outs, and switch between 6 equipped weapons at a time. Plus its a defense game, so you will be using defensive tactics like planting mines, knocking back larger enemies to buy you time, burning entry points with molotovs and things like that. To me House of the Dead seems like some kind of fun house with absolutely zero depth... when playing NYZ you really feel immersed and the weapon strategy you will be using as well as the action will make not moving a non issue. Again, I think it really FEELS like a normal FPS in terms of immersion and action, while simplifying the controls to allow for just about anyone to play. There isn't really anything like NYZ out for the app store (a few VERY vague similarities), so try to look at it like a completely new game
Hey everyone we would like to give a quick update on the status of N.Y.Z. We had to finish a few non game related things and are finally nearing submission. We had anticipated a late March release, but to allow time for media coverage we are postponing the release for April. In the meantime please check out the website, maybe take a peak at the members of Foursaken Media, and give us some feedback! http://www.foursakenmedia.com/#/work/nyz
what ..it will be postponed????....am gonna cryyy ...so if it will be released in april ..what date exactly will it be ...the first 3 days in april?
Another quick update... we're finally nearing submission and plan to submit N.Y.Z. THIS WEEKEND! So if everything goes accordingly then the game should hit the app store early next week Yes, we're excited to finally be releasing our first game... Also, we will be releasing the full AND lite version at the same time so naysayers can give it a try first and see why N.Y.Zombies is so awesome