The main activity while not shooting or gathering loot is climbing, which is kind of silly in that you can grab onto handholds and pull yourself around so freely that it’s almost like being in zero gravity. Watching a co-op partner do it is bonkers – their legs just hang there while they climb entirely with their arms. You can even launch yourself by pulling up quickly, using one hand (so the other can carry a melee weapon or extra explosive). But again, it’s nice to have another thing to do to break up the shooting, and it leads to some fun moments like climbing around on the outside of a moving train. Notably, though, there’s no mechanic for climbing down a ladder or hopping down a ledge – it just teleports you even if you’re using the smooth movement option (which I did exclusively).

Speaking of locations, there’s a pretty respectable assortment of them in addition to the Arizona desert countryside, which, as it turns out, is much different when there is less sunshine and you have to fight in the dark. Sewers, stores, a trainyard, an airport, apartment complexes, and more create a decent sense of variety. I wouldn’t say there’s anything so memorable as shooting zombies in a carnival in Left 4 Dead, but Arizona Sunshine 2 does mix it up. I do wish I could manually control my flashlight, though, because a lot of areas are very dark but whatever decides when it turns on automatically thinks differently.

Apart from the campaign, which took me about 17 hours [Edit: Again this figure included some Horde time, so it was actually a few hours less than that], there’s a single horde mode map (which seems likely to be built upon, based on the previous game) if you want to see how long you and up to three others can hold out against endless waves without the ability to fall back or be saved by a dog. It’s simple but challenging, but it suffers from the usual problem of requiring experienced teams to start from a very slow wave 1 and work your way up to the onslaught, and it’s kind of odd how it keeps you contained to a very small base area in the center with invisible walls. I also saw a bit more hitching in this mode than I did elsewhere, where it was present but infrequent.

Tác giả