Considering that this was revealed to the world with a trailer in which four zombies of soldiers singing with “You Give Love a Love” took place, I expected that John Carpenter’s toxic commando was much more fun than he is. Inspired equally by supernatural horror movies and Buddha action films from the 1980s, they are gigantic, stupid and stupid … but never like Batshit bananas, as you can expect a game, which literally concerns the fight with the essence called the god of sludge. But although it may not be wittythis is game. Perhaps you have already forgotten about this revealing trailer in 2023, but after they play three hours of his cooperative’s mission, I do not think that the toxic commando disappears in the background thanks to the surprisingly solid leftist 4 deadly Albani.
Although it is similar to a shooter from a feature campaign with movie cutscenes, feature points and stunning Man-Man-In-Te Modeled after John Carpenter, toxic Commando is clearly designed as a regular place for a team of four friends who can run through repetitive missions. Each trip takes place on an open map of a reasonable size, dotted with a handful of optional goals and booty boxes along with the main goals of the task. Without a ticking timer or a shrinking circle, you can spend time gathering everything, searching each point of interest and in general a mess with your buddies before push to the final of the mission. This is surprisingly tranquil … At least until the Horde exerts pressure.
Developed by Sabre Interactive, Toxic Commando is built on the studio’s signal horde technology, which renders hundreds of zombies sprinters at the same time, allowing enemies to climb the walls like the opposite waterfall of the rotting meat. In many respects, Commando seems to be the successor of the game in which this technology was created, a world war with, and even has almost identical mechanics-during the recurrent purpose of defending, the church coming to the enemies of the same ranks of the machines placed machines has machines, mortars and power plants. Simply this time everything is rendered with the glorious disgusting aesthetics of horror. Who wants zombies to look like people, if they can look like lamps with death dimensions?
These freaks crack and crack when they are introduced into heated lead issued by a very fit arsenal. They are all based on real departments (in addition to an extremely powerful railway gun that distracts enemies such as bowling pins) and divided into your ordinary groups, SMG, SMG, sniper rifles and other formats that do not start with “S”. Saving them before feeling is how they shoot with excessive bravado ultra-well-known B-spraying muzzles, a wide spread of the ball and explosive strokes. The legs are cut off, opened in the chest, and the brain of the brain from broken skulls. It is all as supelchy and Sinewey as you could hope for a game related to the director of things.
The choice of equipment defines the impression of a fight much more than four classes of characters that seem a slight augment in the standard FPS action, not key roles on the battlefield. Each of them is defined by one special skill-the operator uses a drone, which automatically bombards enemies for a few seconds, the strike can free the firewall for energy explosions, the doctor has the treatment of the area, and the defender can issue a barrier to offend the damage. At least during my hours of games, these skills were useful during pinches, but they didn’t do much to direct how I played. Perhaps filling the skill tree will give each class a stronger definition, but now it seems that regular shooting is the main event.
Stones a lot (Very) With zombies, it is the heart of the goals of a toxic commando. Sometimes this will require a special infected Trademark species, which largely acted exactly as they left 4 dead (sticky, which grab you, tanker, which charging at you, disgusting, which spit on you.) Where else you will have to relieve the value of ammunition belts into a tangled maternity mess, or operate demolition charges to blow out a certain growth. This is usually the cooperative’s tariffs, but in several missions in which I played, it is strange, which shines brighter. One task sees a map covered by Fortnite, life, and the only way to move between sheltered safety pockets is to run an ambulance, which can flow down the cure of those sitting in it. This is a really coherent network of the environment, the situation and design of the equipment.
Regardless of whether the mission requires one or not, the vehicles are just as significant for a toxic commando as his zombies and pistols. The goals of the maps are distributed and the open nature of the maps mean that you need wheels to effectively cover the ground, especially since this soil is so often practically taken by the undead. Cars such as armored maverick are good both for protection and doubles as a gibberish of frames – it is enough to from time to time to cope with zombies, which climb on board like especially infirmed monkeys in safari.
All vehicles have a special ability, for example, a healing ambulance aura or a Thunder cell fire, but it is a winch attached to everyone except family sedans, which really makes a difference. Basically, a catchy hook that can be launched at various anchor points, it can be used to break the gates from hinges, containers for open treasures and pulling the vehicle up of slippery sloping. You see, the god of the sediment, in his infinite sticky wisdom, overcame each map with gigantic sections of Gloop, so without the Mudrunner-Lite approach you will spin tires and you do not go.
There is very little modern or experimental in a toxic commando, but what is really fun here. This is a more open approach to Left 4 Dead filled with hordes, thus driven by the “mysterious evil”, which made the Call of Duty zombie mode feel so aesthetically pleasing. However, there are some problems that threaten this fun. Every mission in which I played, I felt that the wind was thrown out of it in the last episode thanks to the decreasing resources. The health sets are briefly supplied, the ammunition can become a bit complex, and spare parts – a currency that unlocks a special weapon and defensive structures – can only be found in a circumscribed number of loot textbooks. At the end of the mission, it may seem that the chances are really against you, and although I appreciate the need to break down tension and create an augment in challenges for a final purpose, in a game where zombies come at the truck, supplementing ammunition only to discover that you received one magazine. I had a lot more fun in earlier minutes, when the bullets were ample and the blood spilled like wine, so I’m not sure if the flow and tons really combine with the current level of resources.
The more disturbing this progress is. All weapons have individual XP stripes and must be aligned to individual milestones to unlock various modifications. After unlocking the module, you need to spend the currency to match it to the weapon, and each of them costs several thousand. I can’t refrain from looking at the entire armory and imagine hundreds of hours that I had to sink in a toxic commando to achieve decently functioning, diverse charging. It is a type of system that treats you to choose one favorite instead of encouraging you to continue switching between missions. This, in combination with the trio of various currencies and peels of the characters with a palette, makes it a bit suspicious that live service tainted something, which I had a pretty good explosion. But these grinded misfortunes can also be found in Sabre’s Warhammer 40,000: Space Marine 2, and they did not stop it from one of my favorite games from 2024.
This does not mean that I expect that toxic commando of John Carpenter will take place near the same influence on Marine. But provided that the full game has a solid range of missions that really turn out to be played, I think that sturdy shooting and entertainment enemies have a decent opportunity to protect it at home among friendship groups, which they willingly watched the Gloop horror from the 80s until VHS consumes. Regardless of whether they ever unlock the attachments they want for their favorite weapon … Well, we will have to wait to find out.
Matt Purslow is the editor of the IGN function.