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Video Game / World War Z (2019)

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A Co-Op Multiplayer Third-Person Shooter developed by Saber Interactive and based on the movie adaptation of the book of the same name.

The game is split into four chapters taking place in four different cities in four different countries:

  • New York: A group of survivors atop a Manhattan office building must survive the zombie-infested buildings, streets and subways of New York to escape the city while the military attempts to take it back.
  • Jerusalem: A military squad must rescue a top scientist from the fallen city to activate a weapons system on an abandoned satellite base.
  • Moscow: Father Sergei Popov and his team must survive the zombie horde to find a secret Kremlin bunker.
  • Tokyo: Quick to respond to the global outbreak, Japan decides to evacuate the country. A volunteer search and rescue team must battle the hordes to protect the civilian population as they retreat to Tokyo harbour; and
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  • Marseille (added as a DLC in the Game of the Year edition): A group of survivors must make their way to a 17th-century military fort and reactivate a decommissioned missile launcher built into it to save the city from the Zeke invasion.

World War Z reduces the zombie genre to its absolute basics: You are one of a Ragtag Quartet of Misfits caught in the middle of the outbreak of a deadly virus that's turning people into bloodthirsty mutants. Your objective is to make your way from one objective to another through an area infested with these murderous creatures, and finally, reach a pickup point from which to summon the cavalry to spirit you to safety. Along the way, you and your allies will meet up with different people who are willing to help you to safety.

Of course, this won't be easy. You have your three pals, and due to the Drop-In-Drop-Out Multiplayer nature of the game, there are crazy-competent AI bots standing by for when you don't have allied players. And don't worry about them hogging the kills: there are plenty of Zekes to go around. There could be a herd of several hundred zombies (which will happen often), or just one extremely powerful mutant zombie waiting around the next corner. The game's proprietary "Swarm Engine" is watching your progress and planning your next sudden encounter; play the same campaign five times and each time will be a different experience.


Fortunately, you have a giant pile of guns and six different character classes at your disposal. Whether you like More Dakka, Stuff Blowing Up, Incendiary Devices, Keeping Your Team Alive, Having Tricks Up Your Sleeve, or just Hacking Everything To Bits, there's bound to be some flavour of zombie-killing that you'll find to your liking.

Does this sound kinda familiar?

Please take a look at the character sheet to learn more about the characters.

Not to be confused with World War Z 2013 for mobile developed by Phosphor Games Studio.

This page Needs Wiki Magic Love.

World War Z provides examples of:

