The Many Classes of Zombie Tycoon 2: Samurai, Engineers and More

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The Many Classes of Zombie Tycoon 2: Samurai, Engineers and More

Zombie Tycoon 2 on PS3 and PS Vita

When we announced the release of Zombie Tycoon 2 right here on PlayStation.Blog, we were purposely a bit vague about the gameplay. But, now that the game’s release is only weeks away, we’ve got nothing to hide!

Zombie Tycoon 2 is a tactical real-time strategy game in which you will lay waste to your enemies by controlling two squads of zombies, one hero-like monster, and one zombie-spawning vehicle. We use the term ‘tactical’ because the game is all about managing your units and deciding how to tackle the warzone. There are no resources to gather, no structures to build, and no tech-tree to climb. As you capture buildings, your zombie army grows, you unlock the ability to transform your zombies, your monster gains levels, and you expand your control over the battlefield.

Our biggest challenge as a developer was coming up with controls that not only work well, but feel intuitive on both PS3 and PS Vita. And guess what? Impressions so far are unanimous: we pulled it off! Your squads of zombies are linked to two of your face buttons, while the other two buttons control your monster and your spawner. All four of your monster’s active abilities are mapped on the directional pad.

Zombie Tycoon 2 on PS3 and PS Vita

Throughout the single-player campaign, you’ll learn everything there is to know about the two factions, the different zombie types, and the monster units. On one side, you’ve got Orville Tycoon and his old-school, hulking zombies, who are just about done invading Finkleville. On the other, you’ve got his former boss, Archibald Brainhov and his army of fast and frantic zombies. To say that he’s got a score to settle with his former apprentice is a monumental understatement!

There are six different types of zombies (seven, if you count the starter zombies), and four epic monsters to mess with. Each zombie type is unlocked by capturing a special building, while the monster is selected before starting a game. I’ll briefly go over each unit, to give you an idea of how your tactical skills will be put to the test.

Zombie Tycoon 2: Brawler Zombies

Brawler zombies are pumped-up starter zombies. They hit harder and are much, much tougher. Every time they strike, they have a chance of stunning their target, making them perfect front line units.

Zombie Tycoon 2: Scavenger Zombies

Scavengers are the only zombies with the ability to attack from a distance. They can throw garbage, TV sets or sign posts at their enemies. Team them up with brawlers for a killer combo!

Zombie Tycoon 2: Engineer Zombies

Engineer zombies are not battlefield material. But they are highly tactical units with the unique ability to capture buildings twice as fast as any other. These are better used when you feel that your army is at no risk of engaging the enemy in close combat.

Zombie Tycoon 2: Samurai Zombies

Samurai zombies are swift and deadly. They hit a lot harder than brawler zombies but are more fragile. With the ability to charge at their victims, they are perfect for assaulting unsuspecting squads of engineers or scavengers.

Zombie Tycoon 2: Cleaner Zombies

Cleaner zombies can move through and neutralize chemical waste, but more importantly, they explode upon death, dealing damage to all nearby enemy units and leaving puddles of toxic goo on the ground.

Zombie Tycoon 2: Scout Zombies

The silly-looking Scout zombies are perfect for spying on your enemies. These fast-moving units skulk around unnoticed by neutral humans and structures, and when they take root they become completely invisible and regenerate health.

You can find detailed information on all four monsters on our official blog. We’re closing in on the game’s release date — April 30th. Stay tuned to our Facebook page — we might have a few codes to give away!

If you have any questions about the gameplay, storyline, development, or anything else, I’ll be shambling around the comments section to answer them.

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