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The trouble with zombies is that they keep coming
back.
Shoot 'em, maim 'em - doesn't matter: unless you destroy the head -
they'll just keep coming.
The living dead saturate cinema, television, and games - a cultural phenomenom that seems
impossible to stop.
An unholy congregation with limitless appetite:
It's not a matter of if they'll get you -
but when.
So, how did zombies become a mainstay of pop culture?
What games ensured their massive popularity today?
And when will this never-ending trend finally die?
The living dead first emerge in folkloric tales out of African culture: powerful Vodou
magic capable of raising corpses as undead servants.
Such tall tales made it to American shores during the interwar occupation of Haiti - quickly
finding cultural fascination.
Talking pictures hit their stride around this time, and ushered in a new era of horror - Dracula,
Frankenstein and The Mummy.
The first feature-length zombie film was made in such a mould: White Zombie, in 1932.
Its treatment of the living dead is far removed from modern expectations - essentially a new
twist on vampire legend, with the voodoo master's thralls serving as an obedient workforce rather
than a brain-craving mob.
Early zombies were tales of possession - the horror derived from loss of control: comely
white women swayed by the unchristian values of Vodou.
Often repeated, this formula eventually became stale, and more optimistic science fiction
stole the limelight by the 1950s.
Save for a few B-movies - the zombie fad was over.
No rest for the dead, however - and almost as soon as they were consigned to the crypt,
a new era dawned under the direction of George A Romero.
'Night of the Living Dead' in 1968 rewrote the rules; revived the genre; and influenced
every zombie that emerged thereafter.
The cobwebs of classic horror were dusted off - and the shackles of Voodoo were shed.
Instead, a full blown zombie-apocalypse: a thoughtless horde; unrelenting, unexplained
- yet believable.
This was coupled with a bleak, nihilistic tone - with no real heroes nor a happy ending.
A risky proposition, but it worked - it was the most profitable horror film of its era:
and as audiences queued up, so too did Romero's imitators.
Most were awful: subtlety stripped away in favour of exploiting visceral thrills: gore,
rotting flesh - and buckets of blood.
Not everyone has the stomach for it, of course - and by the mid-80s, Hollywood horror had
gone in another, more gothic, direction.
Once again, zombies returned to their grave -
but the dawn of a new artform had already begun.
The arrival of the home microcomputer democratised game development, and allowed the imagination
of hobbyist programmers to roam free.
It was only a matter of time before someone made a game about zombies.
The very first is difficult to pin down: an obscure origin amidst a primordial soup of
type-in BASIC and amateur games which never saw distribution.
Perhaps the first commercial release is 'Zombies', for the ZX81: derived from an earlier BASIC
game called Chase, the idea is to lure a crowd of zombies into potholes - their behaviour
simple, but their numbers rife: Clearly influenced by Romero's slow, stupid mobs.
Early machines struggled with numerous enemies - with each vying for CPU time and occupying
vital RAM, the rendition of convincing undead mobs was some distance off.
Despite these limitations, 1984's 'Zombie Zombie' was a solid attempt at an isometric
city-based zombie apocalypse.
Armed with an air-cannon and helicopter, instead of direct violence, the goal was to lure the
undead off high buildings.
At this point, the concept of a 'zombie game' was ill-defined: they normally found themselves
part of a spooky ensemble cast: rubbing shoulders with vampires, mummies, ghosts and goblins.
The late '80s were an era of excess, not suited to subtlety: action films, guns and increasingly
gory action.
As 16-bit machines took hold and graphics became more realistic, games could start to
mirror the lurid scenes of horror.
Arcade titles like Beast Busters had endless parades of zombies to shoot, with huge sprites,
unprecedented levels of on-screen violence - and exploding body parts.
Blood-soaked coin-ops of this era would be a key inspiration for early first person shooters:
indeed, Wolfenstein, Doom and Quake all feature zombie-like opponents - and gibbing aplenty.
There's a certain irony in all this: Once designed to deliberately offend Christian
values; Now ersatz human targets that could bleed, be dismembered and slaughtered by the
dozen: But it's alright - they're just zombies.
However, horror can be more sophisticated than a splash of red pixels.
With deft pacing, tone and atmosphere - you can exploit the psychological aspects of fear.
To be effective, the shoot 'em up had to be discarded and the player left disempowered:
combat should be scary - and every bullet should matter.
Survival horror begins with games like Capcom's Sweet Home: an RPG not afraid to punish the
player, with limited resources - and character permadeath.
Infogrames' Alone In The Dark was another stab at domestic horror: this time, taking
an action-oriented, cinematic approach.
The world was 3D, to an extent: To limit polygon count, static backgrounds were used - fixed
camera angles and awkward, voyeuristic composition imparting a sense of dread.
The elements for the perfect survival horror game were starting to fall into place - and
zombies would prove just the glue to hold them all together.
The mid-90s saw a return in focus towards console gaming - and an identity shift towards
a new adult audience.
