Road of the Dead is an Adobe Flash game on Newgrounds about John Creasman, a car mechanic who must escape a city currently suffering from a Zombie Apocalypse. He must also charge through military checkpoints that save his progress. It is playable here.A sequel was released in August 2013, starring a pair of soldiers, Cocheta and Diane, attempting to escape the outbreak. The developers released Segway of the Dead earlier in the same year as an April Fools' Day joke; the makers later made a video composed of the angriest reviews they got.It received a Gaiden Game titled Lab Of The Dead.
A Father to His Men: In direct opposition to the unnamed military commander, General Sherman seems to care about his troops far more. Ordering them to fall back when positions become overrun whereas the previous commander is more 'stand your ground at all costs'. Even going so far as to as to tell his troops that rescue is on the way, even though there is no way for transports to get to them before the nuke hits. You can hear the emotion in his voice as he does so.
In the sequel, he puts his own life on the line to save Diane and Cocheta. (Albeit Cocheta had to convince him first.)
Reasonable Authority Figure: As reasonable as one could expect from a horrid situation they're in. Once he finds out that nuking the zombies is ineffective, he very quickly attempts to contact any remaining personnel, telling the few he gets in touch with to fall back immediately, and rendezvous with his chopper at a more defensible location.
Awesome, but Impractical: The Rocket Launcher in the second game is touted as the strongest weapon available. However, it is practically useless in most situations. Crowds of zombies are far and few in most modes, so rockets often go to waste killing only a few zombies. Firing it while moving opens the risk of exposing the vehicle to a damaging explosion if the rocket blows up too close to the Humvee unless a Steroid is used. The most useful aspect of the rockets in regular gameplay seem to be clearing the road of vehicles, which can be easily done with the Mounted Machine Gun at the same cost with less risk and difficulty.
Becomes a Crowning Moment of Awesome when you've gone 20 minutes on a single run, your windshield smashed, all four tires blown for the past 5 or 6 minutes, engine block on fire, swerving all over the place, already injured from gunfire, and knowing that the next crash *will* blow the car, and then having an Apache sweep in and hearing Creasman shout out the above line.
Big "NO!": Cocheta can let out a particularly despair filled one if Diane is in the driver's seat when you take enough damage for someone to die.
Billing Displacement: Even though he voices the main protagonist, Tomamoto (Joshua Tomar) is billed third in the credits. Xalkie (John Creasman) received top billing as the unnamed military commander and Druox the Shredder (Dreux Ferrano Jr.), who voices General Sherman, was billed second.
Though to be fair, Creasman and Ferrano have more lines of dialogue than Tomar.
Bitter Sweet Ending: The main character (you) escapes, but the nuke fails to stop the zombies. Not that that should be a surprise given the game's overall tone.
Played straight in the sequel. Despite escaping the city, the epidemic turns out to be on a global scale. With the entire military in disarray, the general, the protagonists and one lone unit are all that are left.
Bulletproof Vest: Natch. And of course, it makes you resilient against bullets in typical gameplay style.
Car Fu: You have a pistol, too, but that's only for swatting zombies off the hood of your car.
Darkest Hour: In the sequel, Cocheta realises that the city is about to be nuked and starts desperately calling everyone he can to try and get a transport out, to no avail. The situation appears truly hopeless until he manages to get through to General Sherman.
Determinator: The mechanic, and Cocheta and Diane in the sequel.
Disc One Final Dungeon: In the sequel, Cocheta and Diana at one point decide to go onto the highway. This is exclusively where the previous game took place, and feels (due to being a Drought Level of Doom) to be the finale. Nope, you're just 2/3rds in.
Drought Level of Doom: The Highway in the sequel. All that's up there are ammo refills and weapons crates, and wrecked vehicles are choking up a lot of the road. For those whose engines take critical damage, there are water barrels scattered across the stage, but they're rare.
Elite Mooks: The mutated zombies, who will always cling onto your car no matter how hard you hit them. You have to shoot them with your gun in order to get rid of them. This is oh-so-much-more-true in the sequel, where they actively chase after your vehicle. And more often than not, they hunt in packs.
If you think the mutated zombies are a pain in the ass in the sequel, just wait until you meet the Alpha mutants.
Enemy Chatter: Provides the player with ample warning for the military's attacks, as well as updates on their ill-fated attempts to repel the zombies.
Every Car Is a Pinto: Downplayed. It needs multiple collisions or massive firepower to blow up a car. Played straight with fuel trucks, which explode at the slightest touch.
Evil Versus Evil: Present off screen, but averted in the game itself. You hear the military fighting the zombies over the radio, but in the game itself the soldiers and zombies ignore each other and focus only on you.
