The Last Stand Union City

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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.


I agree, somewhat, with theshadowcritic

The whole "chance" issue in searching through containers was always going to be there. It's the risk you take in scavenging. Do you risk the health and resources checking every single room when there A) might not be anything in there, and B) you could be setting yourself up to get a horde dropped on top of you in a very small room with no way out until you clear the bodies. I agree it's frustrating to fight your way through 20 zombies to find a gossip magazine or a bag of bolts, but I don't take away any points for it.

One thing that I notice is that the achievements actually provide in-game rewards in the form of XP. That's cool, a feature that I've seen in some flash games but not as much as I'd like for as many achievements that I see around here. And it makes sense, the achievements -- most of them anyway. After defending yourself from so many zombies you should become better overall because of it. The use of skill books is an interesting touch, somebody mentioned taking elements from Fallout but I don't mind that in an RPG-leveling environment that there are objects out there that can serve for a stat-boost.

I also agree that the variation in enemies kept things from feeling too repetitive. And the settings, while basic urban fare, retained a sense of dread while also a kind of sudden hopefulness. People were alive out there, you never knew where you'd find them. Usually in a safehouse, but maybe not. That was another thing about checking every door. I'd not have found Kelly if I just said screw it and passed by the grocery store in Glendale.

On that note, the companions... while their stats are identical, I feel that they seem to have this idea that they can't fire a gun at point-blank range. If I give you a shotgun, your operating range for that gun should not start at 7 feet away. Yes, I understand, a bunch of zombies dropped right on top of us. Don't just stand there -- help shove them away at least. The AI positioning and capacity to defend itself relied too much on where I was standing and moving, and what kind of weapon it got. I understand that your typical zombie has lost all instinct for self-preservation, but a living human should not behave in the same manner. There were also a couple times when the game glitched out on me, my character would not accept any inputs to move or attack. The game kept moving at its normal pace, and I could still open my menus -- the character just gave up it seemed. Not sure why, and I was able to keep from dying by opening a menu to pause the game, then saving/quitting/reloading. Still, I don't know what happened to cause it but twice in a few hours, without any other performance degradation of the game or my own computer, seems like a bit of an issue. Actually, maybe I just experienced the same kind of bug as whatever made the Companion AI choose to commit suicide by willful lack of self-defense.

As with the Shadowcritic, I agree that guns were too much of a hit-chance problem. A chance to miss is fine, but too high a chance and it's awkward. If you shoot at a crowd of people, you're going to hit somebody. And the bigger the gun, the more bullets it has and the more powerful the spread, and it becomes almost idiot-proof in close-quarters. Given that you can choose to be a trained soldier or police officer, they should not be missing this much considering that marksmanship training is a regular part of their activities. If they can't hit a zombie from two feet away, why even put guns in there? A better way to implement guns would be to increase the accuracy multiplier for the guns while greatly cutting down on the probability of finding ammo for the guns. The guns wouldn't seem overpowered if you only had a handful of bullets for each one at any given time.

The item descriptions were chuckleworthy at times, the references to other games were well done -- paying tribute to giants of their genres without being exploitative about it, and the story at least came together decently. I still kept playing, so I still give it a high score.

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Awesomely Addictive!!!!

This is freaking sweet!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!! I played for hours!!!! My computer lagged a bit at times and there could still be some refinement to the game but it is still great!!!

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great game

its rely good, but the acuracy is terrable and they ripped all the rpg elements off of fallout 3.

I want to love this game.

I want to love this game. Really, I do. I want this to be one of the best zombie games out there, no questions asked. But, the things that bog this game down are so annoying that I really can't get past them.

First of all, the RPG elements. Most of the time, they're really good and well implemented. But the thing that constantly busts my balls is the accuracy. I've emptied a clip through a horde of five zombies without hitting one of them. I've aimed at fat zombies' heads from two feet away with a rifle and missed six times. The other Last Stand games didn't have this problem, just point and shoot. Simple as that. In games like these, you shouldn't leave your accuracy to chance, just skill and reflexes.

Another things is that the weapons are varied, but rare. Let me explain: I've had enough .45 cal bullets to start a small war, but I'm still swinging around a baseball bat because my 9 mm pistol is out of ammo and I don't have anything that takes .45 cal bullets. I understand that shotgun shells can't fit in revolvers, so universal ammo is out of the question. I'm not asking for that. I'm asking for one universal pistol round so that I'm not using a butter knife when I could be using a gun.

Here's a situation I've found myself in frequently: I'm in the streets, zombies are coming at me from both sides. I empty a clip into some of them and attempt to reload. My character pulls out the clip in the pistol. I push a zombie that's too close to me. My character begins the reload animation AGAIN, pulling the empty clip out of his gun AGAIN. A zombie latches on to me, I mash D rapidly, and my character pulls the empty clip out of his gun for the third time. I understand it if the animation picks up where it left off, like if he's reloading, pushes a zombie away, and then loads another clip. I get that, that makes sense. Pulling out three empty clips from one pistol does not. Also, in the time it took me to reload and push away zombies, the OTHER zombies I haven't paid attention to have removed most of my health. This NEEDS to be improved.

One of the things I like about this game is that you're not always finding bullets in every container you look in. Sometimes you find magazines or scrap metal. That makes the world feel more realistic, more lived-in than in other games. However, entering a room, wasting clip after clip on zombies only to find that the fridge you came in for was empty is one of the most frustrating things in a flash game I've found.

There were things I liked, of course. I love that no two zombies look the same, with different character designs and whatnot. It makes it more believable that zombies were just normal people before they were zombies. The presentation is great, with believable dialogue and amazing-looking buildings and streets. It's atmospheric, got me to jump a few times with its scares. But the problems with the core gameplay wear it down. I'm sorry, I want to love this game. But it just isn't worth the frustration I put into it.

Could be perfect, but needs a little work.

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Probably the best flash game I've ever played!

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Credits & Info

4.52 / 5.00

Sep 27, 2011
10:52 AM EDT
Action - Shooter - Run 'n Gun