I’ve been following it for over a year, and I can tell you it is going to be good.
Something about zombies and Valve generally speaks favorably in my mind.
It’s a pairing as epic as Romeo and Juliet or Hamlet and Ophelia.
There’s really nothing to complain about here–except for the delays.
Instead of talking about that, though, let’s talk about the game.
The brains behind it, the blood it promises, and the Molotov cocktails it’s going to bring this November.
Let’s talk about why you should be talking about it now.
Counter-strike: Zombie Mod and a CTL4D started with a dream, as great things are prone to do, many years ago.
A modder’s dream, anyway.
Any FPS player probably knows about “zombie mods.”
I started seeing them years ago when Counter-strike 1.6 was introduced, 1.5 thrown to the wolves, and it became impossible to find a public server without the mod running.
It was popular, to say the least–thankfully I had a clan with a private server for scrims.
Fun, but annoying, the basic premise of the mod was to bring a Resident Evil (or, perhaps more apt, House of the Living Dead due to its first-person nature) take on Half-life, Team Fortress, and most often, Counter-strike.
Instead of killing terrorists on maps like de_dust and de_office, the mod made it a zombie invasion.
Many were add-ons to Garry’s, some came stag and brought numerous bugs, others had creative and planned out titles such as Zombie Mod.
In ZM, “zombies” could only use knives to infect the player base, turning it into a full-out war against the dead and living.
Sometimes zombies were introduced en masse (~20-30 zombies) as bots with a quest for brains–your brains, to be specific.
Like maybe there wasn’t much …