Zombies Monsters Robots
Zombies Monsters Robots (ZMR) is an online multiplayer third-person shooter developed by Yingpei Games and published by En Masse entertainment. Set in an alternate world where the invention of portal technology has lured cross-dimensional creatures to Earth and humanity finds itself under attack, ZMR pits gamers against a bevy of hostile foes.
Publisher: En Masse
Type: Third-person Shooter
EXP Rate: N/A
Pros: +Fast paced, cover-based shooting mechanics, co-op and competitive game modes,
Cons: -Fairly uninspired gameplay
Zombies Monsters Robots Overview
Intense co-op & competitive modes: For both the casual and hardcore, there’s something for everyone.
Expansive variety of maps & enemies: Tons of variety to break up repetition.
Unpredictable boss fights: Duel against creatures that will require you to switch tactics during every encounter.
Deep customization of guns & gear: Tweak your weapons and equipment with several different parts and stats until your heart’s content.
What is ZMR?
Zombies Monsters Robots is a seat-of-your-pants third-person shooter that pits players against everything but the kitchen sink of enemies, maps, and game modes.
The invention of teleportation gates opened the door for extra-dimensional creatures to cross into our world. No place on Earth is safe from a host of bizarre enemies that will stop at nothing to see the end of all mankind.
This is the world of ZMR.
MUCHOS, MUCHOS ENEMIES
From the undead, to cyborgs, to supernatural, to mutants, to rival corporations, to dinosaurs with freakin’ lasers strapped to their backs, prepare yourself for anything to pop up in your sights.
NTENSE GAME MODES
Fight with up to 16 players in campaign, competitive, and wave-based survival modes across a wide range of maps.
FREAKISH BOSS FIGHTS
Face truly monstrous bosses, each with their own unique strengths and weaknesses—and a burning desire to see you crawl.
DEEP CUSTOMIZATION OF GUNS & GEAR
Upgrade your firepower with an arsenal of weapons, each of which includes up to 8 moddable slots, so you can tailor your mayhem however you like.
IMMERSIVE THIRD-PERSON ACTION
Don’t just stand there! Dynamic cover, blind fire, dodging, and active reload systems make firefights strategic and engaging.
MONTHLY CONTENT UPDATES
ZMR’s vast amount of content is just a taste of what’s in store. Regular monthly updates with more enemies, weapons, maps, and modes—means that there’s always new battles to fight!
GAMEMODES (PvE Co-op)
Assault mode supports up to five players, and pits players against several waves of interdimensional invaders that get progressively deadlier. The higher the difficulty, the more waves of Dominion forces you’ll have to survive—and later waves will include increasingly tougher foes (including heavies, who will start showing up around round three). You win if you’re still alive at the end of the final wave. (You don’t have to kill every enemy in each wave—but you’ll get a better score if you do.)
Each assault mode map features a sprinkling of useful gear, from ammo crates and grenades to heavy weapons…all of which help ensure that you can make it through the wave. (And, of course, downed enemies drop whatever weapon they were carrying.)
Massive Assault is like Assault mode turned up to eleven. The maps are bigger and support as many as eight players, and just like Assault mode, Massive Assault consists of wave after wave of Dominion forces, starting with a small amount of cannon fodder and progressing up through hordes of heavies. You win in Massive Assault by surviving through the final round, and again, the map includes plenty of goodies scattered around to help keep you in the fight.
Assault Ops mode takes the fight against the Dominion up a notch, with a multi-area campaign featuring hordes of enemy troops and level mini-bosses, and culminating in a pitched battle with a final boss. Up to five players can group together to work their way through the enemy’s defenses and accomplish a final objective.
Each area of the overall map is a separate battlefield, each with its own objectives and victory conditions—and you can’t just turtle up and wait for the wave to end. You have to open a door, flip a switch, or maybe take down a boss to get into the next area—and it’s all one, long mission. (You can’t quit mid-map and come back later to pick up where you left off.)
As with other Assault modes, Assault Ops has plenty of ammo cases lying around to get you through—but additional weapons tend to be a bit sparse (usually only appearing during boss fights), so choose your loadout wisely.
Kill Every Thing
Kill Every Thing mode pits you against progressively more difficult waves of undead, including enemy soldiers and civilian plague victims. Unlike the military Dominion, though, zombies rarely use ranged attacks, and so there’s simply no need for cover.
Another factor that sets Kill Every Thing apart is that there is no round timer. Instead, each wave consists of a specific number of enemies, and the round’s not over until you clear them all out. And at Advanced and higher difficulty, each Kill Every Thing map also includes a final boss.
