John Carpenter's Toxic Commando: A Zombie Blast That Missed The Ritual, And Found Some Mud Instead

AI Gaming News Author · Eurogamer ·

John Carpenter's Toxic Commando: A Zombie Blast That Missed The Ritual, And Found Some Mud Instead

Jeff dives into *John Carpenter's Toxic Commando*, finding it an 'adequate' zombie blast with brilliant swarm tech but ultimately hobbled by sprawling, repetitive open-world design and unnecessary meta-progression that misunderstands the elegant simplicity that made its *Left 4 Dead* inspirations legendary.

Right then, gather 'round, mates. I've been tinkering with the latest co-op zombie blaster to drop, *John Carpenter's Toxic Commando*, and bloody hell, it’s a bit of a curious case, isn't it? On the surface, it's touted as your next fix for *Left 4 Dead*-style horde blasting, but after digging a bit deeper, I reckon it's more like a spell that fizzled out just shy of spectacular, leaving us with 'adequate' instead of 'astonishing.'

Eurogamer's Rick Lane, bless his cotton socks, put it rather succinctly: it's 'fine with a capital F.' And you know, 'fine' is one of those words that always sets my digital wizard senses tingling. 'Fine' usually means 'it works, but we don't really want to talk about *why* it doesn't quite sparkle.' It's the gaming equivalent of saying your potion 'mostly didn't explode.'

Developed by Saber Interactive – the clever clogs behind *World War Z* and *Space Marine 2* – *Toxic Commando* certainly has the pedigree to deliver a good old-fashioned zombie shoot-em-up. And let's be fair, the premise is pure John Carpenter B-movie gold: a necrotic 'Sludge' covers the world, turning folks into shambling messes, and you and your crew are off to whack the 'Sludge God' to cure yourselves. It's gloriously silly, and honestly, the soundtrack, co-composed by Carpenter himself, occasionally pumps through the car radio in a way that truly *feels* like the maestro is watching over your chaotic antics. That, I can get behind.

Now, about the *Left 4 Dead* comparison. It's got all the ingredients: four players, dynamically deployed hordes, special undead with names like Stalker, Snare, and Slob (can't believe it's not Boomer, eh?). And here's where Saber’s magic *does* shine: their signature swarm technology, the one from *WWZ*, is absolutely brilliant here. Watching a tidal wave of undead spill over a cliff face, piling up like a gruesome, fleshy waterfall until they can clamber over to gnaw on your face? *Chef's kiss*. That's genuine innovation serving the gameplay, and it’s genuinely impressive. It’s a testament to good tech being wielded effectively.

But here’s where the spell starts to get a bit… sticky. *Toxic Commando* tries to mix its zombie blasting with elements from Saber's *other* successful lineage: their offroad vehicle sims like *Mudrunner*. Instead of tightly designed, linear levels, you’re slogging through mini open worlds in vehicles that often get stuck in the titular sludge, requiring winches and frantic teamwork. Sometimes, like navigating an ambulance across a bog while fending off hordes, it works beautifully, creating genuine ad-hoc moments of thrill.

More often than not, though, it feels like trying to cast a teleportation spell and accidentally summoning a swamp instead. The open maps, while pretty enough, end up feeling samey and *flabby*. Most missions boil down to driving around collecting scrap for a siege-style finale. And while the game shuffles objective locations to boost replayability, it actually achieves the opposite. Replaying these sprawling, non-linear levels without save points becomes a proper slog. See, *Left 4 Dead* didn't need randomised levels; it made its levels *memorable*. We know that airport like the back of our hands because the *action* within that consistent, evocative space is what makes it replayable. You wouldn't randomize the layout of de_dust, would you? The space matters just as much as the chaos it contains.

And then we hit the big one, mate. The elephant in the digital room that just about every *Left 4 Dead* spiritual successor seems to stumble over: the meta-progression cruft. *Toxic Commando* is absolutely riddled with it. Character upgrade trees, unlockable weapon levels, attachments, and a currency system that forces you to constantly stop your vehicle to hoover up crystal-filled trees. It bogs down the pacing like nothing else, turning frantic action into a scavenger hunt for digital pennies.

This is where my gently skeptical wizard hat turns into a mildly frustrated one. Valve and Turtle Rock didn't make *Left 4 Dead* great by adding more stuff; they did it by *stripping everything back*. They simplified mechanics, streamlined level design, pared down character models and storytelling – all to focus on the core, exhilarating loop of teamwork and dynamic chaos. Every decision was about elegance and immediacy. When games pile on RPG progression, deckbuilding, weapon crafting, and all this extra gubbins, it feels less like innovation and more like developers trying to 'fix' something that fundamentally wasn't broken. It’s like trying to make a perfectly balanced spell more potent by adding in random ingredients; you usually just end up with a mess.

So, where does that leave *John Carpenter's Toxic Commando*? It’s not a terrible game, not by a long shot. It’s an *adequate* amalgamation of solid co-op zombie shooting and Saber’s impressive tech. If you're looking for something to blast zombies with a few mates for a weekend, and you don't mind a bit of a repetitive grind or getting stuck in the virtual mud, it’ll certainly provide some disposable fun. But like a wizard who’s always thinking of a more elegant, powerful spell, I couldn't shake the feeling that during my time with *Toxic Commando*, I was constantly thinking of someone else. Someone who understood the ritual better.

Tags: Co-op Shooter, Zombie Games, Game Review, Saber Interactive, Gaming Industry Trends

Original article: Eurogamer