Key art for Zombie Army 4: Dead War

Game review

Zombie Army 4: Dead War

5 / 10

Developer
Rebellion
Publisher
Rebellion
Released
4 February 2020
Platforms
Windows
Genre
Co-op Zombie Shooter
Monetisation
Premium one-time purchase; extensive paid weapon, cosmetic, and season pass DLC layered heavily on top
Players
Single-player or up to 4-player online and local co-op

The short version

Zombie Army 4: Dead War sends up to four players through 1940s Europe with Sniper Elite's signature weighty gunplay, gory X-ray kill cams, and a campaign built specifically around cooperative horde-shooting against an occult zombie army. Reviewers who focus purely on the moment-to-moment experience consistently describe it as genuinely fun, arcade-y co-op shooting, a clear step up from its own predecessor. Almost none of them can recommend it without a major caveat. An overwhelming, remarkably consistent share of the review sample argues the base game's weapon roster is deliberately gutted to sell DLC, with reviewers reporting the vast majority of guns, cosmetics and even a full campaign chapter sit behind paid add-ons that collectively cost more than the base game itself.

Biggest strengths

  • The core gunplay and cooperative horde-shooting loop draws consistent praise as genuinely fun arcade action, with reviewers crediting Rebellion's signature weighty weapon feel and gory X-ray kill cam sequences as satisfying carryovers from the Sniper Elite series
  • Local and online 4-player co-op are repeatedly credited as the game's strongest mode, with reviewers describing the experience as significantly more enjoyable with a full team than played solo
  • The game is widely described as a clear improvement over its predecessor, Zombie Army Trilogy, in terms of mechanics, visual fidelity and overall production polish

Biggest weaknesses

  • An overwhelming, detailed and remarkably consistent share of reviewers reports the base game ships with a deliberately minimal weapon roster, typically citing only three guns per weapon category available without DLC, with the remainder sold individually or through season passes
  • Multiple reviewers report the full DLC catalogue costs significantly more than the base game itself, with detailed accounts citing a combined price approaching or exceeding double the base purchase, and note it's rarely discounted as steeply as the base game during sales
  • Reviewers report cosmetics, character customisation options, and even entire campaign chapters are sold as separate paid content, with several explicitly comparing the structure unfavorably to a full-priced game's normal content expectations

Who it's for: Co-op zombie shooter fans willing to accept a heavily monetised base game and budget accordingly, more than anyone expecting a complete weapon roster or full campaign content included in the initial purchase.

Our recommendation: Fun co-op shooting worth trying on a deep sale with friends, but budget for significant additional DLC spending if a full weapon selection and complete campaign content matter to you, since reviewers overwhelmingly report the base purchase alone is a fraction of the full experience.

5 / 10

Hitler's occult zombie horde has returned to 1940s Europe, and it's up to a squad of up to four players to shoot, snipe and melee their way through it using the same weighty, X-ray-kill-cam gunplay that made Rebellion's Sniper Elite series a cult favorite. Zombie Army 4: Dead War is a direct sequel to Zombie Army Trilogy, and reviewers across a review sample approaching 4,000 agree it's a meaningful step up in almost every mechanical way. What they don't agree is worth recommending, at least not without a very specific and very loud caveat.

Genuinely fun co-op shooting, when reviewers talk about the game itself

Set the monetisation debate aside for a moment, and the praise here is warm and specific. Reviewers consistently describe the core horde-shooting loop as satisfying arcade fun, crediting Rebellion's signature weighty weapon feel and gory kill-cam sequences as a strong carryover from the Sniper Elite series that made them fans in the first place. Four-player co-op draws its own dedicated praise as the game's strongest mode, with reviewers describing a noticeably more enjoyable experience with a full team than playing solo. Special enemy types, including exploding "suicider" zombies and occult-themed bosses, earn specific credit for adding welcome variety to what could otherwise become a repetitive shooting gallery, and the overall production is widely regarded as a clear, meaningful improvement over its predecessor. More than one reviewer frames the core loop as Rebellion's own take on Left 4 Dead, built specifically around the Sniper Elite universe's characters and setting rather than the more precision-focused sniping the series is best known for, and treats that shift toward faster, more chaotic horde combat as a welcome change of pace rather than a departure to be wary of.

The DLC structure that dominates almost the entire review sample

What actually defines this review sample, positive and negative alike, is an overwhelming and remarkably consistent argument about monetisation. Reviewers report the base game ships with a deliberately minimal weapon roster, with multiple detailed accounts specifically citing only three guns available per weapon category without additional purchases. That's not a vague complaint about "too much DLC" in the abstract; it's a specific, itemized grievance repeated independently across dozens of reviews, several of which calculate that the full DLC catalogue, covering additional weapons, cosmetics, and entire campaign chapters, costs significantly more than the base game itself. Multiple reviewers explicitly frame their review as less a judgment of the underlying game and more a protest against what they describe as a genuinely predatory structure for a full-priced release, with more than one reviewer stating they recommend playing the game despite giving it a thumbs-down specifically to draw attention to the pricing model.

