The Walking Dead franchise is huge across all different types of media. You have the good show and the bad show. The comics stay pretty consistent so no comparison for you. But you also have the good games and the bad games. Overkill’s The Walking Dead is leaning toward the latter.

Our demo was set in Georgetown in what looked like your run of the mill ‘after apocalypse’ scene. Zombies were constantly shambling towards you, cars were strung along the road with disregard to organization which is expected in a civilization fallout, but the environment offered nothing new. Which is fine, no one needs to reinvent how we see trees and overgrowth and everything, it all just seemed like a rescued movie set.

We played a beta build Overkill’s The Walking Dead and it showed. Animations were delayed, textures were popping left and right and it didn’t seem like the enemies in the game acted like they’re supposed to. In any game where an AI has a detection system for seeing you, they would only be alerted or suspicious if they saw you moving. In Overkill’s The Walking Dead, they saw you regardless of where you were. In our case, we had just approached the enemy camp and they were already very aware of our presence which we never made apparent to them.

Overkill's The Walking Dead Character Splash


Apparently right before the zombie apocalypse happened, Home Depot and Lowe’s had an over abundance of bear traps. This game is littered with bear traps. I would understand a few but I never would think that five bear traps would be in one floor of a house with a previous five leading up to the house and countless others behind the house.

The game appears to try and scratch the itch that another zombie franchise left on us, Left 4 Dead with the four-player co-op factor. But it never quite hits the mark. The build we played is still very janky and doesn’t feel like anything more than a ‘totally okay’ video game. Whether or not that will change before release, we’ll have to wait and see but for now this was a bit of a let down.

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