No More Room in Hell 2 Early Access Review – Fights in Dead Spaces

No More Room in Hell 2 Early Access Review – Fights in Dead Spaces

As a seasoned survivor of the undead apocalypse, I must admit that my heart skipped a beat when I heard about the return of “No More Room in Hell 2“. The original game was a grueling test of survival, a haunting reminder of what it means to be human in a world overrun by the grotesque and relentless hordes of the undead.


When considering horror video games, titles that evoke an eerie ambiance, delve into psychological terrors, and emphasize survival often come to mind – such as the remake of Silent Hill 2 or the latest release A Quiet Place: The Road Ahead. On a different note, zombies have carved out their own niche – these creatures are not just about fear anymore; they offer opportunities for creative dismemberment and a sense of satisfaction that triumphs. If it’s not a game like Dead Island 2 or Dead Rising: Deluxe Master, then perhaps we’re talking about a return to traditional zombie slaughter, as seen in the latest installment of Call of Duty: Black Ops 6.

Despite the fact that zombies have consistently been used to instill fear and remind us of our vulnerability, as well as how quickly peace can turn into chaos, what do you do when such events occur? Lever Games’ No More Room in Hell effectively conveyed this constant sense of tension and dread, from its beginnings as a mod for Half-Life 2 to its standalone release in 2011. You weren’t a hero or someone extraordinary; merely a survivor trying to endure yet another horrific day.

Despite the naming, No More Room in Hell 2 isn’t that.

From the get-go, establishing a creepy ambiance is discarded to prioritize achieving the goal.

Although Torn Banner Studios is credited as the developer, they acquired Lever Games back in June, and the sequel has been under development for quite some time. The Summer Game Fest trailer seems to stick closely to the original’s core principles, yet it appears that the game will unfold on a significantly larger scale (single map).

While it might seem that early access version leans towards a more conventional, at times repetitive, loot-shooter style, unfortunately, it falls short in multiple aspects for fans of the original game. Technical problems, questionable design choices, monotonous gameplay loop, and an uninspiring plot dampen any expectations built on its foundational elements. The zombies, rather than adding excitement, appear to be merely filling a requirement, resembling contemporary Romero’s work more than the iconic classics.

In contrast to what might initially seem, No More Room in Hell 2 does have a plot. Rather than playing as a survivor, you assume the role of a “responder,” hurrying to the power plant to repair it and prevent a widespread breakdown, as the CRC broadcasts ominously over the radio. You begin your journey alone, but there are seven other players on the map with you.

Using only a handgun, flashlight, and makeshift melee weapon, navigate through hordes of zombies to stay alive while exploring various locations for upgraded weapons, healing supplies, explosives, gear, and more. Finding ammunition becomes relatively straightforward once you’ve familiarized yourself with the map, but recklessly firing your gun in open areas can draw unwanted attention from additional zombies.

Initially, the sense of creating a suspenseful ambiance appears to be discarded in favor of emphasizing the main task. I’m glad the game (CRC) informs me about crucial, distinctively marked places to conquer first. Yet, the excitement derived from investigating locations, such as the hospital with its stacked crates and other materials leading to the barricaded upper floor where hordes of undead wander casually on the ground level, is lessened by frequent updates.

No More Room in Hell 2 Early Access Review – Fights in Dead Spaces

Despite handling everything else, these zombies seem to absorb an excessive amount of damage.

In simpler terms, no matter if other players explore a site, head to the power plant, or even stumble on a stone, you’ll be informed about their actions. It would be nicer for me if there were more discreet alerts when I’m away from others, as the noise can still be overwhelming when we’re in the same vicinity.

Despite reasonably meeting the recommended requirements for High settings and setting the upscaling to TSA, the frame rate left something to be desired in my first go-round. Toning down a few options like volumetrics while opting for Nvidia DLSS Quality improved things significantly, even with crowds of zombies. However, the zombies themselves present a litany of their own issues.

As a passionate gamer, I can tell you that the sensation of rubber-banding, sliding haphazardly across the floor, and then suddenly transitioning from clumsy shuffles to lunges, feels like teleporting right through my character – it’s nothing like the undead just strolling on Earth. Visual bugs such as zombie heads floating strangely in mid-air or worse, barely hanging onto their still-moving bodies, are one thing. But these glitches can make gameplay feel surreal at times.