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    General Media Tropes 
  • Action Bomb: Bombers! Picture a crazy survivalist who loaded up on tactical gear and had no intention of succumbing to the virus; these guys wear panoramic nightvision goggles and a bomb vest. They tend to announce themselves with a burst of garbled radio noise, followed by the beeping of their vest. Once the light on that vest turns red, there's nothing you can do to stop them from blowing up.
  • Adaptational Badass: Zigzagged as a whole. On the plus side, the Zekes in the film are completely mindless and whose only real strength comes from their speed and frenzied urge to bite anyone healthy they see. The Zekes in the game have a reasonably high measure of intelligence and will act with a degree of self-preservation, with at least one type of infected actively cooperating with others to help overwhelm their prey. On the downside, they won’t go for the throat right off the bat like the film version, and instead will attack by clawing and punching their victims.
  • And Then John Was a Zombie: If your health runs out in certain circumstances, you’ll begin to spasm and get back on your feet as a freshly turned Zeke, then trying to attack your former allies and most likely getting perforated.
  • A.K.A.-47: Most if not all of the guns you find have names similar to their real-life equivalent. Kind of jarring when Tashaun calls out gunfire in NY as being from M16s, and the soldiers in Moscow are using American weapons.
  • Absurdly Spacious Sewer: The New York chapter has the American team traversing the sewers to access parts of its subway system in its second act.
  • An Axe to Grind: Tashaun Burnell uses a fire axe as his melee weapon to kill Zekes that get too close to him. Justified as he was a firefighter before the Zeke outbreak.
  • Back-to-Back Badasses: A common occurrence when a horde spawns while your team's in a wide-open area.
  • Badass Beard: Most of the playable male characters sport one.
  • Badass Crew: All of the teams, full stop.
  • Better to Die than Be Killed: One has to assume this was the mentality behind Bombers rigging themselves up with explosive vests. Unfortunately it seems their plan didn't work.
  • Bilingual Bonus: Angel Flores, the American team's resident Latino, will sometimes mutter Spanish curse words under his breath. Any Spanish-speaking players would understand what he's saying.
  • Climactic Elevator Ride: In the New York chapter, the American team must take an elevator down to the second floor of the office building they are located in to access the subway.
  • Cluster F-Bomb: You'll be hearing this a lot in the Jerusalem chapter.
  • Concert Climax: How do you get the attention of every single zombie on a cruise ship? Head to the sound stage at the rear, fire up the loudspeakers, and drop the bass.
  • Cool Car: The armoured bus in the first act of the Tokyo chapter.
  • Crazy-Prepared: Bombers. Panoramic nightvision goggles? Check. Extra supplies? Check. Suicide vest to die on own terms? Check.
  • Deadly Gas: Gasbags release dark greenish gas unless headshot, and you have to contend with it in the NY Tunnels. The Moscow episode also sees you releasing a hot pink nerve gas - supposedly some old Cold War Soviet Superscience - to kill the undead throughout the city, and then flooding the subways with it.
  • Death from Above: In the final base game act of the New York chapter, when Bunko tests a radio to see if anyone responds, she and her team are met with mortar shell attacks that can be exploited by the players to kill off big swarms of Zekes. Then there's Jerusalem, which closes out with the firing of an Israeli superweapon.
  • Death World: Duh, it's not called World War Z for nothing. Par for the course.
  • Defiant to the End: The Japanese army in the final act for the Tokyo chapter, up until the oil refinery's destruction.
  • Elite Zombie: The special Zekes;
    • Bulls have heavy armour and can charge at and pin down survivors.
    • Screamers have a megaphone wired to their outfit that they use to call in swarms.
    • Gasbags create a cloud of Deadly Gas when they die unless killed by a headshot.
    • Lurkers tend to hide and can grapple anyone who approaches them.
    • Infectors have a projectile attack that can convert survivors into zombies if it's not dealt with quickly.
    • Bombers are rigged with suicide vests, and must be disabled with leg shots and then defused with a melee attack before they can arm their bombs.
  • Escape Convenient Boat: Serves as major plots points in the final base game acts for the New York and Tokyo chapters. Tokyo, in particular, has a level set on a compromised evac cruise ship the rescue team are on board.
  • Excuse Plot: It's basically "You wake up one day, and almost everybody except you and 3 other misfits with eccentric personality quirks is a zombie. Try not to get killed while getting to the escape vehicle (New York, Jerusalem and Tokyo), bunker (Moscow) or military fort (Marseille)".
  • Expy: Each Elite has shades of those from Left 4 Dead
