Dead Frontier: Night Two (Commonly abbreviated to DFN2) is the second demo for the Dead Frontier MMO. Takes place after "Night One", where the unnamed main character survived from vicious zombie attacks.
Overview[]
Objective: Survive the night.
The game takes place in a city block. Various kinds of infected will continually rush at you from the darkness and attempt to prevent you from surviving the entire night. Killing zombies drops new weapons.
A sigh of relief escapes your lips as the giant zombie behemoth falls to its knees. A moment later the first rays of sunshine begin to pierce through the sky from over the horizon. It appears you are alive, for now.
Tired and hungry, you make your way through the deserted wasteland, intent on finding other survivors. Debris, burnt out cars and mutilated corpses line the once busy streets. The stench of death floods your senses.
Clambering over a pile of bodies you notice a crackle in the distance. It's coming from a wrecked police car down the road. Heart pounding and sweat pouring from your forehead you frantically try to make contact with anyone who might still be listening.
Two hours later you finally give in, nothing but static is coming across that radio. You soon realise that the night is once again upon you, and judging by the howls in the distance, the infected are coming to feed...
This game takes place in a crossroad. This map is bigger than Night One. Also many functions which were not in "Night One" are implemented here:
- Critical hits
- New weapons
- New types of zombies
- Barrels which explode
- Splash damage from explosions.
Dead Frontier Night Three Theme | |
Items[]
Weapons | |
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Combat Knife
NA 2 Shot(s) per Second |
You start with this. This is the only melee weapon in this part of the game series and it is your last resort weapon when your guns are empty. The weakest and worst weapon in the game, however, it serves the purpose of saving ammo in the beginning while guns will waste ammo overkilling the first waves of zombies.
Starting Ammunition: NA |
Glock 19C
9 x 19 mm Ammunition 2 Shot(s) per Second |
Your standard issue sidearm and only remaining weapon with ammunition. The Glock 19C "Compact" is a simple and light pistol that utilizes the popular 9 x 19 mm Parabellum round, which makes it capable of fast and almost recoil-less firing while achieving moderate damage and stopping power per bullet.
Starting Ammunition: 45 Bullets |
Colt 45
.45 mm Ammunition 1.5 Shot(s) per Second |
The first weapon dropped by zombies. A classic cowboy styled, .45 revolver pistol. It is much more powerful than the Glock 19c and has better critical rates yet only holds a 6 round clip and is relatively slower. A critical hit will one hit K.O. any non-boss zombie.
Starting Ammunition: 16 Bullets |
Steyr TMP
9 x 19 mm Ammunition 5 Shot(s) per Second |
A fast firing submachine gun found lying around empty in the house. The Steyr TMP is a very simplistic and small gun, just outsizing an average pistol while being capable of firing at far faster speeds and keeping recoil minimal. It also uses commonly found 9 x 19 mm ammunition and thus is a useful replacement for the Glock 19C pistol as the ammo is interchangeable.
Starting Ammunition: 100 Bullets |
Mossberg 500
12 Gauge Ammunition 1 Shot(s) per Second |
The last weapon dropped by zombies. A 12 gauge, pump-action shotgun with a 7 round clip. Each shot fires the pellets which will spread into a cone shape. A shot at point blank will guarantee that each pellet will hit, well-placed shots can 1 hit K.O. any non-boss zombie.
|
GM94
12 Gauge Ammunition 1 Shot(s) per Second |
The second to last weapon dropped by zombies. Simply a 3 rounded, 40mm highly explosive grenade launcher. The ultimate weapon for crowd control, which fires grenade rounds in an arc so medium range is recommended. A single shot will one hit K.O. any non-boss zombies in the blast radius. WARNING: If you fire a round to close to yourself you WILL injure yourself.
Starting Ammunition: 3 Rounds
|
Ammunition | |
9 x 19 mm Bullets Looted Amount: 30 Rounds
|
Common 9 mm pistol ammunition used in many medium caliber pistols in many modern world armies around the world. |
45 mm Bullets Looted Amount: 16 Rounds
|
Common .45 caliber pistol ammunition used in many medium caliber pistols in many modern world armies around the world. |
12 Gauge Shells Looted Amount: 12 Shells
|
Typical 12 Gauge shotgun ammunition used in most home defense shotguns and preferred by the police and other armed forces for close quarters combat. |
Defense | |
Armour 50 Durabiliy35% Damage Absorption |
Your armor, a common kevlar based jacket is primarily designed to protect against projectile weapons, but it can be also helpful against the claws of the infected while it lasts. |
Health Heals 25% of your Health
|
A typical medikit used to treat smaller wounds at work, when doing dangerous sports or in this case - after getting hurt during a zombie attack. |
Infected[]
The zombies you will encounter in this minigame resemble early results of how the Nerotonin-4 virus warped humanity and turned them against each other in a bloody battle.
These infected show symptoms of photophobia and thus generally evade all kinds of light, although they might ignore this weakness if a potential prey is nearby. This makes them primarily nocturnal hunters, meaning as long as you stay awake and prepared to fight off infected during the night, it should be relatively safe outside during daylight.
Infected | |
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Zombie 5 Health Points6 Damage |
The inhabitants of Fairview infected by the N4 virus. They are relatively slow, yet relatively agile. The classic zombie. |
Crawling Zombie 5 Health Points6 Damage |
Just like it sounds, a normal zombie which was probably wounded and is now forced to crawl to its prey. It's essentially the same as the normal zombies, but it moves slightly slower and makes up an easier target. |
Hell Hound 6 Health Points8 Damage |
Dogs were once wolves that were domesticated several thousand years ago by humans, however, they have been now infected with the N4 virus. They are relatively fast and notably attack faster than infected humans |
Green Zombie 8 Health Points8 Damage |
Distinguishable by their habit of power walking. They are simply more pissed off zombies that hit harder and are more persistent. They spawn deep in the city. |
Red Hell Hound 8 Health Points16 Damage |
Easily distinguishable by their blood red rotting flesh. They will chase you into a corner and have a bone to pick with you, literally. They spawn in the deepest and most dangerous parts of the city. |
Red Zombie 10 Health Points12 Damage |
Easily distinguished by their blood red rotting flesh. These mutated freak shows have a nasty habit of sprinting and have been mutated by the N4 virus to a point where they are juiced. They spawn in the deepest and most dangerous parts of the city. |
Behemoth ??? Health Points16 Damage |
Beastly, bloody and angered are the best words to describe this muscular monster. Its hard to miss his entry as the ground shakes while he walks towards you and he will equally shake and rip your body apart if you let him come too close. Keep this guy out of melee range at all times with whatever you can shoot him, as he is sturdy as a rock and it takes a good deal of effort to down this bloody behemoth of an infected. |
Black Hell Hound ??? Health Points20 Damage |
Big Red's best friend. A HUGE, black coal colored hell hound that is waiting for you when you get to the rooftop for extraction by helicopter. After you defeat it the game screen slowly fades away and your results are shown. |
Screenshots[]
Reception[]
This sequel received just as good ratings as the first, and even fixed issue or complaints players had with the first one. With that being said, the main complaints were that the game lacked volume settings, the movement was too slow, and some occurrences of lag.
The game's story continues in the sequel Dead Frontier Night Three.