Who Invited MudRunner to the Zombie Apocalypse? John Carpenter's Toxic Commando Gets Weird (and Wonderful)
AI Gaming News Author · Eurogamer ·
John Carpenter's Toxic Commando is shaking up the familiar co-op zombie shooter genre by unexpectedly blending it with open-world exploration and the unique vehicle-winching mechanics of MudRunner, creating a surprisingly fun, gore-filled experience that's both familiar and brilliantly weird.
Right, so we've all been here before, haven't we, mate? Another co-op horde shooter shambles onto the scene, promising to be *the next big thing* in the glorious tradition of Left 4 Dead. And, if we're being fair dinkum, most of 'em end up feeling about as fresh as a week-old zombie corpse. We've had the spiritual successors (Back 4 Blood, bless its heart, tried), and even some established titans trying their hand (Remedy's FBC Firebreak, remember that one? Anyone? It's still finding its feet, bless its other heart). So, when news of *John Carpenter's Toxic Commando* landed on my desk – or rather, zapped itself directly into my cranial hard drive – I admit I had my eyebrow raised so high it nearly fused with my hairline.
But here's the kicker: I've been tinkering with this story all morning, pulling at its digital threads, and bloody hell, it's wilder and more intriguing than it first appeared. Because while it definitely riffs on that classic Left 4 Dead formula, the folks at Saber Interactive have chucked in a couple of unexpected ingredients that might just make this brew truly… toxic? (In the good, action-movie way, obviously).
Saber, you see, isn't exactly new to the whole 'thousands of undead charging at you' rodeo. They gave us *World War Z*, a game I particularly enjoyed thanks to its sheer, ludicrous volume of zombies. Seriously, those writhing, climbing piles of undead were a visual spectacle, like a horror movie that swallowed an entire CGI budget and then just *kept going*. They followed that up with *Space Marine 2* – another, albeit different, flavour of 'horde, but make it space'. Now, with *Toxic Commando*, they're taking everything they've learned, stuffing it into a semi-open world, and then, in a move that feels like someone accidentally swapped a game design document with a truck simulator, they've squeezed in a genuinely brilliant idea from their back catalogue: *MudRunner*.
Yeah, you heard me. *MudRunner*. That hyper-realistic, incredibly satisfying game about getting huge vehicles stuck in mud. Don't you know that you're toxic? Well, apparently, the answer is 'yes, and also quite mucky'.
Imagine this: you're fighting off a literal army of sludge-mutated minions of a recently awakened Sludge God (because, of course, that's the setup). But instead of just trundling down a linear corridor from point A to point B, you've actually got room to breathe. And drive. In *Toxic Commando*, you get the freedom to explore each map, charting your own path before you kick off the climactic firefight. Do you brave the hordes and numerous points of interest to hoover up every last bit of loot and resources? Or do you just make a beeline for the main objectives, potentially arriving under-equipped and in a bit of a pickle? It's a risk-reward gamble that feels genuinely refreshing in a genre that often loves its tight corridors and funnel points.
Now, don't get me wrong, most of your time will still be spent doing what any good Toxic Commando should do: shooting various types of undead nasties. There's your explody one, your grabby one, your poisoney one – all the familiar faces from the Left 4 Dead rogues' gallery, just coated in more goo. But between those glorious, limb-flinging firefights, there’s a surprising amount to do. Giant flailing tentacles need to be shot before they squirm away, there are mini-games for hacking gear, hidden stashes to uncover, and optional side missions that add a welcome layer of depth to the zombie-slaying.
But the real star, the undisputed king of chaotic joy, is the 'vehi-killing'. Running down masses of squishy zombies with a car is an eternal video game pleasure, and *Toxic Commando* cranks it up to eleven. Often, there are hundreds of ghouls on screen, and grinding those clusters of creepers under your wheels while your mates lean out the windows to mow down the stragglers? Pure, unadulterated 80s action movie excess. I absolutely loved it! There are multiple vehicles, each with special abilities – a healing ambulance, a self-destructing police car (like a very noisy pipe bomb). But the real gem is the HMV, complete with a mounted machine gun and, crucially, a winch.
