“You constantly have to look around and find out: get your bearings, get your ammo, get your weapon, get your fuel,” Waterworth tells me afterwards. Because Soul Assembly’s incorporated roguelike elements, ammo, swarm points and fuel cells spawn in different locations, so no two runs are alike. Eventually, you can head into the forest and restart the power generator, achieved by finding fuel cells, to secure your extraction. Once you have enough, grab the door handle and wait for it to open. Progression is gated behind locked doors, which are unlocked by obtaining points earned through killing zombies. Resource management and movement are key to survival, staying put isn’t an option. Each player can holster four weapons at once, ranging from smaller items like knives and revolvers to hefty baseball bats, but be careful ammo is limited, melee weapons are durable and zombies can spawn from every direction. Joined by Soul Assembly’s publishing manager, Joe Waterworth, and lead game designer, Jim Norris, I played two rounds of co-op before interviewing the duo.Įvery run begins in the cabin’s living room, providing brief preparation time before the hordes arrive. Playable solo or in two-player co-op, your goal involves fending off undead hordes to secure your extraction, but don’t take this lightly. Reminiscent of Call of Duty Zombies, Drop Dead: The Cabin takes a different approach to its on-rails predecessor, Drop Dead: Dual Strike. Drop Dead: The Cabin brings a co-op zombie wave shooter to Quest 2 today, and we were recently joined by developer Soul Assembly for a hands-on preview.
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