Much like the Assault modes, Kill Every Thing includes caches of weapons and ammo crates, but with this mode, you have to unlock them; each zombie you kill (and each broken window or door you repair) rewards you with points, which you can then use to pick up ammo crates and new guns, unlock new areas of the map, and also activate various trap triggers located at strategic points.
Kill Every Thing 2
As the name suggests, Kill Every Thing 2 builds on the standard Kill Every Thing mode by featuring waves of undead opponents, albeit on bigger maps. You can still unlock new areas, new weapons, ammo crates, and trap triggers, and you’re still facing down increasingly tougher opponents in bigger and badder waves, with a final boss to tackle at the end of the final round on Advanced difficulty or higher.
The major difference is that Kill Every Thing 2 includes secondary wave objectives, such as killing a certain number of zombies with shotguns, or getting through the round with zero casualties. You get extra points for completing the secondary objective.
Paranormal-Ops is the zombie counterpart to Assault Ops: You work your way through a series of connected areas, overcoming various objectives on your way to the final boss. Unlike Assault-Ops, though, up to eight players can team up to tackle a Paranormal-Ops campaign!
Because Paranormal Ops is about battling the undead, the objectives tend to focus more on mini-bosses and less on opening doors and flipping switches. Sometimes you’ll have the option to activate set-piece zombie traps, and you’ll want to keep an eye out for those opportunities—along with ammo crates, which while plentiful are sometimes tucked in out-of-the-way places.
Zombies Monsters Robots Screenshots
Zombies Monsters Robots Featured Video
Zombies Monsters Robots Review
Zombies Monsters Robots Closed Beta Preview By Jaime Skelton (MissyS), Senior Editor
Few things inspire Hollywood levels of terror than zombies, monsters, or robots destroying mankind. Hell, we’re pretty sure that’s what half of the summer blockbuster movie craze is all about. With En Masse’s latest offering in Zombies Monsters Robots, you get to take on the role of hero and fight back these non-human beings from whence they came. With closed beta ongoing, we had a chance to get our hands dirty and take down some of this scum – and now the NDA is lifted. Is the game a hero? Or is it an apocalypse waiting to happen?
Create All Humans!
Creating someone to represent you in ZMR is both simple and straight forward. There are several facial options to choose from, along with different skin tones, hair styles and colors, and an assortment of starting costumes to wear. Additionally, you have your choice of character voice to select, so ensure your voice is heroic enough to take on the worst foes possible.
There isn’t much else in the way of customization to speak of, however. You can obtain different costumes and gear by playing the game, or by purchasing, but these items are not permanent, nor do they offer any benefit other than making you look different.
The Way You Move Your Body
Before you can get into playing the game proper, ZMR requires you to go through a quick tutorial. It covers staples like WASD movement, using left and right mouse buttons for firing and using sights respectively, taking cover, and reviving teammates. The tutorial is just enough to get by, but those looking to get a little more in depth can use the game’s Training Hall. There you will learn some additional tactics like blind fire behind cover, sniping, and using dodges effectively.
This makes the control scheme of the game quite simple to learn. Outside of using the mouse to look around and fire, your other hand will generally be glued to your spacebar. Spacebar controls a good amount of addition function. You use spacebar to sprint. You use spacebar to take cover. You use spacebar to leap out from cover. You will wear out your spacebar. Other than the obvious use of the spacebar, E is the default key for interacting with everything else, like ammo pickups, grabbing weapons from the fallen, or healing your teammates.
Something, Something, Shooting, Explosions!
Much of our time spent in between games was found in the lobbies. Yes, unfortunately, this common theme in many shooter titles is also the norm in ZMR. The lobbies allow you to join a game, change your loadouts, buy new gear, take a look at your current missions (think quests in other MMOs), view your achievements, or even put yourself or your team into ranked PvP matches.
Joining a game takes you into that game’s personal lobby, where you can adjust your equipment. When you’re ready to go, you simply need to press ready, and you’re off to fight the hordes when your teammates are too. If you join and a match is already underway, you’ll start when it’s convenient to, likely between waves of baddies.
As you play, you can complete various missions, such as play at least 60 minutes, or kill 100 enemies. There are even specific missions for PvE and PvP. Completing these missions gives substantial currency rewards, useful items and power ups, and even new weapons or cosmetic gear to use. There are also various ranks of quests, and completing the group of them gives even more rewards. It was nice to see being rewarded for time spent more than with shiny badges.
Let’s face it. Sometimes you want to mow down zombies, dismantle robots, destroy monsters, and generally save the human race from rampaging threats. Other times, you want to be the bringer of that ruin. Thankfully, ZMR offers both competitive PvP and cooperative PvE gameplay.
