Video Game / Contagion

Developed by Monochrome LLC, Contagion is a zombie-themed Indie First-Person Shooter running on the Source engine. A spiritual successor to the Half-Life mod Zombie Panic, it was originally a Kickstarter game. It hit its goal in October 13th, 2013 and was released as a Steam Early Access game on the 25th of the same month. The game entered full release on April 11th, 2014.

There are 3 main game-types: Escape, Extraction, and Hunted.
  • In Escape, players work together to accomplish a set of goals and call in a rescue vehicle.
  • Extraction is more arcade-like, with the players cooperating to hold off waves of zombies and help poorly armed A.I. controlled civilians to a rescue vehicle.
  • Hunted is completely different from the other two, pitting the players against each other in a last-man-standing free-for-all in a zombie-filled environment.

Like its predecessors, getting killed means joining the ranks of the undead. Unlike them however, each map carries randomized elements, and every single one is littered with AI-controlled zombies.

The game is overall slower and more methodical than other games in the genre (most notably Left 4 Dead or Call of Duty's Nazi Zombies). Zombies are generally of the traditional slow, shambling Romero type (although they can individually vary in speed to a noticeable degree), and ammo is fairly limited, especially if it's being shared between 4 or 8 players. You can survive a decent number of hits, but healing items are also extremely rare; usually there is only 1 or 2 in the entire map, so you're generally limited to the health you start the level with. The overall pacing and atmosphere is comparable to a first-person version of the early Resident Evil games, if they only had zombies and no special mutants.

Contagion contains examples of:

