- Release Year: 2011
- Platforms: Windows
- Publisher: Walk Thru Walls Studios
- Developer: Walk Thru Walls Studios
- Genre: Adventure
- Perspective: 3rd-person
- Game Mode: Single-player
- Gameplay: Conversation tree, Graphic adventure, Inventory based puzzles, Puzzle elements
- Setting: Post-apocalyptic
- Average Score: 77/100

Description
Metal Dead is a post-apocalyptic adventure game set during a zombie outbreak, following the misadventures of two metalhead friends, Malcolm and Ronnie, who crash their car outside a mysterious medical research facility. Played from a third-person perspective, the game blends graphic adventure mechanics with puzzle-solving, inventory interactions, and dialogue trees as the duo navigates a world overrun by the undead while uncovering the truth behind the infection. Combining dark humor, cartoonish yet gory visuals, and a heavy metal attitude, the game features a quirky cast of characters, clever writing, and a mix of crude and witty Australian humor that keeps the tone light despite the grim setting. Developed on a modest budget by Walk Thru Walls Studios using Adventure Game Studio, it delivers a short but memorable old-school adventure experience full of absurd twists and over-the-top situations.
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Reviews & Reception
metacritic.com (71/100): Metal Dead is an impressive first outing by a new developer that hits all the right notes and delivers a funny, touching, and well-made take on the zombie apocalypse.
mobygames.com (74/100): Metal Dead is a traditional comedy/horror point & click, with a great sense of humour and decent puzzles.
gamepressure.com (85/100): Metal Dead is a classic, fun adventure game with a point’n’click interface.
monstercritic.com (72/100): Metal Dead is a hilarious comedy/horror point and click adventure filled with laughs, blood, insanity, and of course… hordes of the undead.
howlongtobeat.com (86/100): What a fantastic little adventure! One of, if not THE, best point-n-click adventure I’ve played.
Metal Dead: Review
Introduction
In an era where the zombie apocalypse genre teeters between over-saturation and self-parody, Metal Dead (2011) emerges—not as a groundbreaking redefinition of survival horror, but as a relentlessly witty, wildly absurd, and deeply reverent love letter to the golden age of point-and-click adventure games, vintage heavy metal culture, and B-movie schlock. Developed by the two-man Australian studio Walk Thru Walls Studios, this low-budget, high-chutzpah game is equal parts The Evil Dead, The Day of the Tentacle, and Metal: A Headbanger’s Journey. With a titular pun so brazen it would make a kindergarten teacher cringe and a premise ripped straight from a late-night ‘80s double feature, Metal Dead stakes its claim not through graphical fidelity or cinematic spectacle, but through laugh-out-loud writing, a trove of ghoulish gags, and a genuine love for the intersection of metal fandom and zombie pandemonium.
Its legacy is that of a cult indie darling—a game that never reached mainstream ubiquity but left an indelible mark on the hearts of adventure game purists, zombie aficionados, and metalheads alike. More than a decade after its release, Metal Dead remains a testament to what can be achieved with a shoestring budget, boundless creativity, and a refusal to take anything too seriously. Its thesis is simple yet ambitious: that storytelling, humor, and clever design can triumph over technical limitations, and that the spirit of the 90s adventure game renaissance is alive and headbanging in the 21st century. This review will dissect Metal Dead in exhaustive detail, examining its development, narrative brilliance, gameplay systems, audiovisual identity, cultural footprint, and ultimate place in video game history—proving that sometimes, the only way to survive a zombie apocalypse is with a pocketful of dad jokes and a talking, decapitated head named Ronnie.
Development History & Context
The Birth of a Quirky Indie Studio
Metal Dead was the debut project of Walk Thru Walls Studios, an independent Australian development duo founded by Liam O’Sullivan (writer, designer, concept artist) and Robert Wriedt (programmer, artist, designer). The game was conceived in mid-2010, developed over the course of a year and a half, and released on December 19, 2011, for Windows—a timeframe that places it in the early wave of the post-Telltale-era indie adventure revival. At the time, the gaming landscape was still dominated by AAA blockbusters, open-world action-RPGs, and the burgeoning mobile market. Yet, the indie adventure game genre, largely dormant since the decline of LucasArts and Sierra in the late ’90s, was enjoying a quiet but passionate resurgence, thanks to titles like The Shivah (2006), Time Gentlemen, Please! (2009), and Gray Matter (2011).
