![]() These include the Kamikaze and the Vomitron, and all require heavy duty shooting and creative use of your environment in order to evade their clutches. Zombies too are more varied than previously, with a number of unique types thrown in amongst the typical shambling brain-munchers. Players can even tune in to a radio station to keep track of the Global Resistance’s progress and this really adds to the sense of participating in a worldwide struggle against an unstoppable onslaught. There are also global missions, which are directly affected by the actions of players worldwide. The story is supported by the optional side-quests and which require the player to complete time-based actions, sniper or escort duties or locate valuable resources, in return for bonus cash and gear. They are still not overly complicated or involved, but the shift in emphasis does make for a more satisfying experience. ![]() This time around there is also a stronger focus on story-based missions, rather than the endless waves of the previous game. The system can be adapted to suit personal tastes, but the autofire approach really makes things much more fluid and responsive, allowing players to simply get on and enjoy the game. Although some fans might disdain this removal of control, for casual players and those looking simply to have a good time, it works supremely well. The default system sees the player move with a left virtual pad, and look with the right, while shooting is conducted automatically when an enemy comes into your sights. Here, the system has been altered dramatically to render it much simpler to use. ![]() Previously, moving, looking and shooting could be awkward and clumsy, with frequent unwanted reloads due to the proximity of the buttons. Another big improvement on the prequel is the control scheme. ![]()
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