  • Air-Vent Passageway: Roanaoke PD has some. Zombies can pass through them as shortcuts.
  • Alternate History: According to the game's web site, Contagion takes place in an alternate history where the original Roanoke colony flourished instead of vanishing mysteriously. The game takes place in Roanoke town, although other than the location existing, there's no real difference from the real world.
  • Artificial Brilliance: Zombies reach to noise and will home in from well across the map towards the sound of gunfire.
  • Awesome, but Impractical:
    • Executions are this. Sure, they're a guaranteed kill, but getting locked into a 3rd-person view animation unable to move isn't very practical when you're next to a zombie mob.
    • The grenade and IED are certainly awesome to use, but beyond killing Riot zombies, they take up an inventory slot, they can only be used once, and their high damage area tends to end up hurting other players.
    • In the PVE game modes (Escape and Extraction), weapons that sacrifice ammo capacity, rate of fire, or the flashlight attachment for increased damage, such as the Colt .45, the .357 magnum, or the rifles. This is because you'll only be fighting zombies, and against them headshots (the only effective shot placement) are always a One-Hit Kill regardless of the gun used.
    • Rifles aren't that useful in general. They trade ammo capacity and firing speed for range and damage, however very few firefights are long-distance ones. The Remington 700 in particular gets a niche use in Barlowe Square to clear out the zombies further ahead on a street you have to go through, but that's it. And finally, the semi-automatic M1 Garand is very inconvenient to reload from a not-emptied clip and its iron sights don't have low-light inserts like many other guns. The BLR fares a bit better for medium-ranged combat, but even so, the rarity of its ammo makes it less than practical. But the worst part is, none of the rifles totes a tactical light, severely limiting their use.
  • Boom, Headshot: A headshot from any weapon will nicely pop a zombie's head (or anyone's head, for that matter). This is important, because zombies can otherwise soak a few dozen rounds before dropping, which means you'd run out of ammo after only killing a couple of zombies if you only aimed for the torso. Averted with Riot Zombies, who don't take any extra damage from headshots.
  • Boring, but Practical: The SIG. It's not the most exciting of guns, but it's accurate, has a generous magazine capacity (15 rounds, the most of any non-automatic), 9mm ammo is plentiful and each box is a guaranteed full reload, it can kill zombies with a single headshot, and you always start off with it.
  • Difficult but Awesome:
    • Melee weapons. They cost no ammo to use and a properly aimed charged attack will kill most things in a single hit. On the downside, using one eats a large amount of stamina, and only some like the baseball bats or the sledgehammer can kill reliably.
    • As mentioned before, the grenade. The weapon possesses a large explosive radius, deals a huge amount of damage to anything within it, and has an awkward throwing arc (it flies straight). Usually, a poorly-aimed toss ends up hurting allies and killing the throwing player. In Hunted however, there are no allies to be careful of. Suddenly, it becomes a surprise weapon fully capable of clearing out entire streets, hallways, and passages. The one-use nature of it removes the need to find ammo for it, and its straight throwing arc allows it to be thrown both in and out of openings. The large damage area ensures that anyone nearby will be hit, making it effective as a suicide weapon, a means to flush out campers, or a method to finishing off runners.
    • The compound bow and the crossbow. Once you learn how to aim them and score headshots consistently at different distances, the powernote , quietness, and re-usability of the arrows, plus the zombies' tendency to congregate where their last buddy got killednote , make clearing out great stretches of the map an almost trivial task; it helps that a single ammo pickup (a compact quiver) gives you max ammunition. They only really fall short in the finales, where there are zombies, which know exactly where you are, coming in large numbers, a situation where stealth is useless and the slow operation and small ammo pool make them, especially the scoped crossbow, impractical.
  • Elite Mooks/Elite Zombie: Riot/SWAT zombies. They're extremely resistant to damage, soaking up bullets like a large sponge soaks up water (it takes at least a full mag of assault rifle fire or 7 shotgun blasts to kill them, and headshots don't do any extra damage to them). Player zombies probably count as well due to their special moves and the significantly increased threat they pose.
    • Stone Wall: Like other zombies, Riot Police zombies are actually pretty slow when compared to survivors. They deal the same amount of damage as other AI-controlled zombies, and they're just as stupid.
    • Lightning Bruiser: In the Panic game-types, players are put in the shoes of a slightly weaker Riot zombie. With the ability to sprint, strafe and actively pursue players, however, they become a much larger threat.
  • Glass Cannon: Living players are nowhere near as durable as zombies, but they've got firepower backing them up.
  • Gun Accessories: The presence of a flashlight attachment means the difference between a "good but situational" weapon and an "all-around practical" one.
  • Hammerspace: Just where in the world do players store all that ammo?
  • Harder Than Hard: Extreme difficulty. You die in 2 hits and friendly fire is on by default. Similar to Left 4 Dead, jumping into a server on this setting with pubbies is a good way to get shot in the back within the first few seconds of gameplay.
  • I'm a Humanitarian: Zombies can occasionally be seen eating the corpse of a recently killed player. Sometimes, the aforementioned player, respawned as a zombie, may even start eating their own former body.
  • Improvised Weapon:
    • The IED, a Sticky Bomb made from a cell phone and a block of explosives.
    • In a gameplay sense, the Fire Extinguisher acts as one for melee weapons. Its bashing attack deals more damage than any other non-melee weapon's, and it can be found in the beginning of Roanoke PD. Oh, and it's also really good at breaking doors.