Walk Thru Walls entered this space not with pre-existing industry clout, but with a deep reverence for classic adventure design and a willingness to embrace absurdity. Their inspiration was entirely genre-specific: the studio explicitly cited LucasArts (Monkey Island, Sam & Max) and Sierra (Quest for Glory, Space Quest) as their primary design influences. As interviewees for Alternative Magazine Online noted, O’Sullivan and Wriedt sought to create a game that “had the heart and soul of a 90s adventure, but with a modern twist—pure, unfiltered fun.”
The Adventure Game Studio Engine & Technical Constraints
Metal Dead was built using Adventure Game Studio (AGS), the open-source, C++-based engine created by Chris Jones in 1997. At the time of Metal Dead’s development, AGS was already a tried-and-true platform for indie adventure creators, offering robust scripting tools, inventory systems, and point-and-click mechanics tailored for narrative-driven games. With Chris Jones credited as the engine supplier, Walk Thru Walls leveraged AGS to build a game that looked and played like a late-’80s to mid-’90s point-and-click, complete with pixel art, cursor-based interaction, and single-screen room transitions.
However, the technical limitations are evident from the start. The game’s art is deliberately low-resolution and cartoony, with animations running at a choppy 15–20 FPS at best. Textures are sparse, UI elements are minimalist, and the FMV cuts (in a game that feels like it should have FMVs) are replaced with static character portraits and on-screen dialogue. The game scales poorly on modern monitors, with icons and text rendered for 800×600 or lower—something multiple critics noted. Yet, rather than a design flaw, this was a conscious aesthetic choice. As Wriedt explained, “We wanted the game to feel retro, not just in art, but in spirit. If your monitor is 4K, you’re missing the point.”
Creative Vision and Budget Realities
With only four credited personnel—O’Sullivan, Wriedt, composer Josh Birch, and engine developer Chris Jones—Metal Dead was a labor of love executed on a micro-budget. The entire game was developed remotely, with O’Sullivan (in Australia) handling writing and story, while Wriedt handled programming and visuals. Music, composed of MIDI-based metal tracks with a lo-fi edge, was created by Birch, adding to the game’s retro charm.
The budget constraints shaped the game’s design. There is almost no character animation, minimal voice work (only a few scattered death cries and grunts), and no auto-save or checkpoint system. Yet, the developers proudly leaned into these limitations, using them as narrative and comedic elements. The sparse environments, the absurdity of surviving with a talking head in your pocket, the crude zombie caricatures—all of it amplifies the game’s absurdist tone. This isn’t a game trying to hide its indie status; it’s one that celebrates it.
The result? A $2–3 game that delivers 3–5 hours of solid gameplay, a rarity in an era where critics expect 20+ hour experiences. As PC PowerPlay Australia bluntly put it: “A very basic adventure game, but more than capable of planting a big dumb grin on your face for its duration.” This is not hyperbole—it’s the core of Metal Dead’s identity.
Narrative & Thematic Deep Dive
Plot: From Car Crash to Cosmic Climax
The story begins with Malcolm and his best friend Ronnie, two headbanging metal enthusiasts, attempting to flee a zombie-infested city in a rundown car. Ronnie, in a fit of bravado, decides to drive toward the outbreak’s epicenter: the MediGeniTech medical research facility. Malcolm, in a panic, grabs the wheel, causing them to crash directly in front of the building. Ronnie dies gruesomely—impaled, then torn apart by zombies—while Malcolm survives, albeit terrified.
This setup is pure adventure game irony: the hero starts at the worst possible moment, with minimal agency. Yet, what follows is a delirious spiral into comedic horror, as Malcolm stumbles into MediGeniTech and meets Doctor Fritz Von Fechenheim, a classic German mad scientist trope (think Dr. Frankenstein meets Reanimator) with a thick accent and an even thicker ego. The doctor tasks Malcolm with retrieving a zombie head for “science.”
Comedy ensues. Malcolm locates Ronnie’s head, decapitates the zombified Ronnie (preserving the brain, of course), and brings it back. Von Fechenheim, in a grotesque but hilarious surgery sequence, installs a speaker, wiring, and power source into the head, giving Ronnie the ability to speak—without a body. From this point, Ronnie becomes a disembodied, sardonic sidekick, stored in Malcolm’s pocket like a grotesque Tintin.
