Dead Block

Description

In Dead Block, players take on the role of one of three survivors in a 1950s-style zombie apocalypse in North America, gathering resources to build blockades and traps to fend off hordes of zombies, with a mix of action, strategy, and tower defense elements, and featuring offline split-screen co-op mode for up to four players.

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Reviews & Reception

metacritic.com (50/100): While Dead Block would be a perfect game for online co-operative play, it is sadly limited to split-screen.

en.wikipedia.org : While critics gave the game high marks for its music and comedic premise, they expressed disappointment in the lack of online multiplayer.

gamespot.com (45/100): Dead Block fills the zombie apocalypse with rampant vandalism and ingenious booby traps, yet somehow the result is exceedingly dull.

gamepressure.com (62/100): A humorous action game in which we compete with successive waves of zombies.

Dead Block: Review

Introduction

In the crowded landscape of zombie-themed games, Dead Block stands out as a quirky, tower-defense-meets-action hybrid that blends the charm of 1950s B-movies with the frantic pacing of a survival horror title. Released in 2011 by German developer Candygun Games, Dead Block tasked players with fortifying safehouses against waves of undead hordes using a mix of traps, blockades, and melee combat. Despite its modest ambitions, the game carved out a niche for itself, offering a unique co-op experience that, while flawed, remains a fascinating artifact of early digital distribution era gaming. This review will dissect Dead Block across its development, narrative, gameplay, and legacy, ultimately arguing that while it may not be a masterpiece, it is a noteworthy experiment in genre-blending that deserves reconsideration in the annals of zombie gaming history.

Development History & Context

Developed by the relatively unknown Candygun Games, Dead Block was a bold venture for the small studio, which had previously worked on titles like SkyDrift and Bang Bang Racing. The game was powered by the Unreal Engine 3, a choice that reflected the studio’s pragmatic approach to development. As Roger Joswig, the technical director, explained, developing a proprietary engine was not feasible for a small startup aiming to release on multiple platforms. The Unreal Engine 3 provided a robust foundation, allowing the team to focus on gameplay and art direction rather than technical hurdles.

The decision to set the game in the 1950s was equally deliberate. Art director Andreas Hackel cited influences from Team Fortress 2 and classic B-movies of the era, noting that the 1950s offered a wealth of recognizable design elements—chrome, jukeboxes, fashion—that could be leveraged for a distinct visual identity. The game’s premise, in which rock ‘n’ roll music is blamed for the zombie outbreak, added a layer of campy humor that set it apart from more serious zombie narratives.

Narrative & Thematic Deep Dive

Dead Block eschews deep storytelling in favor of a lighthearted, almost satirical approach to its premise. The game’s backstory posits that rock ‘n’ roll music, spawned “directly from hell,” has resurrected the dead, turning them into zombies. This premise is delivered with a wink, embracing the absurdity of its own premise. The three playable characters—Jack Foster (a construction worker), Mike Bacon (a perpetually hungry Boy Scout), and Foxy Jones (a traffic warden)—are archetypes rather than fully fleshed-out characters, each embodying a specific role in the game’s mechanics.

The narrative is delivered through a narrator who guides players through each level, often with humorous commentary. This approach keeps the tone light and self-aware, avoiding the grim seriousness of many zombie games. The game’s levels are set in various 1950s locales, from diners to motels, each designed to evoke the aesthetics of the era while providing a stage for the game’s core mechanics.

Gameplay Mechanics & Systems

At its core, Dead Block is a tower-defense game with action elements. Players must fortify a safehouse by building blockades and traps to fend off waves of zombies. The game’s mechanics are straightforward but layered, requiring players to balance resource management, trap placement, and direct combat.

Core Gameplay Loop:
1. Scavenging: Players search through objects in the environment to gather parts and resources. This is done through quick-time events (QTEs) that involve pressing buttons in sequence, a mechanic that was both praised for its simplicity and criticized for its tedium.
2. Building: Resources are used to construct blockades and traps. Each character has access to unique traps, encouraging players to experiment with different strategies.
3. Combat: Players can engage in melee combat or use ranged weapons, though the latter are limited by a cooldown timer. The combat is serviceable but not particularly deep, serving more as a last resort when traps fail.
4. Survival: The ultimate goal is to survive until the end of the level, at which point players can collect a guitar and play a rhythm mini-game to “dance the zombies to death,” a nod to the game’s rock ‘n’ roll theme.

Multiplayer:
The game supports local co-op for up to four players, a feature that was widely praised. Each player controls one of the three characters, and effective teamwork is crucial for success. The lack of online multiplayer was a significant oversight, limiting the game’s longevity and accessibility.

Flaws:
Critics noted several issues with the gameplay. The QTEs for scavenging and building traps were often criticized for being repetitive and tedious. The combat was described as “flimsy” and “clumsy,” with controls that felt unresponsive. The game’s short length and lack of replayability were also points of contention.

World-Building, Art & Sound

Dead Block‘s art direction is one of its strongest assets. The game’s cartoonish, comic-book aesthetic is a deliberate choice, evoking the visual style of Team Fortress 2 and classic B-movies. The 1950s setting is brought to life through detailed environments filled with period-appropriate props, from jukeboxes to vintage cars. The character designs are equally distinctive, with each character’s appearance reinforcing their role in the game.

The sound design complements the visuals perfectly. The rockabilly soundtrack, provided by the band Vampyre State Building, is catchy and fitting for the game’s theme. The sound effects are equally well-crafted, with the zombies’ groans and the satisfying crunch of melee attacks adding to the game’s atmosphere.

Reception & Legacy

Dead Block received mixed reviews upon release, with critics praising its humor and art direction but criticizing its gameplay mechanics and lack of online multiplayer. The game holds a Metascore of 50 on Metacritic for the Xbox 360 version, reflecting its divisive reception. Some critics, like those at Official Xbox Magazine, praised the game’s “manic pacing” and “campy madness,” while others, such as IGN, called it a “prime example of failed execution.”

Despite its mixed reception, Dead Block developed a cult following, particularly among fans of local co-op games. Its unique blend of genres and humorous approach to the zombie genre set it apart from more serious titles. The game’s influence can be seen in later titles that blend tower-defense mechanics with action elements, though none have quite captured the same blend of humor and strategy.

Conclusion

Dead Block is a flawed but fascinating experiment in genre-blending. Its strengths lie in its art direction, humor, and co-op gameplay, while its weaknesses—repetitive mechanics, lack of online play, and short length—hold it back from greatness. Yet, in the crowded field of zombie games, Dead Block stands out for its willingness to take risks and embrace a lighter, more satirical approach to the genre. While it may not be remembered as a classic, it deserves recognition as a unique and influential entry in the zombie gaming canon. For fans of co-op games and those looking for a quirky take on the tower-defense genre, Dead Block remains a hidden gem worth rediscovering.

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