    • Bulls: Tank/Charger hybrid. Stealthier than both due to simply being an angry guy in riot gear; blends into crowds much better.
    • Lurkers: Hunters. They like to hide around corners and then pounce on you.
    • Screamer: Boomer-esque swarm summoning. Have a bad habit of standing somewhere out of your line of fire whilst they do it. And boomers from L4D were originially intended to work that way themselves.
    • Gasbags: Boomer/Spitter style area denial on death, unless headshot.
    • Bombers: Boomer-style damaging explosion on death. The Bomber is much more lethal. If disabled and disarmed, drops supplies like a Fallen Survivor.
    • Infector: Long range spit attack, but the effects are much, much different.
  • Fire-Forged Friends: The outcome for the survivors.
  • Flare Gun: A rare secondary option, and makes a plot appearance in the finale for the American episode. In normal gameplay, the zombies chase the flare (which will explode with a small area of effect after a few seconds), while in the American episode you're using it to mark locations for bombardment by friendly air support.
  • Heroic Sacrifice: What's left of the Japanese army defiantly stayed behind to fight back against the Zekes until the breach charges planted onto the oil refinery's columns by the survivors explode, covering the entire port in fire and presumably burning the Zekes to death alongside the soldiers.
  • Gameplay and Story Segregation: The Solanum virus is apparently highly transmissible but takes around 20 hours to kick in. In gameplay, only Infectors can "turn" players (if you fail to disinfect quickly) but do so extremely quickly. NP Cs overrun by the horde will turn on death though; this is basically guaranteed to happen during the Cruise Ship section of the Japanese episode simply due to the number of enemies.
  • Gasshole: The Gasbags are hazmat suit-wearing Zekes that release a poisonous gas that can impede you and your team's progress whenever it dies, unless it is a headshot.
  • Gunship Rescue: The JSDF manage to scramble a helo for the Cruise Ship finale, and it arrives to provide machinegun fire via one of the door guns towards the end of the final showdown.
  • Heavily Armored Mook: The special Zeke Bull is clad in riot armour, enabling it to soak huge amounts of firepower unless you break its faceplate for a headshot or shoot the exposed flesh at the back.
  • Hollywood Silencer: All of the silenced pistols that all of the survivors use as their primary handguns feature the trademark "fwip!" whenever it fires. Suppressors can also be unlocked for almost all of the weapons, except the heavies and one or two outliers (like the sawnoff double-barrel).
  • It Can Think: Despite the mindless swarming tactics that the run-of-the-mill Zeke swarms employ against you, you often get one in the horde who has a bit more going on upstairs and will actively attempt to take cover or frequently sidestep to throw off your aim. The Creeper seems to be the smartest of the lot, crouching low on the ground to make its profile lower (and thus harder to spot and kill) and actively hiding in order to ambush survivors. Considering that most of the other Zekes gladly throw themselves into a hail of bullets with near-zero concern for their personal safety, it’s especially notable.
  • Kill It with Fire: The appropriately-named update introduces flamethrowers that allows players to burn down big swarms of regular Zekes at a wide angle.
  • Kill Sat: The weapons system that the Israeli government had been working on prior to the Zeke outbreak is actually a satellite that can fire a huge laser blast that effortlessly vapourises the Zekes swarming the abandoned satellite base, which the Israeli team and Dr. Greengold witnessed first-hand when evacuating from the base in a helicopter.
    • Ethan Wolfe, the Israeli team's resident Brit, even commented that the laser is powerful enough to melt a freaking tank when he witnessed it being test-fired for the first time.
  • Lightning Bruiser: The Bull. Despite its heavy armour, you best be prepared to dodge unless you want to be choke-slammed. On the more subdued side is the Infector, who is capable of spitting a ball of virus-loaded vomit at you which can infect and convert a targeted individual into a Zeke within seconds if not quickly cleaned off, possesses roughly the same speed as the normal infected, and can tank a decent amount of damage before expiring.
  • Ludicrous Gibs: You'll see this very often every time you blow up hordes of Zekes with grenades, rocket launchers, mortar shells, C4, claymore mines, grenade launchers, payload rifles and explosive crossbow bolts.
  • Machete Mayhem: All of the survivors (except Tashaun Burnell) have machetes as melees weapons to kill off Zekes that get too close to them and finish off the Infector.
  • Made of Explodium: Apparently, the oil refinery in the final act of the Tokyo chapter can explode with a few well-placed blocks of C4.
  • Made of Incendium: The Zekes can be lit up by Molotov cocktails and explosive barrels
  • Made of Plasticine: It's not uncommon for the basic Zekes to be graphically dismembered by a shotgun blast, a few stray bullets, being dismembered by a few machete (or fire axe in Tashaun Burnell's case) swings, a grenade blast or a mortar attack.
