Earn to Die 3 Game

Earn to Die 3 – Because sequels deserve some ideas about improvements and additions to their future

Persistence, Prowess, and Upgrades

If works of zombie apocalypse fiction have taught us anything it’s that main characters are never safe, it’s always a good idea aim for the head, and that there’s no substitute for some good, old-fashioned bloodshed to bring a group of survivors closer together. Toffee Games’ Earn to Die 2012 also gave us somewhat of a lesson in zombie survival, and its methodology is significantly more vehicle-based than most. As a distance game in which you use a vehicle to attempt to splat and smash your way through obstacles and zombies, Earn to Die 2012 made it clear to us that surviving an uprising of the undead is all down to persistence, driving prowess, and most of all, the ability to apply upgrades to your car so that it steadily becomes a better vehicle that is more capable of travelling greater distances and even making it to the next checkpoint on the map. One can only hope the simultaneous running from and smashing into zombies continues with a sequel, but Earn to Die 3 will need to pull its socks up if it’s going to be better than its first, and here are the ways it can do this.

Lengthy Member

I won’t pretend that I had no idea about Earn to Die 2012 being effectively a demonstrative preview title that was designed to be a largely abridged version of the full iOS game, offering a mere snapshot of the full mobile-gaming experience. It doesn’t stop this flash-based version being altogether too short, however, with the most notable shortcoming being in the length of the game. You effectively only get to play through three actual levels before you have finished the game and are swiftly prompted to check out the iOS version of the game. It’s understandable that developers want to make money, but if anything, it seems a bit of a cold shoulder to the fans for them to restrict the game in this way. One can only hope that the next sequel has a more full-length flash version, as another flash-based ‘preview’ of the game would just be a little upsetting after having already been locked out of most of the content of the full game in Earn to Die 2012.

Upgrades aren’t Everything..

Is it just me, or are you able to pretty much breeze through the game all too easily after you’ve applied enough upgrades to your vehicle? I know that the whole point of upgrades is to facilitate you passage through the level and make things much easier, I’m referring more to the fact that the terrain is all too simple and easy to traverse, with only minor bumps here and there. You shouldn’t be able to simply shut your eyes with a fully-upgraded car and hold ‘up’ and have it result in you finishing the level; this won’t do at all. There needs to be some sort of shaking up of the terrain at the very least, with some new obstacles to your passage and even the ability to stunt/manoeuvre your way past some tricky obstacles and particularly challenging variations in the shape of the ground beneath. Simply put, the game should be about more than simply having the best upgrades; there should be a requirement of using them in the correct way during the levels as well.

..But They Are Desirable

Yes, it is of course common practice for a game with upgrades to go ahead and offer more upgrades of better quality and in greater quantity than the last, but this is exactly what a sequel needs. Earn to Die 2012 had just a few firearms variations; how about a few more weapons provisions and some zombie-ruining blades or battering rams on the front of the vehicle in addition to the current ‘zombie kits’ available? I’m thinking of a weapons system more akin to that of Nuclear Outrun, but perhaps I’ve been spoiled by said distance-based nuclear holocaust title. More guns, bigger engines, and generally more car customisation would hit the spot in a big way. 

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