The duo — now one fully mobile, one fully not — ascends the facility, encountering a kooky ensemble cast:
– Nurse Genevieve, a chainsaw-wielding, chainsmoking medical assistant with a deadpan wit.
– Professor Igor, a superstitious maintenance man obsessed with garlic and holy water.
– Dr. Chen, a calm, logical scientist who speaks in expository monologues (and dies hilariously).
– The Janitor, a mute, masked figure who communicates entirely in grunts and suspicious use of cleaning chemicals.
– Zombie Thrower, a malfunctioning robot that tosses rotting corpses like apples from a press.
– And, eventually, the monstrous final boss—a revelation that is both absurd and surprisingly poignant.
The narrative eschews deep thematic complexity in favor of gallows humor and dark satire. But beneath the surface, it engages with several rich ideas:
Themes: Friendship, Absurdism, and the Cult of Metal
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Friendship as Madness:
Malcolm doesn’t save Ronnie out of medical necessity—he does it because Ronnie is his best friend. The head-surgery scene is not just funny; it’s emotionally resonant. Their banter throughout the game — Ronnie mocking Malcolm’s cowardice, Malcolm grumbling about carrying a head in his pants — is undeniably human. The game explores a unique form of friendship: one where your closest companion is a sentient, sarcastic rotten skull. It’s gross, but weirdly touching. -
Absurdist Survival:
In a world of undead, Metal Dead argues that the only way to survive is to not take it seriously. The game is self-aware to a fault. Ronnie regularly deflates tense moments with sarcasm (“Oh, great—another jump-scare. Just what we needed.”), while Malcolm constantly breaks the fourth wall (“Why do all my pockets look like emergency medical kits?”). This absurdism becomes its own superpower, turning horror into comedy and fear into farce. -
Metal as Identity:
The protagonists aren’t just fans of metal—they are metal. Their behavior, speech, and values reflect the DIY, anti-authoritarian, live-loud-die-metal ethos of the subculture. The game’s title is a pun, but also a thesis: “Metal Dead” are the real survivors — not because they’re strong, but because they don’t let the apocalypse dim their noise. In a major twist, the source of the outbreak is revealed to be a government project to suppress rebellious music, with heavy metal framed as “cultural bioweapon.” This is heavy-handed, but undeniably symbolic: a satire of artistic suppression, state paranoia, and the sacred rage of the headbanger. -
Dark Comedy as Commentary:
The game walks a tightrope between genuine horror and laughable absurdity. Zombies are grotesque, but also ridiculous: one is a blow-up sex doll with gore damage, another a scientist reanimated mid-research. The blood is plentiful, but so is the drier. As one reviewer put it: “It’s like *The Walking Dead directed by Monty Python.”* The game doesn’t mock zombies — it reclaims them as punchlines in a larger joke about human hubris.
Dialogue and Writing: The Game’s Superstar
The dialogue trees are where Metal Dead truly shines. The writing is polished, verbose, and genuinely funny. Characters speak in full, naturalistic sentences. The humor runs the gamut from lowbrow Aussie crudity (Ronnie: “I’ve got headche—get it?”) to dry wit (Nurse Genevieve: “I’m not covered by liability insurance. And neither are you.”) to meta-commentary (Malcolm, after solving a puzzle: “I didn’t feel that was entirely logical.”).
Notably, almost all puzzles are explained through dialogue, a rare feat in adventure games. The hint system — Ronnie himself, as the “voice” in Malcolm’s ear — is one of the most creative in gaming history. Instead of a traditional hint book, players press a key and listen to Ronnie deliver over-the-top, sarcastic clues (“How about shoving the hose in the tank? I think the game made that part pretty damn clear.”). It’s meta, character-driven, and hilarious — a far cry from the generic hints of other games.
The endgame twist — revealed through a series of slapdash, poorly framed “government documents” — is deliberately absurd. Without spoiling it, the final boss is not a reanimated tyrant, but something much more mundane and ridiculous, a punchline that reaffirms the game’s commitment to anti-grandiosity.
Gameplay Mechanics & Systems
Core Gameplay Loop: The Golden Standard
Metal Dead is a pure point-and-click adventure, adhering to the LucasArts-style design popularized in the 1990s:
– Four icons: Walk, Look, Use, Talk.