  • Make Me Wanna Shout: The Screamers, one of the three base game special Zekes, unleashes ear-piercing screams that attract hordes of regular Zekes to you and your team. The only way to stop it is to kill the Screamers for good.
  • More Dakka:
    • During the defence preparation phase of the Zeke swarm sections, you can put up things like manned heavy machine gun turrets or automatic sentry turrets that can easily shred large numbers of Zekes at once.
    • This is the main plot of the Marseille chapter: to reactivate a decommissioned missile launcher and work together to operate it simultaneously while protecting it from the Zekes.
  • Non-Fatal Explosions:
    • Zigzagged; while explosions from grenades, rocket launchers, mortar shells and barrels will deal lethal damage to any Zekes within range, they'll hurt survivors for maybe 5-10 damage at most if they get too close. The Hellraiser can even reduce self-inflicted explosive damage by something like 90%.
    • Averted for the Bomber. Get too close to him and he'll suicide-bomb your entire team.
  • Not Using the "Z" Word: Played straight for the characters; the zombies are referred to as Zekes in the World War Z universe. The UI has no issues with flat out calling them zombies though.
  • One-Man Army: Regardless if you’re a part of a Badass Crew or not, your foes number in the hundreds if not thousands, and you’ll have to shoot, blow up, stab and slash a path through all of them to get to your goal. It’s very easy to finish a chapter with hundreds to thousands of kills each.
  • Reality Ensues: Rushing an evacuation and boarding for a cruise ship is a certain way for an infected passenger to slip through. Combine that with overcrowded conditions and you will get an outbreak onboard as the Japanese team find out in their third act.
  • The Power of Friendship: Literally. Nothing will get you killed faster than leaving your fellow survivors behind and trying to Rambo your way through the next level alone.
  • Shock and Awe: One of the items you can install as part of the defence preparation phase is electric shockers that can be connected to conveniently-placed metal grilles. They can electrocute Zekes but not live humans, for some reason.
  • Sinister Subway: The second act of the New York chapter goes through a subway. It is filled with Zekes, blocked passages, scaffoldings, a tunnel boring machine and a crazy train driver who got on the American team's nerves really fast. You also venture through parts of the Moscow subways during the same chapter.
  • Spiritual Successor: Four survivors in an episodic campaign surviving against zombie hoards with innovative and terrifying crowd size, an AI Director that controls all the spawns, logic-defying medkits, events which cause massive spawns of hoards, and unique zombies with new powers. Sounds familiar. Not only that, but two of them are direct copies of cut Left 4 Dead zombie concepts, one is a copy of the same series’s Charger with the look of the SWAT zombies and one is straight up the Hunter. Valve may not be able to count to three, but at least there’s World War Z.
  • Standalone Episode: All of the campaigns start with a team communicating with a rescuer on their radios and end with the team successfully escaping (or killing off all of the Zekes in the Russian team's case). Only Tokyo doesn't get this treatment, as the Undead Sea update adds in Cruise Control, where the Japan team has to clear out an evac cruise ship of infected.
    • Similarly, New York and Moscow received an After the End bonus fourth act as part of the Kill It with Fire update involving the American team finding new supplies and a new boat after their current one broke down in the middle of Hudson Bay while the Russian team cleans out the bunker of any surviving Zekes while waiting out the neurotoxin on the surface.
  • Stupidity Is the Only Option: To get the Zekes to leave Dr. Greengold's house alone in the Jerusalem chapter, you must activate a really loud border checkpoint siren to get the Zekes to rush towards you and your team instead.
  • Suspicious Videogame Generosity: Lots of breachable doors appearing suddenly? Chances are you'vee just reached a defense segment.
  • Taking You with Me: The Bomber. Unless you incapacitate and defuse his bombs before he arms them, he'll blow himself up and kill you and your teammates.
  • Token Minority: Everyone on the American team (Angel Flores is a Latino, Bunko Tatsumi is a Japanese-American, and Tashaun Burnell and Arnetta Larkin are African-Americans), everyone on the Israeli team except Dina Mizrahi (Judd Whitaker is American, Ethan Wolfe is British and Daniel Alahey is half-Ethiopian) and Ivan Dovchenko on the Russian team (He is from Kiev, Ukraine).
  • Zombie Apocalypse: Duh.
  • Zombie Gait: How individual Zekes walk until they see you. Then they get their running shoes on.
  • Zombie Puke Attack: The recently added special Zeke, Infector, can only attack survivors with this, which is a insta-kill if the covered survivor doesn't clean it quickly via button-prompt