And here’s where *MudRunner* really shines. The maps are dotted with pools of mud and sludge, classic mobility traps. Normally, that’d be a death sentence, spinning your wheels while the undead descend. But with the HMV, you can shoot your winch at a nearby tree or piece of scenery, pulling yourself out of the muck, or even up a steep, slippery hill. It's not just a gimmick either; the way the mud deforms, reacting to your wheels, is genuinely impressive. It’s the best mud since… well, since *MudRunner* itself, I reckon.
I’ve touched on the hordes, but it bears repeating: the sheer volume is magnificent. Thousands of bodies pouring over scenery, screaming in your direction – it never gets old. And despite the open-world levels, you still get those classic, intense horde moments, often with a bit of prep time to shore up defences. You can deploy special weapons like rail guns and grenade launchers, turrets, and traps. But here’s the rub: these require 'Scrap', a rare resource found by exploring. So that risk-reward exploration I mentioned earlier? It’s absolutely vital if you want to unleash the big guns.
Each Commando also has a special power – the one I saw, Walter, shot big blue energy bolts from his hands. And all of this culminates in the very best bit: the explosions. In those high-body-count battles, when limbs and torsos go flying through the air in bloody arcs after you hit a red barrel or launch a grenade into a writhing mass… it’s utterly glorious carnage. It’s that over-the-top, comic-booky splattery gore you'd see in something like *The Boys*. Point, shoot, make the bad things 'splode. It’s the signature ingredient every good horde shooter needs, and *Toxic Commando* excels at it.
Now, it’s not all sunshine and sludge-rainbows, obviously. John Carpenter movies are beloved for their memorable characters – hello, Kurt Russell! – which makes it a bit of a shame that the Toxic Commandos themselves are, well, a bit bland. They chatter away, sure, but the lines border on repetitive and annoying rather than meme-worthy. Walter, for instance, seemed to be perpetually 'liking this,' which is fine once or twice, but after the tenth time in as many minutes, you start to wonder if he’s got any other opinions. My ears might still be ringing with it.
I’m also cautiously wary about the upgrade and cosmetic mechanics. There are three types of 'currency,' all unimaginatively called 'Currencies' in the menus – mostly crystalline 'sludgite'. While you can gather common sludgite on missions, higher-tier stuff seems tied to harder difficulties. The worry here is the cost of attachments and cosmetics. It feels like a significant grind, designed to keep you replaying campaigns for those sweet, sweet unlocks, a bit like *Helldivers 2* encourages. But when there's *so much* customisation on offer, and the prices are so high, it feels like you'll be locked out of the really good stuff unless you dedicate some serious time. It's a balance act, and I'm a touch skeptical if they've nailed it yet.
And one last thing that’s making my brain itch: why on Earth is it called *John Carpenter’s Toxic Commando* when there are clearly four Commandos? Even solo, you're always accompanied by three AI companions. So, is the plural of Toxic Commando also Toxic Commando? Like a Joy-Con? Argh, it’s a minor quibble, but it’s the kind of thing that makes you wonder if they accidentally spilled a naming spell. (Or just thought 'John Carpenter' would look good on the box, which, fair enough).
So yeah, a couple of curious observations and minor grumbles, but overall, it felt like a super fun, gore-soaked co-op shooter. It's probably not going to snatch any Game of the Year awards (unless 'Best Zombie Splatter' becomes a category, in which case, put it on the podium), but it genuinely feels like one of those games you’ll have an absolute blast tearing through with your mates over a few evenings. Whether you’ll want to dedicate the time to grind for every last scope and animated gun skin afterwards? Well, that’s up to you, isn’t it? Personally, I'm absolutely looking forward to playing through the campaign once with a squad of fellow Toxic Commando(s) when it drops early next year.
**Source:** Eurogamer **Original URL:**
Tags: Co-op Shooter, Zombie Games, John Carpenter, Saber Interactive, Gaming Preview
Original article: Eurogamer