Birds’ eye view.
The main character is a criminal who works his way up the crime ladder, progressively getting involved in more intricate and difficult-to-pull-off heists. In the first level, for example, he needs to steal money from a bank vault in a small country town. He has special zombie-seeing vision that allows him to see all the cameras’ and witnesses’ lines of sight. Note that the criminal himself is not a zombie, but all of the cameras and other people are. That’s right. Zombie cameras (although technically it’s the security guards watching the cameras that are causing the cameras to broadcast the “zombie” signal).
This heist’s easy – there’s a camera above the door that rotates back and forth, a few zombie clerks and people waiting in line, and people passing by outside. He goes to the back window, closest to the vault. Waits for a gap in the foot traffic outside, silently springs the window. He times his entrance for when the cameras and tellers are facing away. He moves back into the vault, gets to the vault’s door, begins to break it open. This takes X seconds, which requires unbroken concentration, so of course eventually a zombie bank tellers happens by and sees him. The alarm goes off, and the game goes into the second phase.
It turns out that the criminal planted helpers in the crowd; one at the front door, one at the window outside. Zombie police shuffle in and the helpers open fire; the zombies have no guns, but mindlessly run towards the vault, trying to get to the criminal. The helpers are placed so that both of them can fire at both openings. They can’t be controlled by the player, but are positioned based on a blueprint of the bank before the level begins, and their firing patterns are dictated by the game. The main criminal finally opens the vault, grabs the stash, and breaks out of a different window and makes his way over to the getaway car, which must lose the zombie police cars before returning to the hideout. There, it is revealed that the stash from the vault is actually zombie anti-serum, which is administered to some captured zombies who revert into more helpers and getaway car drivers for the criminal. That’s good, because the next bank is in a larger town. Leftover anti-serum is sold to other members of the resistance for ammunition and sweet guns and shit. And so forth.
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You’re a wolfpack that has been hired by alien invaders to capture various other species for analysis. You are no specific wolf, but control all of the wolves as a pack, giving them commands like “one runs at the sheep while two come in from the side”, “spread out”, and so forth. First, you’re in Scotland, cornering sheep. You have to take out the shepherds without suffering too many wolf casualties and fatalities from their hooked canes. Then, surround the sheep and push them against the cliff, into a densely concentrated group, where they can be beamed up. (The alien beam’s diameter is limited by their alien technology). The aliens leave 10%, per your agreement, for feasting and general devourment.
Next, you’re NYC, where you control one wolf at a time, hunting out stray cats and picking them up to bring to a central area. You must avoid taxis and crazy homeless men with knives and such. Capturing babies from strollers is extra points. Finally, you’re in the Karakoram range of northern Pakistan, and you must move as a group, leaving one wolf as bait, in order to capture the 2-meter wingspanned Golden Eagle. Of course, all this time, you must eat to maintain your (as in the pack’s) health.
Stages 4-6; you’re a brigade (?) of Golden Eagles, who surround flying lemurs in Madagascar, bats outside the caves of Bornea, and pirahna fish (wtf) from the Amazon. Stages 7-9; you are pirahnas. Of course, for level 2 you could have chosen the sheep, and herded antelopes in Namibia. Or choose the bats in stage 5 and subsequently collect glowworms from the roof of the cave while avoiding getting tangled in their sticky webs. And so forth.