    Meta (Community/Developer/Supplemental Material) Tropes 
  • Griefer: Being a team-based game, it is extremely easy to grief other players. Even if the griefer gets kicked, they can just join a new game and do it again to others. This also results in Heel–Face Turn because you never know who will be the first to shoot you dead when it is time to escape.
    • Eventually, anti-griefing mechanics were introduced. If any player continously cause friendly fire resulting in other team members being incapacitated, they are automatically removed from the match and gain zero experience or credits, regardless of anythingnote . The scripts governing this are written in such way that accidental friendly fire leading to incapacitation is still perfectly fine. Of course it can still ruin the game for everyone involved, but at least the kick happens automatically.
  • Leeroy Jenkins: Mostly applies to newbies who keep making common mistakes, most commonly running ahead of everyone (which usually gets them killed and are too far away to be saved in time).
  • Poor Communication Kills: This will literally be your game-ender online if you or the rest of your team fail to talk or at least call for help if being pinned or swarmed by the Zekes, especially when the Bulls charge in and pin you or your teammates down. Lots of games have been lost due to people simply not speaking up.
  • Rage Quit: Consult the VG Cats guide.
  • Super Power Lottery: As far as Zekes go, the Bulls have won this. Their heavy armour allows them to tank a lot of damage before dying unless the survivors shoot the weak point on his back, he becomes frighteningly fast when he’s charging, and has become strong enough to pound survivors into pulp easily.
  • The Virus: If you're... unlucky enough, you turn into a walking bag of poison gas (if you're wearing a hazmat suit after getting infected), get Sindel's shriek, or turn into the Hulk (if you're wearing a riot uniform after getting infected).

