John Carpenter's Toxic Commando – Game Review

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John Carpenter's Toxic Commando was first introduced at Summer Game Fest, with filmmaker John Carpenter developing in collaboration with the studio Saber Interactivethe development team behind the success of World War Z nice Warhammer 40,000: Space Marine 2.

Since that reveal, Toxic Commando has attracted the attention of the gaming community, not only because of the name John Carpenter, the legend of horror films and synthwave-style music imbued with American culture in the 80s, but also because of the zombie co-op gameplay style that is quite familiar in the game. World War Z from Saber Interactive.

So is it? John Carpenter's Toxic Commando Does it meet the expectations of the gaming community?

Let's explore with MarkGame through the following article!

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AN INCREDIBLE, EPIC EXPERIENCE!

John Carpenter's Toxic Commando Set in a fictional future, where a mad scientist unleashed an entity called “Sludge God” and quickly turned the surrounding people into… zombies!

Players take on the role of one of four reluctant mercenaries and participate in the battle to destroy the Sludge God and save the world.

In general, right from the first moments of experience John Carpenter's Toxic Commando did a great job of delivering intense clashes, with zombies filling the screen with thousands of enemies rushing at the player, something Saber Interactive did very well in World War Z nice Warhammer 40,000: Space Marine 2through the Swarm Engine software framework.

The game also takes advantage of this strength quite well for the levels, most notably the first two levels: The Drop and Church of the Damned, when most of the goals in the game are designed in Tower Defense style, forcing players to directly confront a herd of zombies constantly rushing to attack, creating dramatic confrontations, accompanied by extremely majestic and beautiful photo frames!

Another highlight of John Carpenter's Toxic Commando lies in designing the game screen according to the semi-open world model. In each level, besides the main quest line, players can perform many side quests scattered throughout the map. These goals will give players additional equipment, vehicles, or upgrades, making the final confrontation easier.

Speaking of vehicles, the game also places a few cars on the map for players to use to travel between locations. In general, this feature helps you save a lot of time during travel. Each type of vehicle itself also has one or two special skills for players to use, such as a machine gun turret or a flamethrower that is quite convenient when used for the final tasks of the level.

The only problem with these vehicles is that they take quite a bit of fuel to use and are also quite fragile, forcing players to constantly run around the map to find gas and maintain them when attacked by zombies.

Furthermore, the game also has four character classes for players to choose from with an accompanying special skill, such as the Strike class that can create energy rays to “clean up” monsters on a large scale, or the Medic class that helps heal teammates. Each character class itself can also be upgraded to have a few new auxiliary effects, quite useful when you want to conquer levels with high difficulty.

Overall John Carpenter's Toxic Commando Although there are no very new ideas in terms of gameplay, due to the dense intensity of zombies in the game, along with most of the gameplay being designed in a way that forces players to communicate and support each other during the experience, through which the game is especially more fun to experience with friends, making each level not only a survival challenge but also a dramatic tactical coordination screen.

In addition, another point that the writer quite likes about the game is the extremely detailed weapon appearance customization system. Each accessory on the gun can be equipped with a different appearance, allowing players to mix many different colors and patterns on the same gun.

Each level is not only a survival challenge but also dramatic tactical coordination

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John Carpenter's Toxic Commando

HARD TO RETAIN PLAYERS

John Carpenter's Toxic Commando Although it brings a very good zombie shooting experience, the cinematic scenes have hundreds, or sometimes thousands, of zombies rushing to attack you. However, the game is difficult to keep players continuing to experience after you have “cleared” the game.

The core issue here is John Carpenter's Toxic Commando is a 100% online game, relying heavily on players to experience the game many times. But in this area, the game is completely lacking, the challenges, repetitive tasks, and rewards to entice players to “plow” do not have much weight. Turn the experience after completing the game into a boring void.

John Carpenter's Toxic Commando

Starting with the levels, instead of expanding the game's world with new areas, the game seems to revolve around recycling 2-3 maps throughout the story, only changing the mission routes and objectives. As a result, the levels in the game all look quite similar, without many unique features for players to explore.

In addition, when it comes to in-game content, the number of skills, weapons and upgrades in the game up to now is still too small, there is not much for players to experiment with or mix different gameplay styles.

John Carpenter's Toxic Commando

The most typical example is that the game only has exactly… three secondary gun models (Secondary Weapon) to use, or the secondary equipment section like Medical Gear, also has exactly one single item of equipment for you to choose from. So in terms of the variety of weapons in the game, it is still quite “inferior”, there are not many options for players to experiment with.

Regarding the skins, there is a plus point that almost everything in the game can be “ployed” to unlock, however, in return, the number of skins in the game is quite limited and not really diverse and attractive enough for players to spend time collecting.

John Carpenter's Toxic Commando

Not to mention there is also the Prestige mechanism, the game allows players to discard all the equipment they have worked hard to collect before, the weapon's level returns to 1, just in exchange for a dynamic cosmetic item for the weapon. For the writer, using Prestige just to exchange for cosmetics is a waste of time and it's not very interesting to see the gun you spent so much time buying and equipment to optimize, lost in just a moment.

In general, at the present time, the content of John Carpenter's Toxic Commando is still very limited, the game looks more like an “early access game” than a finished product.

Although Saber Interactive has also announced a roadmap to release new content every three months, with such a slow release schedule, it is difficult for the game to retain players until the next update.

In general, at the present time, the content of John Carpenter's Toxic Commando is still very limited, the game looks more like an early access game than a finished product



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