  • Infinite Flashlight: The cell phone light, the gunlights and the handheld angle head that you can set in your pocket, all will last forever. That's very fortunate, as the game can get REALLY dark even in daytime maps and pacing is slow and ponderous.
  • Logical Weakness: The Riot zombie is completely clothed in bulletproof armor from head to toe. What's the easiest way to deal with him? With explosives of course. Also, the armor also doesn't seem to protect them at all from melee weapons. In real life, tactical armor works decent against bullets, but isn't so hot against blunt force trauma.
  • Lost in a Crowd: A built-in feature for player zombies. With the push of a button, they can switch their controller to the zombie AI, and vice verse. Subverted however, in that they're the ones doing the chasing.
  • Multi-Mook Melee: The finale of each Escape game involves the player(s) holding out against a massive horde of zombies, while attempting to accomplish an objective such as activate a generator then waiting for a gate to open or a rescue helicopter to arrive. The horde may seem infinite, but it actually is possible to kill them all provided you have enough ammo and manage to avoid being boxed into a corner and overwhelmed.
  • Nintendo Hard: While Contagion itself is already pretty difficult, Extreme difficulty jacks it up even higher. Zombies can kill in less than 5 hits, infection is more-or-less guaranteed from a single strike, and doors can be destroyed in less than 3 seconds. The scarcity of ammunition only exists to reinforce that status. Run into a player zombie, however...
  • Random Drop: In Hunted, zombies can drop ammo when killed.
  • Removing the Head or Destroying the Brain: A headshot with any gun or charged melee weapon will kill any zombie or player for that matter. It's impractical to kill zombies with anything other than headshots, because they can otherwise soak a very large amount of damage before dying. The sole exception is the arrow-based weapons, that can kill a zombie in three body shots.
  • Secret A.I. Moves: Both played straight and inverted. AI zombies can crawl, but only player zombies can grapple survivors and roar.
  • Shout-Out: You can't really look at the crossbow weapon without thinking of The Walking Dead.
  • Soft Glass: Averted. Walking into a broken window without clearing it will damage the player going through it unless there's only one unbroken bit. It's best to clear all of the shards out with a melee weapon.
  • Spiritual Successor: To the original two Zombie Panic games.
  • Standard FPS Guns: Carries the standard FPS armory, in addition to distinct sidegrades to most of them.
    • Handguns: The SIG and the Colt 1911. Despite both of them being starting weapons, they chamber different ammo.
    • Revolvers Are Just Better: The Revolver, which is an alternative to the 1911. It shares the same ammunition with the latter, but it carries less shots and lacks a flashlight. However, it can kill a survivor with 2 shots to the chest.
    • Shotguns Are Just Better: The Mossberg, the Remington and the Over & Under. The first and second are your standard pump-action shotgun, while the third is a more exotic double-barreled shotgun.
    • Sniper Rifle: The Remington, the BLR and the M1 Garand. While the first is your normal run-of-the-mill scoped bolt-action rifle, the second is a lever-action with a detachable magazine, and the Garand is the Garand. Only the Remington has a scope, the others only have iron sights.
    • More Dakka:
      • Three assault rifles - the AR-15, the AK-74U and the SCAR - are present, taking up roles as the Jack-of-All-Stats of firearms. They boast high firepower, decent recoil, and a healthy magazine size, giving more individual bullets per ammo box than any other weapon. The AR-15 or the SCAR are the weapons to use for any battles at long range or in the dark, as the AK is less accurate and lacks a light.
      • There are also two submachine guns, the MP5K and its lightless alternative, the KG9. Both share ammo with the SIG, but due to their higher firing rates and superior ammo capacities, they're more-or-less direct upgrades to it. The MP5K will outpace the KG9 in range and accuracy, but the KG9's rate of fire is a death sentence in close encounters; unless you're in a dark area and need the flashlight, the two are about an equal trade-off.
    • Beyond the previous mentioned, there are the several melee weapons, a bow and a crossbow, a healing item, an angle-head pocket light, the grenade, and its alternative, the IED. The baseball bats, sledgehammer, golf club and wrench are usually one-hit kills with a headshot while the machete, kabar knife and fireaxe may require more than one swing. The pocket light is brighter than the standard flashlights, and can be used to give you a light when you're toting a lightless gun like the AK or the BLR.
  • The Straight and Arrow Path: Later updates introduced a crossbow and a compound bow, Difficult but Awesome weapons that trade off slow fire rate, relatively difficult aiming with a learning curve, and low total ammo capacity in favor of being almost completely silentnote , very powerfulnote , and having reusable ammo, as you can recycle used arrows with no ill effects.
  • Super-Persistent Predator: The Riot zombie will continue to pursue players throughout the entire map until it is killed.
  • Universal Ammo: Averted for most guns, but played straight in that the Colt .45 pistol and .357 Magnum revolver both share the same type of ammo. The Devs have stated this is for practical reasons; they didn't want to code an entirely separate ammo type just for a single gun. However, they later said they would reconsider after firearm enthusiasts continued to make it an issue.
  • Who Forgot the Lights?: The majority of indoors environments have no lighting because of blown lamps or power outages. This wouldn't be a problem if the flashlight beam wasn't pencil-thin and short-reached, and if the pocket light's beam actually aligned with the sights of the weapons you'd use it with instead of pointing almost straight down or to the side when you actually aim.
  • Zombie Infectee: Unless it's turned off before a match, if you get grappled/bitten by a player-controlled zombie (or a regular mook zombie in higher difficulties), you run a high chance of becoming infected. If you do get infected, you will die and respawn as a zombie after a couple minutes. There is no way to cure the infection; healing items were rumored to be able to do this, but that is inaccurate.