    Gameplay Tropes 
  • Anti-Frustration Features: If you don't aim wisely, you'll find yourself running out of ammo very fast. Luckily for you, ammunition dumps are conveniently located at Zeke swarm points, and you automatically get a machete (or fire axe if you're playing as Tashaun Burnell) that work nicely against pretty much everything... except Bulls, and that’s only if you don’t target their back.
  • Artificial Brilliance: The Zekes are quite smart and are very wary of the presence of the players, thanks to the Swarm Engine. If you make a lot of noise while killing off a small cluster of Zekes, the Engine will spawn a big cluster of Zekes to charge at you once you and your team turn around a corner. However, if you quietly pick the same cluster off with your silenced pistol, the Engine will also spawn an equally small amount of Zekes at the same corner.
    • Additionally, the Zekes act like actual human crowds, climbing on top of each other to reach you and your team on higher levels. They also know how to avoid obstacles too.
  • Artificial Stupidity: Although not too horrible, the Zeke swarms can sometimes get stuck in narrow corridors, just like actual human crowds in real life.
  • Aura Vision: Used to find teammates and highlight interactive items.
  • BFG: The Payload Rifle is what happens when you mix a Barrett M82 with .50 cal BMG Incendiary rounds, the result being a hefty weapon with enough power to kill scores of Zekes with ease at the bare minimum, and anything that isn’t killed from a bullet that can deal with a tank is turned into giblets and red mist by the following detonation of said round. Fixers can obtain a skill which increases its' magazine size and damage (maximum number of zeke killed per shot) by 50%. Oh, and they also start the match with one of those on their back.
  • Back Stab: Swinging your machete or axe into an idle common from behind is a One-Hit Kill. It’s also a great way to kill idle Bulls provided they don’t see you, for if you manage to sneak up to one successfully they go down with a couple of machete slashes to the back.
  • Boom, Headshot!: Played straight, to Your Head Asplode levels with common Zekes.
    • Mercilessly averted with the Bulls, who can shrug off headshots, due to their bulletproof riot helmets, although if you manage to break their mask with enough bullets, their exposed face becomes a new weak point.
    • Also averted in a Challenge Mode with a modifier called Just A Scratch, which renders all zekes immune to headshot damage. Good luck trying to kill the swarms without an obvious cure-all tactic.
  • Bottomless Magazines: The players must reload them, and supply caches provide infinite replenishment for your main weapons.
  • Calling Your Attacks: Played straight by survivors throwing grenades and reloading.
  • Chandler's Law: The Director AI pulls this quite frequently: make too much noise and you'll get a big bunch of Zekes coming towards you.
  • Combat Resuscitation: Players who run out of health are incapacitated, becoming immobile but still able to use a pistol to help clear away infected while their friends help them up. However, a player can only be incapacitated twice, after which their screen will turn black and white, a Heartbeat Soundtrack will be heard, and if a first-aid kit is not used on them, their next incapacitation will result in their death. On Insane difficulty or above, all players can only be downed once before dying.
  • Damage-Sponge Boss: They're called Bulls for a reason. They have several times more health than the human survivors combined, but if you break their riot helmet or target their back, they go down easily.
  • Death Is a Slap on the Wrist: Dying does not mean you are forever gone from the game. You will just come back in the next act.
  • Death Is Cheap: You can just simply respawn next to your teammates in the next act.
  • Equipment Upgrade: All of the weapons have skill trees that allow you and your team to upgrade them. Most of those vary between "higher damage and accuracy but lesser handling" or "high handling and everything else is mediocre".
  • Everyone Chasing You: Unless there's an objective on the map the zeke are risking their unlives to destroy, you can expect the horde to go directly for you and your teammates. And even if the swarm is going for the gates you must defend, you can expect about 20% of the zeke passing you to suddenly change directions and charge at you instead.
  • Exploding Barrels: They can be found in the Jerusalem and Tokyo chapters and can be used to slow down Zekes.
  • Fetch Quest: Going through waves of Zekes for some supply crates for a crazy subway train driver in New York, some briefcases containing schematics for a Kill Sat in Jerusalem and a radio key in Moscow.
  • Finishing Move: You can perform one in order to kill the Infector special when it collapses and writhes on the floor, otherwise, it will revive with full health. However, it is not mandatory to do so and can also simply be shot to death.
  • Gang Up on the Human: When playing solo, the special Zekes seem to favour targeting you over the other survivors.
  • Glass Cannon: Bulls can vary between this and Lightning Bruiser depending on where you hit them. If you hit them in the front, they can take mag upon mag of bullets and even shrug off a headshot from the Payload Rifle before keeling over if you’re lucky, but if you target their exposed back and spine, they can be brought down with something as minor as a light hosing from an assault rifle or one shotgun blast. You can even just run up to his back while he’s unaware of you or pounding one of your teammates to pulp and hack him up a couple of times to drop him like a sack of spuds.
  • Genre Savvy: Bunko Tatsumi, full stop. In her backstory, once she learned about the Solanum Virus long before the public does (after hacking into the US military's computer network), she smartly fills her entire apartment up with weapons, traps, food, water and medications, and when the Zekes finally began knocking on her door, she simply grabs a gun without hesitation and kills them all.
  • Harder Than Hard: Bordering with Nintendo Hard, Extreme difficulty is this. To start, its' description is a warning instead of a description of how it is more difficult than everything else. When you finally load up the level, you will notice that all of the interactable objects are no longer highlighted, meaning that you only have your memory and - rarely - an objective marker to follow. Upon your first encounter with zombies, you will notice that they take twice as much punishment unless you go for the head, hit twice as hard compared to Insane and you retain a "one down" policy. To add insult to injury, you will be lucky to find any resources, and ammo boxes which players regard as a safe haven (unless a Fixer is present) suddenly start running out of ammo as well! Left 4 Dead's Realism mode says hello.
  • Hit-and-Run Tactics: This is usually the best way to deal with the Bull, by pumping it full of lead while evading it. Just make sure that you're healthy enough that you can run fast, and that there's room to run.