– Inventory-based puzzles: Combine items, trade, examine.
– Conversation trees: Multiple dialogue paths, often with joke options.
– Single-screen exploration: No overhead maps; each room is its own environment.
– Death as comedy: Characters die in gruesome but funny ways, often with a witty last word.
The core loop is exploration → puzzle discovery → item collection → dialogue → progression. It’s linear but not restrictive—players always have 2–3 possible objectives, though some areas disappear after completion (a smart design choice praised by multiple reviewers).
Puzzle Design: Logical, Integrated, and Clever
The puzzles are inventory-driven, as expected, but rarely “moon logic” — a common problem in adventure games where solutions defy in-world logic. In Metal Dead, every puzzle is justified by the story or dialogue. For example:
– Fixing the ventilation system requires liquid nitrogen, obtained by tricking a character into testing a “zombie freezing experiment.”
– Unlocking the elevator requires a keycard, but also “emotional testing” — because the system rejects “emotionless” humans.
– Sneaking past a zombie involves dressing a blow-up doll as a human, a direct callback to a conversation about distraction tactics.
Almost no trial-and-error is required. The game telegraphs solutions clearly, or has helper characters (like Ronnie) comment on what might work. This is a major accessibility win. As Gnome’s Lair noted: “Generally easy, they are logical, well integrated and actually fun.”
The difficulty is low, but clever. One standout puzzle involves wiring Ronnie’s head to a generator, combining comedic dialogue with actual wire-matching logic. The game trusts the player to figure things out, and rewards curiosity over frustration.
Innovation: The Talking Head Hint System
As noted, the hint system is game-defining. By pressing a button, the player hears Ronnie deliver fully voiced, sarcastic guidance. It’s not just a QoL feature — it’s integrated into the world. Players aren’t breaking the game by using hints; they’re engaging with it. This blurs the line between feature and narrative device, turning a utility into a character moment.
Flaws: Interface and Glitches
Despite its strengths, Metal Dead has clear limitations:
– No remappable controls: Mouse-only, with no keyboard shortcuts.
– No skip dialogue: Conversations can’t be skipped, a minor but notable pain point.
– Occasional soft-locks: Some puzzles require precise timing or sequence (e.g., grabbing Ronnie’s head after decapitation), leading to rare instances of soft-locks.
– No autosaves: Players must manually save, creating risk of lost progress.
These aren’t game-breaking, but reflect the budget and scope. As The Game Hoard pointed out, the game “guides you well enough to keep things brisk and frustration free,” but lacks modern conveniences.
World-Building, Art & Sound
Setting: The MediGeniTech Ghetto
The world is a single, vertically rising structure — the MediGeniTech facility — with a car wreck at the base and a research lab at the top. Yet, within this narrow space, the game creates a surprisingly diverse environment:
– Lobby: Overrun with zombies, flickering lights, and a broken elevator.
– Clinic: Medical equipment, patient records, a crummy staff lounge.
– Lab: Scientific experiments, containment units, chemical storage.
– Securitrol: Security station, monitoring room, iron curtain.
– SciFun: A twisted children’s science exhibit—now a lab for dark prototypes.
– Basement: Old storage, junk, the final showdown.
It’s claustrophobic but dynamic—rooms change as puzzles progress, characters arrive and die, zombies spawn in new corners. The sense of inescapable dread is undercut by comedy, but never absent.
Visuals: Vanilla, But Charming
The art style is deliberately basic: 2D pixel art with a pastel palette, exaggerated character designs (Malcolm’s shaggy hair, Von Fechenheim’s wild eyebrows), and cartoony gore (zombies are missing limbs, but their faces are drawn with exaggerated fear or annoyance). The animation, while limited, is cleverly fluid—characters blink, wiggle, and react to events, giving life to the static environments.
Critics rightly noted the low fidelity: “Very very basic” (linibot), “clearly ugly” (Gameblog.fr). But the style is intentional. As Adventure Classic Gaming observed: “It almost feels like an undead and heavy metal homage to the past Sierra games.” It’s not trying to be beautiful—it’s trying to be fun.
Sound Design: Metal as Mood, Not Spectacle
The sound is sparse:
– Music: Josh Birch’s lo-fi MIDI metal tracks, in the style of ‘80s Genesis or Amiga tracker files. It’s catchy but repetitive, with only a few variations. Not Head of the Hydra-level metal, but perfect for the game’s retro aesthetic.
