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Ground Zero: Promising 90s-Inspired Horror Survival Game Previewed

by Lisa Park - Tech Editor

The survival horror genre is experiencing a resurgence, and Malformation Games is aiming to capitalize on the nostalgia with ‘s “Ground Zero,” a title currently in development for PlayStation 5, Xbox Series X|S, and PC via Steam. Early previews suggest the game is garnering attention for its deliberate homage to classic survival horror titles of the 1990s.

“Ground Zero” immediately signals its influences. The developers haven’t shied away from embracing familiar mechanics, but have reportedly leveraged those constraints to create expansive environments and experiment with combat systems that accelerate gameplay. This approach, according to reports, demonstrates a serious commitment from Malformation Games in their debut project.

The game’s narrative begins with a dramatic premise: a meteor strike in Busan, South Korea, has triggered organic contamination, turning the population into zombies, and hinting at a deeper conspiracy. Players assume the role of Seo-Yeon, a Korean soldier, partnered with Canadian operative Evan, tasked with investigating the source of the disaster and its extent. The narrative benefits from a bilingual approach, with Seo-Yeon switching between English and Korean depending on the conversation partner, adding depth and immersion and suggesting a collaborative effort between the two agents despite originating from different teams.

One of the most striking aspects of “Ground Zero” is its environmental design. The opening city feels substantial, allowing players to traverse a variety of locations – shops, subway stations, arcades, sewers, and buses – at a brisk pace. This variety contributes to a rich exploration experience. Subtle touches, such as area names reminiscent of the *Metal Gear* series appearing between rooms, further enhance the game’s appeal. However, the map navigation system has received some criticism. Players can currently only see locked doors and points of interest in the immediate vicinity, potentially complicating route planning. Item interaction also occasionally feels awkward, with a “Nothing of Interest” prompt appearing when attempting to pick up clearly visible items.

In terms of combat and mechanics, “Ground Zero” appears to get more right than wrong. The auto-aim system functions effectively, though the ability to more easily lock onto explosive barrels – currently requiring manual aiming – would be a welcome improvement. Clearer visual or audio feedback when shots connect with enemies is also suggested to enhance the combat experience.

Puzzle design is considered a strength, guiding players through the city at a comfortable pace. Optional detours leading to hidden items or additional clues, while remaining connected to the main objective, add value to the exploration. The game features a reliable auto-save system, supplemented by manual saves tied to specific items – a mechanic that doesn’t feel burdensome, as the game consistently provides players with the necessary resources. The game’s difficulty is reportedly high, with additional modes likely to present even greater challenges, maintaining the constant tension expected within the genre.

Following an extended demo session, “Ground Zero” has left a positive impression. The game appears confident in its identity, drawing inspiration from familiar survival horror roots while incorporating a distinct personality. Malformation Games demonstrates a deep understanding of the genre, respecting its pacing and not shying away from challenging players to maintain tension. If the development team continues to refine the systems and build upon the existing foundation, “Ground Zero” has the potential to become a standout title.

The game’s commitment to recreating the aesthetic of early PlayStation survival horror is notable. Character models are simple, lacking lip-sync animation during dialogue, and environments appear pre-rendered, mirroring the style of classic Capcom titles like the original *Resident Evil*. This deliberate choice aims to evoke a sense of nostalgia for players familiar with those games.

While the game draws heavily from *Resident Evil*, it avoids some of the more cumbersome aspects of that series’ imitators. Unlike titles like *Post Trauma*, which included tank controls as a deliberate attempt to replicate the feel of older games, “Ground Zero” opts for more modern control schemes. This decision aims to provide a more accessible and fluid experience for players.

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