A season pass that eventually became free, too late for some

It's worth noting directly that the pricing debate documented throughout this review sample isn't entirely static: reviewers report the first season pass was eventually made free through a later update, a genuine improvement to the value proposition that at least softens the original complaint for anyone buying the game today rather than at launch. Several reviewers who note this change still maintain their overall criticism, however, arguing the remaining paid content, and the years of full-price DLC sales that preceded the change, don't retroactively excuse the original structure, even if new buyers now get a somewhat better deal than reviewers who paid full price for everything at launch.

A specific privacy complaint worth reporting carefully

Beyond the monetisation debate, at least one detailed reviewer raises a separate and more serious concern: a lack of clear privacy policy information and data-handling transparency, alongside a specific, attributed claim that a related community forum discussion was removed without explanation. This review can confirm that specific, detailed complaint exists in the public review sample exactly as described, but cannot independently verify the underlying claims about data handling or the circumstances of the forum removal. It's reported here as a serious, specific allegation rather than an established fact, distinct from the broader and much more widely corroborated DLC-pricing complaints.

Repetition complaints layered on top of the pricing debate

Separately from the monetisation argument, several reviewers report the campaign itself grows repetitive over a full playthrough, describing later chapters as recycling the same fetch-and- defend objective structure established in the earlier missions. That's a smaller, more conventional complaint compared to the DLC debate dominating the sample, but it's worth naming directly since it affects the base campaign experience independent of any DLC purchasing decisions a player makes.

What the achievement data confirms about how little of the game most players see

Global achievement data provides striking, direct corroboration for one of the review sample's most specific claims. Early achievements clear a healthy majority of the playerbase, but the achievements tied to completing the game's final campaign content fall to roughly 3%, closely matching a detailed reviewer's own cited figure that only 3.4% of players ever complete all of the game's content. That's an unusually steep and specific drop-off, directly consistent with reviewers' arguments that a meaningful share of the full experience sits gated behind DLC most buyers never purchase.

Verdict

Zombie Army 4: Dead War is, at its mechanical core, a genuinely fun and well-crafted co-op zombie shooter that reviewers consistently enjoy playing, especially with a full team of friends. It settles at a low-middling score here because the monetisation structure wrapped around that core experience draws overwhelming, detailed and remarkably consistent criticism: a deliberately minimal base weapon roster, a DLC catalogue that costs more than the game itself, and campaign content that a striking share of players never actually reach. Worth trying for the co-op gunplay on a deep sale, but budget carefully and go in with clear eyes about how much of the full experience sits behind additional purchases before deciding whether the total cost is worth it.

Pros and cons

Pros

  • The core gunplay and cooperative horde-shooting loop draws consistent praise as genuinely fun arcade action, with reviewers crediting Rebellion's signature weighty weapon feel and gory X-ray kill cam sequences as satisfying carryovers from the Sniper Elite series
  • Local and online 4-player co-op are repeatedly credited as the game's strongest mode, with reviewers describing the experience as significantly more enjoyable with a full team than played solo
  • The game is widely described as a clear improvement over its predecessor, Zombie Army Trilogy, in terms of mechanics, visual fidelity and overall production polish
  • Special enemy types, including exploding "suicider" zombies and occult-themed bosses, draw specific praise for adding welcome variety to what could otherwise be a repetitive horde-shooting loop
  • A specific update eventually made the first season pass free, and reviewers who purchased or benefited from that change credit it as a meaningful, if overdue, improvement to the game's value proposition

Cons

  • An overwhelming, detailed and remarkably consistent share of reviewers reports the base game ships with a deliberately minimal weapon roster, typically citing only three guns per weapon category available without DLC, with the remainder sold individually or through season passes
  • Multiple reviewers report the full DLC catalogue costs significantly more than the base game itself, with detailed accounts citing a combined price approaching or exceeding double the base purchase, and note it's rarely discounted as steeply as the base game during sales
  • Reviewers report cosmetics, character customisation options, and even entire campaign chapters are sold as separate paid content, with several explicitly comparing the structure unfavorably to a full-priced game's normal content expectations
  • At least one detailed reviewer raises a specific, serious complaint about the game's privacy policy and data-handling transparency, reporting a related community forum discussion was removed without explanation
  • Several reviewers report the campaign missions grow repetitive over a full playthrough, describing later chapters as recycling the same fetch-and-defend objective structure established early on

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Visuals 6.5 / 10
  • Progression 3.5 / 10
  • Value 3.5 / 10
  • Replayability 5 / 10
  • Multiplayer 7 / 10
  • Monetisation 2 / 10