Dead Trigger 2 uses the same basic mechanics as its predecessor, but has addressed its one real shortfall: a lack of depth. Dead Trigger, for all its fun, did eventually become very, very repetitious. The linear difficulty curve also meant that you'd reach a point where your grind to the next weapon upgrade got so long and became so necessary that it didn't feel so much like the game wanted to take your money as it didn't have any more content to give you. This is a curse for many mobile titles, particularly of the free-to-play variety - developers want you to keep playing as long as humanly possible (because money), but also know that beyond a certain level of difficulty or time invested, a decreasing number of players will continue to advance in the game. Thus, content tends to be intro-to-middle heavy, and quickly tapers off past what I'd call the "peak purchase point." From an economic standpoint, it's obvious why. The problem for Dead Trigger was that the "PPP" came far too early because there wasn't enough content to keep things interesting.Dead Trigger 2, however, attempts to solve this in two ways. First, it's harder. A lot harder. Second, there is undeniably more content, and more drive to advance the game's story (which is actually almost respectable).
Unfortunately, I'd argue it almost feels like a sadly wasted effort (at least from a gamer's perspective), because DT2 has succumbed to a scourge worse than undeath: greed.
Gameplay
There isn't much to the execution of combat in DT2 - point at zombie, shoot at zombie, revel in said zombie's comical dismemberment. No updated mechanics like cover or crouching, no big changes to the gun firing experience. That said, Madfinger did pretty well with the basics in the original Dead Trigger. For all the criticism one might levy on account of simplicity, the DT combat system is very approachable, which is absolutely critical in a free-to-play title, especially when you're in the mobile FPS genre.But let's step back, because the biggest changes in Dead Trigger 2 are largely outside of the zombie-killing experience. The entire mechanic of upgrading your weapons and other equipment has been overhauled into an admirably organized abode, aka the "hideout." You actually begin the game with several story missions in which you rescue members of your resistance team who then become the permanent occupants of this hideout, crafting and constructing your various anti-zombie sundries.
Weapons and new items are unlocked either with gold (surprise!) or by finding blueprints, which drop from super zombies (more on those assholes later). Once you collect all the pieces of a blueprint, you can research the item in question through the appropriate member of your team. If it's a gun, this means you also get the gun once the research is done, thankfully. And yes, there is a time element here: while research and upgrade tasks start off at a rather innocent 5, 10, or 20 minutes, they quickly become six hours or more. You know where this is going, too - a speed-up button. Which costs gold.
Predictably, your team members themselves also require upgrades in order to upgrade your weapons or build new, more advanced ones, many of which are all but explicitly necessary to advance in the game. And, I'm not kidding, your team members' upgrades require an upgrade. So far, all of these upgrades have used in-game cash (acquired through missions / level-ups), not gold (gold is a separate currency, as in DT1), but it's easy to see how the entire experience is insanely frustrating because of this, and even a bit confusing.
The real problem, though, is that it is all so unapologetically about profit. Why do your weapon upgrades require upgrades to your team members that then require an upgrade to your team? Because money. It doesn't make the game more enjoyable, more immersive, or more challenging. It just makes it more effective at extracting currency from players. It is utterly without taste. And there is nothing more insulting to me, as a gamer, than a completely arbitrary timer whose only purpose in existence is to to be sped up in exchange for money. It goes beyond the already controversial free-to-play model and blatantly handicaps those who refuse to pay to play by depriving them of what they've already earned with a big fat "screw you." Unfortunately, the money-grubbing doesn't stop there.
not really in a fun way. You see, super zombies are resistant to pretty much every gun at your disposal. They soak up bullets unflinchingly, like an old traffic sign on a country road.
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