Gameplay and Story Segregation: A certain Checkpoint reports being swamped by undead moments before you arrive. When you get there, there's only a small smattering of undead, if even that, due to the random placement of enemies and obstacles.
Gas Mask Mooks: The soldiers are this. Subverted with Cocheta, who wears the same mask, but is a protagonist in the second game. He only reveals his face at the end of the game.
General Failure: The unnamed military commander seems to have no plan for fighting the zombies besides setting up fences and shooting them, ordering his troops to hold their positions and "maintain current strategy", even as it becomes clear that "current strategy" isn't working. He gets worse as he gets increasingly frustrated by their failures to stop Creasman; at one point, he tries to order his men to fall back to a new position, only to be told that they just came from that location.
Helmets Are Hardly Heroic: Diane loses hers early to a zombie attack and goes the whole game without it. Cocheta, however, doesn't take his helmet or mask off until the last cutscene.
Let Them Die Happy: With the nuclear detonation just two minutes away and troops still left in the city, General Sherman assures them that the choppers will be there to evacuate them soon, and that they have made him proud.
Luck-Based Mission: Early in the second game, soldier zombies can be this. They have a random chance of ignoring a hit, and when you have low stats and only the weakest weapons a soldier happening to No Sell two or three shots in a row is death sentence. It quits being this fairly quickly as you level up.
Made of Iron: The player character can survive being shot a few times by M-16s and the main weapon of the AH-64 Apache. For the record, that weapon is a 30mm chaingun.
Mini-Boss: Apaches in the first game. Alpha Mutants in the sequel.
Nice Job Breaking It, Hero: It's heavily implied, though never outright stated, that the main character's breaking through military checkpoints is responsible for the military falling to the zombies (though in all fairness, the military was already losing the battle at the start). In the sequel, however, it appears that the military was overrun days before John began his run.
The sequel also reveals that the outbreak is occurring in many other cities at the same time.
Oh, Crap: The driver lets one off when he sees the military starting to become serious, usually in the form of Apache Helicopters.
In the sequel, whomever is driving will sound off with either this or You Have Got to Be Kidding Me! when they see a bombing run. The player is also likely to utter one when they hear three or four mutants cry out in succession.
Rogue Agent: in F.U.B.A.R. Mode, Cocheta and Diane are declared fugitives and thus will be ambushed by other soldiers.
Sequel Difficulty Spike: Longer distance between checkpoints, far more resilient enemies, more stuff to purchase, and you are only allowed to buy upgrades while in the car at a complete standstill, as the driver hops out to tune the engine/repair the bumper/scrounge for ammunition/gather supplies.
Sequel Hook: The second game ends with Diane, Cocheta and Sherman heading off to regroup with a unit at a defensible location, with Sherman swearing to continue the fight. It even ends with "To Be Continued".
Scream Discretion Shot: If a zombie manages to get into your car before you can shake or shoot it off, the screen turns to black and you hear some very unpleasant screaming, followed by the sounds of a certain something chewing on a certain someone's flesh.
Shaggy Dog Story: In the sequel you can save many civilians by transporting them to safehouses built from churches and police stations. They all almost certainly die anyway when the city is nuked since the zombies keep spreading - unless you bring them with you to General Sherman's chopper, which earns you an achievement. However, they don't appear in the chopper with the main characters in the end scene.
Tactical Suicide Boss: Apaches are defeated by making them smash into highway signs. Apparently the pilot is not looking at where he is going, but then again he is flying backwards.
Took a Level in Badass: The zombies. In the first game they almost never manage to grapple the car (aside from mutants), even mutants moved at a slow gait, and all zombies died from a single headshot. Notably, John had only a small pistol with a few rounds for the entirety of the game. In the sequel, the soldiers are packing a wide array of powerful firearms, zombies now grapple the car all the time and they require many headshots to dispose of. Mutants, who died to a single headshot before, now take an entire clip to kill and can easily outrun the Humvee.
There Is No Kill Like Overkill: The military gets more and more desperate to keep your possibly-infected body from leaving, up to and including carpet bombing the highway repeatedly.
Timed Mission: Both RoTD and its sequel feature a Challenge Mode that pits the player against the clock, tasking him to rack up points to extend the given time. Also nearing the end of RoTD Story Mode, the clock will start ticking as you try to escape the nuke.
Undeathly Pallor: In these games, zombies are portrayed as having either bluish or greenish skins.
Unexpected Gameplay Change: In the sequel. What's that, you've made it to the last stretch and finally have a chance to get out of Evans City? Here, have a Hold the Line sequence while the helicopter pilot fixes a pressure valve, sucker.