    • Severely averted with regular zeke swarms. Unless you're playing an Exterminator or a Slasher, attempting to do this to a horde of zombies will not only leave you with no retreat options if you fail to kill them all, but will most likely leave you crawling on the ground, yelling for assistance: due to a mechanic called "pinning", if a player is surrounded by 6 or more zeke, he is slowed to a crawl and cannot sprint, and if surrounded by 8 - instantly incapacitated. Being a Slasher/Exterminator may remove the movement speed penalty and increase the number of zeke required to be pinned, but only by 50% at most. Trying to One-Man Army the horde head-on is not a good idea.
  • Hitbox Dissonance: Hitboxes for some pouncing Zekes move in front of them when they pounce, which makes them extraordinarily difficult to knock out of the air with even the slightest bit of lag.
  • Hold the Line: Occurs in all swarm stages, mostly to protect an important place, person or vehicle while they are being prepared.
  • Inverse Law of Utility and Lethality: On any difficulty above the two easiest ones, support classes like Fixer and Medic become the absolute must and most important members of a team. Finishing anything on Extreme flat-out expect you have at least a Fixer, or everyone is going to run out of ammo and will deal insufficient damage. In the same time, Gunslinger, a class literally designed on run-and-gun logic, is virtually useless from Hard difficulty onward, as it is entirely focused on dashing out damage, with zero crowd control or support abilities. This leads to a situation where a team of highly competent players using Gunslingers and Slashers will fail finishing missions, while the same team assisted by an incompetent Fixer and/or Medic will have an easy time.
  • Joke Item: A crossbow variant, unlockable by obtaining second prestige rank as a Slasher, has lower stats than its' regular incarnation in a tier 4 level upgrade. Sure, it grants a player using it a full immunity to self-inflicted explosive damage, but considering it requires to be unlocked as a mostly melee class which predominantly uses shotguns and submachine guns it isn't very useful. And the worst part? It has a magazine size of four compared to regular crossbow's five, along with its' standard reload speed. Pretty underwhelming for a weapon supposedly associated with a Slasher class....
    • Lethal Joke Item: ....unless you unlock it and use it in combination with Hellraiser while carrying a potent sidearm. The added bonus of being immune to one's own explosions turns a Hellraiser into a suicide bomber without the "suicidal" part.
  • Luck-Based Mission: Depending on where enemies spawn and what types they are, along with what items you find, you can either have a smooth sailing game or a nightmare of just trying to survive.
  • Never Split The Party: The game is built on this trope. Get separated or lose track of your teammates and You Are Already Dead.
    • There are also a few jarring situations in which you have passed a Point of No Return, like the entrance to the abandoned satellite base in the second act of the Jerusalem chapter, and cannot go back and help your teammates. This just reinforces the original lesson, since you are forced to soldier on short-handed.
  • Procedural Generation: The Engine determines on the fly spawns for Zekes and items.
  • Respawning Enemies: You can surely expect to see all the Zekes more than once. If a Screamer is present and not dealt with, you can expect unrelenting waves of zeke every 15-20 seconds until the Screamer or players die.
  • Video Game Caring Potential: Given that you're trying to survive as a team in a zombie apocalypse, you can either always have your team's back, even making sacrifices to save all of their lives...
  • Video Game Cruelty Potential: ...or you can completely ditch them and leave them at the mercy of all the ruthless Zekes, taking all the weapons and health for yourself.
  • Video Game Cruelty Punishment: Of course, the Engine gets pissed at uncooperative play, so it'll often spawn less powerful guns and more zombies to target the cruelty-inflicting players.
  • Violation of Common Sense:
    • Using a whole bottle of hydrogen peroxide on your wound is not a good idea in real life, but somehow is if you're low on health.
      • First-aid kits, which visibly just have hydrogen peroxide bottles in them. Got shot? Use hydrogen peroxide. Got torn apart by zombies? Use hydrogen peroxide. Infections, blood loss, rest, fractures? Just pour some hydrogen peroxide on your wounds and you're good as new!
    • If you get mobbed by common Zekes, setting yourself on fire with Molotovs or blowing yourself up with a grenade launcher will usually clear your space a lot faster than trying to hack at them all with machetes or a fire axe. You'll suffer self-inflicted friendly fire damage, but that will be small compared to trying to clear out Zekes invading your space without said methods.
    • The entire Slasher class, which openly expects from you to go into melee combat. Against a horde of zombies that can pin you down. In a third person shooter. With extensive friendly fire (the last one can be alleviated by one of the skills Slasher has) mechanics.
  • Weapon of Choice: While not explicitly marked in-game:
    • Gunslingers tend to favor fully automatic assault rifles and MAG5 machine gun, with the latter being improved if a Gunslinger picks the corresponding skill.
    • Fixers profit from using semi-automatic rifles, due to their high penetration (which can be bumped up with a class skill), making use of explosive ammunition they carry, and can upgrade the Barrett M82 to start on their back and be even more potent than it already is.
    • Hellraiser is for shotgun fans - multiple skills revolve around improving their potency - as using explosives at short range is face-blowing. While they can use either a rocket launcher or an M32, they always start with an M32 on their back and can improve it with a skill.
    • Medics favor submachine guns, as reflected in multiple of their skills. Unsurprising as it is, Medics don't have a heavy weapon associated with the class.
    • Slasher tends to lean towards using their melee weapon to break through hordes of zeke, though some of their skills favor the usage of shotguns and submachine guns. Their heavy weapon of choice is either a fully automatic Assault Shotgun or a ''Forest Warrior'' chainsaw.
    • Exterminators don't favor any weapon type, but tend to use the ones that are fully automatic. Their skill tree improves all heavy weapons and stationary weapons, but - if combined properly - an Assault Shotgun goes from 50 rounds of horde slaying experience to 78 rounds of zeke massacre. Overall, one could say that Exterminator's weapon of choice is Tower Defense.
  • Your Head Asplode: Shots to the head of regular Zekes with pretty much any weapon leave only their neck and a Pink Mist. Even the rounds that don’t still end up doing things like removing their face or splitting their head in half.
  • Zerg Rush: Oh boy, and it is relentless! The regular Zekes can easily run really fast in swarms and can easily overwhelm you and your team if you are not prepared or packing heat.
  • Zombie Infectee: Undead Sea adds in the Infector, which can invoke this trope. Get hit by its toxic projectiles, and you're on a timer. If you can't clean it off in time, you'll immediately be turned.

Alternative Title(s): World War Z


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