The Sony PlayStation was making moves, and boasted a line-up of attractive titles like
Wipeout, Tekken, Tomb Raider - and Resident Evil.
It did for games what Romero did for film.
Resident Evil threw out the clichés of reheated zombie horror: distilled its essence; and
became a new prototype for future games to follow.
An unlikely origin, too - considering zombies were never particularly popular in Japan:
Widespread cremation and reverence for the dead largely excludes walking corpses.
Titled 'Biohazard' in its native market - instead of mystical force or voodoo magic, the zombies
are a deliberate act of terror: a mutagenic bioweapon called the T-virus.
A spontaneous idea that was likely influenced by the 1995 Sarin gas attacks in Tokyo.
Resident Evil marks the maturation of video game horror.
From the time you encounter the first zombie to the ultimate escape - the tension was held
in ways no game had ever done before.
Its enemies were varied: rather than a shambling homogeneous horde, the introduction of multiple
monster types prevented players from becoming complacent.
Innovative enough to forgive its slightly awkward controls and camp dialogue: it spurred
a golden era of survival horror.
The PlayStation era is defined by such games: Silent Hill, Parasite Eve, Dino Crisis, Fatal
Frame.
Knowing a good thing when they see it, Sega took zombies to the arcades - adapting the
light gun action of Virtua Cop into horror shoot-em-up, The House of The Dead.
It wasn't quite as nuanced as Resident Evil, with a less serious style and a pace on rails
- but when you have full polygonal graphics and non-stop action blaring from its impressive
cabinet - atmosphere is less important.
Western games also took inspiration: the darkened corridors of Doom 3 and its choice between
firearm or flashlight - or the limited ammo and multiple zombie types introduced during
Ravenholm in Half-Life 2.
Most of all Resident Evil proved that zombies could be cool again - and that you don't always
have to stick to the rules.
By the time of the PlayStation 2, 3D performance had become more confident: twin-stick control
the norm; and action-oriented games dominant.
Capcom had muddied their own market with countless spin-offs - and what was originally refreshing
became cliché.
Survival horror had had a good run, I suppose: and as military, sci-fi and crime-themed games
took hold -
it looked like - once again - zombies had expired.
The new millennium was quick to shatter any optimism the 90s left behind.
9/11: Anthrax; SARS; the war on terror - a culture of fear, magnified by 24-hour media.
During all of this, something unusual happened: normally, video games borrow from cinema -
but this time, the debt was repaid.
Released in 2002, 28 Days Later was a surprising success: fusing classic Romero with a twist
of inspiration from Resident Evil.
Its zombies were different: they were fast.
A biological aspect was there, too: a blood-borne virus that quickly infects: turning the slightest
scratch into a tragedy.
Genuinely scary: a new approach that reinvigorated a dying genre.
As more films shuffled out of production (including an official adaptation of Resident Evil, and
the comedic-yet-serious Shaun of the Dead):
a trickle of zombie games turned into a flood.
Another generation of consoles had begun: new hardware and new possibility.
Capcom remained at the forefront of zombie games, with the success of Resident Evil 4
and its shift towards more action-oriented gameplay.
They also invested in a new, less-serious franchise: Dead Rising.
A sandbox game filled to the brim with zombies, its sprawling mall taken from Romero's Dawn
of The Dead.
The then-new Xbox 360 could handle more zombies and larger maps than ever before - a convincing
realisation of a full-blown zombie apocalypse.
An affection for free-roam gameplay would define the generation - and Rockstar were
the kings of the category.
Red Dead Redemption: Undead Nightmare is a standout for DLC of the era and a rare sighting
of the lesser-spotted Zombie Western.
Call of Juarez developers Techland made a similar leap with Dead Island, its trailer
promising emotive drama amidst a tropical setting.
What was delivered proved slightly disappointing, but its blend of brutal melee combat and crafting
hinted at greater potential.
Dying Light would better realise the concept: Parkour makes traversal of its world more
fluid - and a stark day/night dichotomy means running is often necessary to escape doom.
Zombies aren't always so sombre - sometimes they're seen with a sense of humour.
The more light-hearted efforts tend to exploit the campness of B-movie horror - and what
they lose in visceral impact, they gain in comedy.
Plants vs. Zombies is a franchise firmly tongue-in-cheek, with an unlikely botanical match-up.
The static plants suit the tower-defence gameplay, and while motivated by brains, the zombies
end up eating a vegetarian diet - an intrinsic irony of its all-out garden warfare.
Zombie survival serves co-operative play perfectly - and the increasing popularity of online
multiplayer meant that a union was inevitable.
Left 4 Dead arrived in 2008: a cinematic 4-player journey through zombie-infested levels, punctuated
by safe-houses.
It evokes classic horror while taking notes from newer sources: fast zombies, and special
infected types.
Valve's usual polish and extensive playtesting helped set the bar for 4-player co-op - and
its dynamic reshaping of game intensity under an AI Director meant that even seasoned players
might be left