GRcade solves: Zombies (norms)

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thousand yard stare
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PostRe: GRcade solves: Zombies (norms)
by thousand yard stare » Sun Nov 02, 2008 12:50 pm

You guys are all describing, if I may, 'best-case' scenarios, where you learn of a zombie outbreak and have the time and resources to protect yourselves against it; hiding in the attic, sequestering yourself in a supermarket, perhaps taking your chances at a made-for-TV fortress. I submit that when the ravenous zombie hordes attack, you won't be facing the undead on your own terms; more likely, you will have to rely on wit, determination, and not a little luck to repel the flesh-eating scoundrels, as they seek you out in the workplace, at a football match, or perhaps even sitting in your room, blissfully unaware as you type your scatter-brained theories onto the Internet.

Saying that, I reckon a football match could make for a good zombie set-to; after the initial waves of panic and dread wore off, it would turn into a massive pagga, fans from two rival teams uniting in a noble riot against the foul malevolence of the reanimated hellbeasts.

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Runescape_Freak
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PostRe: GRcade solves: Zombies (norms)
by Runescape_Freak » Sun Nov 02, 2008 1:00 pm

Yeah actually they would kill alot of folk by the fact there not prepaired and not many people will have enough stuff to protect them selfs with :|

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sw26
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PostRe: GRcade solves: Zombies (norms)
by sw26 » Sun Nov 02, 2008 1:01 pm

If all else fails, just pretend that you are one of them like they did in Shaun of the Dead, and they will be none the wiser.

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Memento Mori
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PostRe: GRcade solves: Zombies (norms)
by Memento Mori » Sun Nov 02, 2008 1:02 pm

Karlprof wrote:Would doing a zombie count as necrophilia?

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Runescape_Freak
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PostRe: GRcade solves: Zombies (norms)
by Runescape_Freak » Sun Nov 02, 2008 1:07 pm

sw26 wrote:If all else fails, just pretend that you are one of them like they did in Shaun of the Dead, and they will be none the wiser.


No they can tell the difference between fresh and decomposed flesh. Why don't you think they eat each other ;)

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aayl1
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PostRe: GRcade solves: Zombies (norms)
by aayl1 » Sun Nov 02, 2008 1:22 pm

sw26 wrote:http://www.survivetheoutbreak.com/

Just found this. Looks ace. It's NSFW due to tons of swearing and blood and such but looks like a nice timewaster.

It's basically an interactive zombie outbreak movie where you have to pick what you would do in certain situations. The only problem being that all the logical choices seem to lead to death.

:lol:


Yeah, problem with that game is all the sensible choices just end up killing you. You have to leave the infected guy alive, so he gets up and gets in the way of other zombies. Which is stupid, because the logical choice is to just shoot him.

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sw26
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PostRe: GRcade solves: Zombies (norms)
by sw26 » Sun Nov 02, 2008 1:23 pm

Runescape_Freak wrote:
sw26 wrote:If all else fails, just pretend that you are one of them like they did in Shaun of the Dead, and they will be none the wiser.


No they can tell the difference between fresh and decomposed flesh. Why don't you think they eat each other ;)


B...b...but it was a scene in a zombie outbreak spoof movie and therefore must be true.

;)

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aayl1
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PostRe: GRcade solves: Zombies (norms)
by aayl1 » Sun Nov 02, 2008 1:28 pm

Nah, Quislings still get attacked by regular zombies. Upside is a quisling bite won't turn you into a zombie.

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smurphy
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PostRe: GRcade solves: Zombies (norms)
by smurphy » Sun Nov 02, 2008 1:31 pm

Outrunner wrote:I'm all for slow zombies but I'm not sure on the reasoning being used ie. decomposing muscles. Sure that would work for older zombies but newer ones would be capable of running, at least for a while.


They lack the intelligence, motor skills and hand/eye coordination to run.

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A J Styles
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PostRe: GRcade solves: Zombies (norms)
by A J Styles » Sun Nov 02, 2008 1:48 pm

I absolutley loved Dead Set.

Last edited by A J Styles on Sun Nov 02, 2008 10:31 pm, edited 2 times in total.
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PostRe: GRcade solves: Zombies (norms)
by Runescape_Freak » Sun Nov 02, 2008 2:00 pm

Ave never heard of that film :lol:

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A J Styles
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PostRe: GRcade solves: Zombies (norms)
by A J Styles » Sun Nov 02, 2008 2:15 pm

Anung Un Rama wrote:NO U


It was a shocking film. :|

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A J Styles
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PostRe: GRcade solves: Zombies (norms)
by A J Styles » Sun Nov 02, 2008 2:23 pm

Anung Un Rama wrote:It was meant to be!

Its a classic


Really?

I mean it was stupid and terrible.

Number 2 was not bad i suppose.

