Thinking about the good old Flash games from back in the day, zombie survival titles were amongst the most popular as far as delivering a quick yet purely satisfying experience on the action front with shooting galore amongst the undead hordes. Yet in amongst these zombie-inspired games lays one that took an entirely different approach to the formula where, instead of being told to eliminate the ever-growing masses of flesh-eating monsters that mutated and grew ever stronger as did the arsenal of guns to match your firepower with theirs, you were tasked with guiding these very same monsters to lead the humans to extinction. Infectonator is Toge Productions' own answer to what a zombie infestation would look like if the undead were under the player's own control as opposed to the human survivors, starting off in a relatively peaceful and calm world as the seeds of infection begin taking root in the unaware world of civilization. Seeing as this is another of those Flash classics that I discovered during my time on Kongregate way back in the younger days of the Internet, with the first two Infectonator games proving many hours of fun and mindless enjoyment as far as the hectic gameplay goes! To touch directly on what Infectonator is all about first, you begin by choosing one of nine continents that each have five separate regions to slowly spread the zombie virus across throughout the duration of the game. From there, you click on one of the regions within the reach of the virus (this being determined by your starting location and those next to it) in order to begin a zombie infestation. Once you are taken to the stage itself, you can take your time with observing the amount of people present and what threats there are before taking action. This typically begins by using the biohazard symbol centred at the bottom to release the virus directly to the unaware humans, although some scenarios call for different approaches to starting off. This can include using a grenade or landmine to take out a group of dangerous humans first, a burger to lure humans into consuming a contaminated food that acts as a delayed start to creating zombies or using cannisters that are limited in range but highly potent for infecting many people lured in by a lone zombie or as a 'second wind' when your initial forces of zombies perish and there are still humans remaining. What I find curious about Infectonator's gameplay cycle as a whole is how it starts you off in rather small and isolate locations, beginning with unarmed civilians to infect and slowly increasing their numbers and the density of structures whilst also introducing new threats that will make an effort to battle the undead hordes that you are seeking to create here, whether this be simple security guards and police who are lightly armed with handguns all the way to the intimidating 'ZIT' troops who are specialized in eliminating zombies with advanced armour and hi-tech weaponry to boast late into the game! All of this is to be expected with this series, however what separates this from earlier Infectonator entries is down to how previous titles were focusing on more of a linear style of gameplay that let you go at it again and again until you eventually pulled through. Meanwhile Infectonator 3 features several new mechanics that work in tandem together that I'll discuss below, seeing as it strays from its more simple roots in ways that might come across as a tad confusing initially. To begin, the first and most obvious is its currencies starting with coins, which is gained through successfully killing humans by the hands of your zombie friends with the more dangerous ones dropping more coins when killed, as this enables the player to buy various upgrades for their zombies via stats being improved (Lifespan, Speed, Damage Resistance, Attack, Infection Chance and Mutation Chance) alongside improvements to the biohazard click via one-time jar purchases that give it improved functions for each infestation attempt. However, in a new addition to the series, there are two other currencies that the player to take into account when empowering their growing zombie army. The first is DNA, which can be acquired as a rare drop from 'body bags' that one can acquire and unzip to receive four extra goodies when you 'perfect' a stage by eliminating every last human on the field or by periodically waiting on the map to collect said DNA. This currency can be used to unlock new zombie monsters as well as improve currently existing ones via various small buffs that apply to all of your undead forces. The other 'currency' is rather unique as it consists of collectable zombies that can either be deployed onto the field or used to craft other, more powerful undead creatures in the laboratory. These are acquired in much the same vain as DNA, although one can make use of the weak zombies and gradually shift them into more powerful forms as the game progresses. Something to note here is that stacking up enough of a specific type of zombie will let the player level up that undead to make them more powerful for further usage which, considering the many different kinds of undead on offer, will provide a lot of different ways to approaching the game's main challenge of dominating the world with the virus! Balancing out these currencies is two separate panic parameters, one for each continent alongside a global one matching the general fear of zombies by the world itself, as what this brings to the table is a response to the player's attempts of infecting the populace at large by escalating the force required to match the player's ever-growing powers with the undead alongside efforts to produce a care via the occasional laboratory spawning on the map which, if left alone for too long, will eventually progress into a cure and prematurely end a run. This also ties nicely into the 'Perfect' award I spoke of earlier, given that a successful infestation will put forward a higher level of panic than either a failed attempt or a perfect invasion that leaves no witnesses alive, as each region goes through a small to medium and then large map before eventually concluding with the aptly-named task of 'KILL EM ALL!!!' to successfully destroy that region. Infectonator 3 also brings forth a new day-to-day system that progresses by one day for every attempted infestation, whether successful or not. The reason I bring this up is that a poorly-equipped player or one in need of DNA/spare zombies can simply wait out a day or two and extract resources from the map to build upon their arsenal when needed, however each passing day also presents the risk of adding panic levels to individual continents and the global world itself. This has unfortunately proven to be somewhat of a controversial point for the third main Infectonator entry, given how some fans much preferred the simpler and more arcade-like style of gameplay. Thankfully the game offers not just a casual mode, which takes a large chunk off your score multiplier in exchange for no cure and reduced panic levels for an easier time playing throughout the game at a more relaxed pace. (Steam achievements are also not locked in casual mode either for anyone worried about that!) Also provided with this are various difficulty modifiers that either enhance your zombies abilities/makes the game easier or buffing the humans and adding new dangers that reduce/boost the score multiplier at the end of the game for those high score chasers, with these being unlockable via zombie tokens gained from beating the game to encourage repeat playthroughs for those who enjoy it. Obviously if you much prefer the simpler gameplay that the first two Infectonator games were known for, then I can see why this may not be so enjoyable to play through. However, having experienced it for myself, I can strongly recommend this classic that has risen from a long slumber and eager to begin a zombie pandemic once more!
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