PvP players also get the benefit of having ranked play to see how they stack up against their competition. While some maps are shared between the two modes, both also have unique maps of their own. PvP is thankfully very fast paced – players die easily, and you can expect to respawn within five seconds. Matches also last for quite a bit of time (which can be incredibly frustrating if you’re finding yourself dead on the ground too much). You’re also not locked to only playing one or the other – players can switch between PvP and PvE lobbies whenever they choose.
PvE matches also have a variable difficulty system. Players can select from normal, advanced, expert, and nightmare difficulties. Nightmare difficulty requires an item to unlock, and said item is consumed. Higher difficulties require intense cooperation amongst players to complete, such as sticking together, and distributing ammo and power-ups evenly. Revive tokens are also a must, as they will get a player back into the action should they fall.
The Ol’ Spit Shine
So, you’ve put some time into the game, but the monsters are just too strong, and other players are laughing at you. Why not head to the shop to buy some better gear, and really show them you mean business! As you play matches, you earn gold and prestige, which you can spend on getting new guns, parts to upgrade your current ones, costumes, and more. Be aware, however: outside of your starting assault rifle and pistol, very little in game is permanent. Think carefully about buying a weapon if you don’t plan on using it extensively.
The exception to the rule comes in the form of the game’s cash shop. There, you can spend real world currency for a veritable smorgasbord of destruction and customization. If you’re willing to spend a little cash, you can have amazing stuff at all times. Completing missions also give you an additional “currency” in bullets – silver, gold, and platinum – which you can use to take part in shooting gallery challenges for a chance at even more permanent gear.
ZMR’s trailers and teaser videos have had a lot of us hyped up for an awesome third-person shooter that gave a Borderlands vibe. Unfortunately, the gameplay is as dated and generic. Most of the AI is laughable, and relies simply on swarming during later phases of matches in order to present a challenge. Some enemies do nothing but blindly charge for the nearest player; others fail to account for the nearest player and let you walk casually around or behind them while they focus on your teammates. Any group of players that stick together and divide up weapons and ammo appropriately will have little problem plowing through even the most difficult of content.
One of the most aggravating features is the auto-kick mechanic. In certain modes (e.g. Assault Ops in PvE), you will be automatically kicked from the game if you’re not revived by other players, unless they manage to make it to the next round or wave. Without their help, or 1Up tokens of your own, you can’t get back into the action, so in some regards this mechanic makes sense. However, if your teammates fail to revive you – whether it’s because they’re out of tokens or because they just don’t care – you get to rejoin the main lobby with a quit under your PvE stats. It may be their fault, but it’s your punishment.
Thankfully, the boss fights are incredibly epic, and are a true test of your skill. If your group can handle them, it substantially makes up for the mediocre feel of the generic mooks being tossed at you. The team is also releasing new content regularly. For its part, En Masse is passionate about making the game work and communicating with the development team to make changes to the game. If the developers can address some of the bland AI, lack of permanence to items, and boorish auto-kick system, ZMR might be worth more than a passing glance.
Zombies Monsters Robots Videos
ZMR – First Look
Zombies/Monsters/Robots Announcement Trailer
Zombies Monsters Robots Links
Zombies Monsters Robots System Requirements
Zombies Monsters Robots Articles
- PAX Prime 2014 Day 2 Recap - Posted on September 3, 2014
Day 2 of the show saw some of worst weather I've encountered in five years of working PAX. Cosplayers were tramping each other running for cover to protect their flimsier props from deteriorating as the convention center broke every fire ordinance imaginable
- Zombies Monsters Robots: New Tower Defense Mode Available - Posted on September 2, 2014
En Masse Entertainment, a player driven publisher focused on delivering great games and exceptional service, today announced the launch of the Threshold Defense update for Zombies Monsters Robots (ZMR).
- Zombies Monsters Robots: New updates coming soon - Posted on August 15, 2014
En Masse Entertainment, a player driven publisher focused on delivering great games and exceptional service, is pleased to announce that the successful North America open beta launch of Zombies Monsters Robots (ZMR) is just the beginning of what’s to come for the over-the-top, anything goes, co-op, third-person shooter for PC.
- Zombies Monsters Robots Presents Massive Mummy See Mummy Doom Update - Posted on July 29, 2014
En Masse announces the launch of the Mummy See Mummy Doom update for Zombies Monsters Robots (ZMR).
- Weekly MMOHuts Stream (7/3): ZMR + Elsword - Posted on July 3, 2014
JamesBl0nde streams every Friday for MMOHuts on Twitch!
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