Last edited by A J Styles on Sun Nov 02, 2008 2:32 pm, edited 1 time in total.
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Runescape_Freak
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PostRe: GRcade solves: Zombies (norms)
by Runescape_Freak » Sun Nov 02, 2008 2:23 pm

Has anyone seen 28 weeks later? Reviews? Was thinking about renting it cause a liked 28 days later ;)

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The People's ElboReformat
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PostRe: GRcade solves: Zombies (norms)
by The People's ElboReformat » Sun Nov 02, 2008 2:29 pm

Craig wrote:
Johnny Blaze wrote:
Hulohot wrote:
Johnny Blaze wrote:I'm all for the classic slow zombies. That way I'd have a chance to get away from them if there was ever a zombie outbreak. In fact I'd love there to be a zombie outbreak if they were the classic slow zombies. It'd be great fun.


This. I have a sword that I shall use when the zombies come. And I know a few good places to hide out.


I live in a 3rd floor flat. And my front door and the main door to get in are highly secure with nice be locks on. I'd just be lording it up looking out at all the locals being eaten by zombies. There's a shop close by so I would need to stealth over to there for supplies, but if it's only slow zombies that'll be a walk in the park - literally, because I have to walk through an actual park to get to the shop.



What if a massive crowd of say 500 appear outside your door? They don't need to eat - you do. Who says the shop won't be over run with zombies?



You underestimated me, Craig. I wouldn't use the front door to go out. I would go to the flat under the one I'm in, open the window and hop down onto the roof just outside of it. So I'd be above the zombies. And we all know they can't climb. Then from there it's just a case of hopping from walls, roofs and trees until I find a safe spot to climb down. And if the shop is overrun with zombies I'll just shop elsewhere. Failing that I'll just head to the docks and sail away for a life at sea.

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Outrunner
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PostRe: GRcade solves: Zombies (norms)
by Outrunner » Sun Nov 02, 2008 3:12 pm

smurphy wrote:
Outrunner wrote:I'm all for slow zombies but I'm not sure on the reasoning being used ie. decomposing muscles. Sure that would work for older zombies but newer ones would be capable of running, at least for a while.


They lack the intelligence, motor skills and hand/eye coordination to run.


Yeah, that was where I was going with my initial post but then realised I was running late for meeting friends so had to cut my post short.

Please do not post this in the "No Context" thread
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Jax
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PostRe: GRcade solves: Zombies (norms)
by Jax » Sun Nov 02, 2008 4:11 pm

I don't think they'd be able to smell human flesh from 20 miles away.

Live humans can't smell that well, so i don't see how a dead decomposed one would suddenly be able to smell better than a dog.

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Captian Kil
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PostRe: GRcade solves: Zombies (norms)
by Captian Kil » Mon Nov 03, 2008 3:13 pm

Johnny Blaze wrote:
Craig wrote:
Johnny Blaze wrote:
Hulohot wrote:
Johnny Blaze wrote:I'm all for the classic slow zombies. That way I'd have a chance to get away from them if there was ever a zombie outbreak. In fact I'd love there to be a zombie outbreak if they were the classic slow zombies. It'd be great fun.


This. I have a sword that I shall use when the zombies come. And I know a few good places to hide out.


I live in a 3rd floor flat. And my front door and the main door to get in are highly secure with nice be locks on. I'd just be lording it up looking out at all the locals being eaten by zombies. There's a shop close by so I would need to stealth over to there for supplies, but if it's only slow zombies that'll be a walk in the park - literally, because I have to walk through an actual park to get to the shop.



What if a massive crowd of say 500 appear outside your door? They don't need to eat - you do. Who says the shop won't be over run with zombies?



You underestimated me, Craig. I wouldn't use the front door to go out. I would go to the flat under the one I'm in, open the window and hop down onto the roof just outside of it. So I'd be above the zombies. And we all know they can't climb. Then from there it's just a case of hopping from walls, roofs and trees until I find a safe spot to climb down. And if the shop is overrun with zombies I'll just shop elsewhere. Failing that I'll just head to the docks and sail away for a life at sea.



Bad move. Zombies go into the water and sink to the bottom. When they start to decompose, the gases build up inside them and they float to the surface, ready to attack unaware people. You might even say in the long run, its more dangerous to be at sea since what are you going to do for water? Then you have to pull fishing skills out your arse. I would create a fortress personally, with crops in the inside.

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Neo Cortex
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PostRe: GRcade solves: Zombies (norms)
by Neo Cortex » Mon Nov 03, 2008 3:42 pm

MCN wrote:Zombies should never run. They're dead, FFS, and their muscles have decomposed. Running zombies were invented by film-makers who were running out of ideas.


By that logic they wouldnt be able to move at all.

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PostRe: GRcade solves: Zombies (norms)
by Glowy69 » Mon Nov 03, 2008 9:27 pm

Im a fan of the super fast scary strawberry floaters.

Infection occurs only if bitten and depends on how close to a main atery.

Not in the opinion that they turn on each other after humas flesh has ran out.

Fabian Delph is a banana split.

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