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The Last Stand Union City

rated 4.52 / 5 stars
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Action - Shooter - Run 'n Gun

Credits & Info

Sep 27, 2011 | 10:52 AM EDT

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Author Comments

Play in Survivor mode for a more realistic experience where the need food and sleep will be added to your survival requirements. Or play in Run'n'Gun mode and blast your way to freedom.



Rated 4.5 / 5 stars

Tis game is really awesome,but the only thing i hate is that "zombie hole".Because when youre in Uptown,there are just those holes. Overall,4.5 Stars.


Rated 4.5 / 5 stars

this makes no sense money has no ral value anymore!!!

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Rated 4.5 / 5 stars

Incredible, but a few details could make it even better.

The idea behind the leveling system and stat system, in my opinion, was almost perfect. The way you balanced generic stats against specific stats, giving two different leveling systems, was very well designed. The books were a bit of genius, allowing you to scatter very useful little rewards that also helped balance the stats by keeping stats that I invested in up to par. However, I feel like the actual stats themselves could use a little work. I feel like each gun should have required such a large investment to become usable, and fitness just feel useful because stamina was only used when I wanted to backtrack quickly. Luck needed a bit more explanation.

The world was massive and full of detail, and the graphics were great. The music was almost non-existent, but in a zombie world, music might be out of place, so I'm fine with that. The zombie ambush music was at least creepy and quickly got you on edge, which added to the mood. All the zombies look different, you rarely feel like fighting the same exact thing over and over. I do want to say, though, the fact that zombie hordes can only drop in felt got annoying, it would have been nice if perhaps they could suddenly start crawling out of manholes or break windows and stream in. I think you did well in aesthetics overall.

The hunger/rest system worked well and made sense, especially the stats that did get reduced made sense with what you were suffering from. It as much of a chore as I thought it was going to be, and it really did add to the tension when you needed sleep but you were fighting through a building for the safe room at the top.

The weapons came in many varieties. At first I thought there wasn't any point in separating blunts and blades, but I realized blades tended to have less knock back but more damage, leading to an interesting choice between the two, since knock back is sometimes insanely useful. As for the other weapons, it was nice to finally see their stats (as opposed to the other last stand games). It would have been nice if there had been a notes section to add extra information on a weapon, such as stating if the reload is clip-based or if the weapon had an extremely high reload time (like the saw). The noise factor was also interesting, though I feel a bit more could have been done with that.

The combat itself was interesting, but had problems. Melee weapons are actually insanely useful, since they do a lot of damage, don't miss, and don't need to reload. This actually leads into one of the first problems, explained later below. As for the guns, I can't help but feel we never really got a good pistol. We got a lot of great automatic weapons and good rifles and shotguns, but I didn't find any really good pistol weapons that seemed worth using. I understand that you're generally more deadly with an assault rifle then a pistol, but at least one bad-ass pistol near the end would have been nice. I would have liked to see jumping made useful. Do it the minecraft way, critical hits on falling while striking, higher knock back on sprint hits.

I think each type of weapon should have come with own traits: pistols would have crazy fast reload speeds and shooting while sprinting, shotguns could blow shields and armor pieces off enemies (and perhaps split enemies in half, you often saw half-zombies moving around anyway), rifles I believe are the only weapon that pierces multiple enemies, but perhaps also having them pierce armor and shields (at least the later rifles).

Now, I know you're supposed to level up your skill with using a weapon to make it more accurate, but I still feel the accuracy was way too low until you had a crazy amount of points invested in the weapon. The big crosshair I can understand, but even if you still hit the zombie, you could still miss. I think a better system would have started with a reasonable crosshair that would quickly expands when firing because of the recoil. Leveling the respective gun skill would cut the expansion size and also slowly cut the initial crosshair size. Even if you're bad with a gun, aiming up a single shot wouldn't be hard, but keeping enough accuracy to get headshots would get harder as you fire faster, and being more skilled with the gun would eventually allow you to make rapid headshots with that weapon. I also think leveling the gun skill should increase reload speed (and perhaps some guns wouldn't get this benefit, so they could balance other traits they might have, such as being chain-fed).

I had another issue with the game: It's progression. At first you start with a crappy pistol, which I'd be fine with if the accuracy wasn't too terrible. I'm fine with starting with little and getting awesome weapons as I go along, that's rewarding, but the first gun is a bit too little when combined with low accuracy. The first pistol from the previous last stand games was a better starter. This issue is further emphasized by the fact that melee weapons are really reliable. Half my progression ended up being melee weapons only, because of accuracy issues and melee weapons were just far easier and caused less problems. Eventually the more powerful guns like the uzi gave me a reason to switch back.

Much of the early game is just a bunch of pistols, and eventually a shotgun/sawn off. Halfway through the game you find one or two automatics and a few rifles, and then at the end the game throws you more automatic weapons then you can actually use. I believe it would have been better if the game would have given you a decent rifle, something like the hunter compact, about the time you get your first shotgun, and maybe a bow too. Perhaps make the automatics have different amounts of power and spread them through the game so that you'd be stepping up the ladder as you go instead of having 10 nearly identical automatics at the end.

The quests are fine, I had no problem with them. They were direct, the quest items you obtained came in their own inventory so you could keep track of them, and you need to do more then one at once, you just did one and got it over with.

The partners were a nice addition, being able to give them weapons was a nice touch. It would have been nice if you could order them to move to a certain place, though, because often when a horde dropped down through the ceiling stop where they were, even if right next to where the zombies are dropping down, giving me a tough time defending them.

The clothes were a really nice idea, though I feel like there could have been more variety here. I sure if the Kevlar vests and the army helmets gave more protection, they weighed a lot so I figured they must have, but it would be nice if that were listed under the notes about the item.

The king shops had a problem: you see the stats of the item you were buying. Also, even on survivor, where ammo is supposed to be harder to come by, I could buy a crazy amount of ammo for my automatic weapons from the money I found lying around. I feel like there are just a few balance issues with how much the ammo costs/how much money you find/how much the weapons cost.

The story wise, okay. Waiting to see if give us a sequel with what happens to Jack. Meanwhile, the actual last part is frantic, but all you need to do is run right. The game sort of Nothing gameplay wise actually makes it feel like your last challenge. An awesome boss fight would have worked. Maybe a big zombie animal of some sort, or maybe a HERC helicopter could have swooped in with machine guns and rockets, forcing you to take it down. Maybe even a last stand as Jack prepared his explosives, a throwback to the first two games in which you defended from inside a barricade (that you could jump over) with crew helping as a wave of zombies came in to break the barrier and get through. The last running section was tense, but it feel like a last challenge before I win.

a fantastic game rewarding and tense at the same time, but I feel the combat and weapons are a bit too restricted. I hope to see a sequel!

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Rated 4.5 / 5 stars

Fun, Fast-Paced,

really fun love the game but really wished there would have been medals


Rated 4.5 / 5 stars