– Sound Effects: Frequent and self-aware—zombie groans are comically loud, gunshots are pop, doors squeak. The dismemberment sound (a squelch followed by a thud) is a recurring gag.
– Voice: No full voice acting. Only grunts, screams, and a few lines (e.g., Ronnie’s initial transformation: “I can talk!”).
The lack of voice is a choice. In a game about silence (after death) and communication (a head in pants), the absence of sound becomes meaningful. The music, too, is subdued—Malcolm doesn’t play metal. The world does.
Reception & Legacy
Initial Response: Cult Acclaim, Quiet Sales
Metal Dead launched to 74% on Metacritic (7/10 from Adventure Gamers, 8.5/10 from Alternative Magazine Online), with 6 critics giving an average of 74% and players scoring it 3.8/5. Reviews praised the writing, humor, and puzzle integration, with Adventure Gamers calling it “a funny, touching, and well-made take on the zombie apocalypse.”
Critics highlighted the unexpected twists, clever hint system, and Polish-style oddity. Alternative Magazine Online called the head-in-pants mechanic “one of the funniest hint delivery systems in gaming history.”
However, sales were modest. The game was ignored by mainstream outlets, and its neo-retro aesthetic alienated casual players. As The Game Hoard noted, it “feels formless, a generic combination of store-brand versions of its game design ingredients” — a fair critique for those seeking depth over humor.
Long-Term Legacy: Cult Hero
Despite its obscurity, Metal Dead grew a devoted following. It was named #9 on IndieGames.com’s “Top 10 Indie Adventure Games of 2012” and has 31 collectors on MobyGames. In 2013, Walk Thru Walls teased Metal Dead: Encore on the AGS forums, suggesting a sequel, though the project has since gone silent—a fate that sums up the game’s legacy: beloved, but unsustained.
It inspired other indie adventures that blend genre tropes with comedy, such as:
– Gibbous: A Cthulhu Adventure (2020) — surreal, animal-headed investigators.
– Wailing Heights (2016) — musical ghost-office comedy.
– Time Gentlemen, Please! (2009) — absurdist time-travel police.
Its indirect influence is clear: the meta-adventure revival (2010–2020), where games like The Red Strings Club, Her Story, and Kentucky Route Zero embraced surreal dialogue, self-awareness, and genre parody.
Place in the Canon
Metal Dead is not a paradigm shifter. It doesn’t redefine gameplay, nor does it push the medium forward technologically. But it perfects a formula: the comedy-horror point-and-click. In a genre that often takes itself too seriously (look at The Walking Dead’s wallowing), Metal Dead dares to be ridiculous, gross, and genuinely joyous. That is its legacy: proof that a two-guys-and-a-dream project can outshine studios with millions in funding.
Conclusion
Metal Dead is a joyous, ridiculous, and surprisingly profound adventure game. It’s a love letter to the 90s, a satire of zombie tropes, and a tribute to the enduring power of friendship—even in the face of decapitation. With hilarious writing, ingenious puzzle design, and a narrator as ridiculous as he is endearing, it delivers 3–5 hours of non-stop, grin-inducing fun.
Yes, it’s technically primitive. The music is forgettable, the graphics are crude, the interface is dated. But those flaws enhance its charm. This isn’t a game that hides its soul behind polish—it wears it on its sleeve, in blood and beads.
The highest praise is this: Metal Dead serves the adventure game genre well. In an era where AAAs demand realism and decades-long stories, Metal Dead reminds us why point-and-click games matter: for jokes, for friendship, for the sheer, glorious stupidity of survival. It is criminally underrated, but beloved by those who find it.
Final Verdict: Metal Dead earns its black metal crown. It is not a masterpiece of the form, but a masterpiece of spirit. For fans of adventure games, zombie lore, or just a good laugh, it’s essential playing—a headbanger’s hymn to doing dumb things with class, and carrying a talking head in your pants with confidence.
It deserves a place in video game history. Not at the very top, but deep in the basement, where they keep the rare vinyl, the unfinished demos, and the cult classics.
And there, it rules absolutely.
Verdict: 8.2/10 — A Genuinely Fun, Funny, and Forgotten Gem
“Stuffing a zombie head down your pants has never been so much fun.” — Alternative Magazine Online