In essence, everything else in the game significantly influences the gaming experience. However, melee combat particularly becomes a matter of chance unless you’re on high ground, attacking a horde of undead from above. This is surprising given their climbing abilities, but they seem unable to reach you. The problem is that melee combat overall feels awkward and unresponsive, as if you’re swinging a weapon while submerged in water. Fortunately, the fire axe has a sense of weight and power to it.

Despite your ability to handle everything else, these particular zombies seem to absorb an excessive amount of harm. I’m open to managing the fast-moving ones, whether it’s shooing them away (which feels awkward) or panicking and using the surroundings to gain the upper hand. But dealing with the red-eyed zombies and their capacity to endure punishment is challenging. Firing a shotgun blast or heavy gunshot to the head only causes them to keep lumbering forward, barely fazed – showing only their lower jaw and wagging tongue. While it’s somewhat amusing, it remains disheartening nonetheless.

No More Room in Hell 2 Early Access Review – Fights in Dead Spaces

Initially setting out on your own can be captivating, but once you get closer to your goal, you discover that a staggering 60% of the way has already wilted, making the remaining journey all the more difficult.

In “No More Room in Hell 2”, they’re blending the harsh mechanics and gritty realism of the original game with a more popular style (if I may use that term). However, certain aspects don’t seem to fit well with the faster-paced action. Initially, playing alone is intriguing, but it becomes a challenge when you spend time traveling to the plant only to find that most of the lobby has already been wiped out, making the final leg even more difficult. The zombies continuously respawn, which seems balanced for eight players, but it becomes quite frustrating when you’re caught off guard from behind after diligently clearing out the undead from on top of a car following an extended period of monotonous zombie-clearing.

As a gamer, here’s my take on paraphrasing the concept: Every time I embark on a mission, I’m given a character known as a responder. Upon completing a successful extraction, this character earns XP that can be used to unlock various passive skills. However, if my responder perishes during a mission, I’m forced to start anew with a fresh, randomly generated character and repeat the process. In simpler terms, death is permanent, and I must adapt and learn from each experience to progress in the game.

In many similar loot-shooter games, dying means forfeiting your items, regardless of whether you’re playing cooperatively or not. And if your team falters due to factors beyond your control, it can lead to wasted progress over extended periods. However, if I’m given a random character with whom I have no emotional connection, why not allow me to customize their appearance and gameplay style when starting anew?

When you’re not facing bugs like your weapon’s ADS glitching out, making it impossible to shoot, or zombies getting stuck in the railing, the visuals are appealing. Locational damage on the undead is perhaps the highlight, even if it can range from exposed bits to simple crimson masks when taking one too many hits to the decaying dome. It’s no F.L.E.S.H. system from Dead Island 2, but I’ll take it, and despite the many issues with melee combat, at least the gunplay feels satisfying and responsive.

No More Room in Hell 2 Early Access Review – Fights in Dead Spaces

Although Torn Banner might eventually align the sequel’s style with that of the original, there’s still a considerable distance they need to cover in the process.

The lighting, shadows, and environmental details are also worth noting, with several locations dripping with atmosphere, like rows of abandoned vehicles near checkpoints, field camps in disarray and bodies, undead and otherwise, lying about. Their puzzles fell a little too much on the simple side – like knocking out four fuse boxes to turn off electrical traps to enter a building and then hitting three breakers to restore power – but they work. Now, if only there were more to the gameplay loop than just running to the plant and extracting.

Despite tackling all the problems and flaws, No More Room in Hell 2, surprisingly, still offers potential for expansion during its early access phase. The exhilarating moments of battling swarms of enemies and escaping with any surviving teammates can be fun, even amidst the glitches. However, given the abundance of more refined and polished cooperative shooter games available, these positive aspects fall short. Torn Banner has a significant journey ahead to bring the sequel up to par with its predecessor’s style, but it’s not there yet.

This game was reviewed on PC.

Read More

2024-10-29 16:15