You are the night guard of a neon high-rise. Thirty floors, one elevator, and you are the only one in the building with a gun.
Your safe floor. A glass wall onto the neon city, a couch, a basketball hoop, and the armoury wall: two pistols, an automatic and a torch. Nothing gets up here.
Thirteen stops from the penthouse to the second parking level. Touch a button with whatever is in your hand and the doors take you there.
Three of them walk the floors below: the girl, the clown and the runner. They groan in the corridors, come round corners, and drop when you put them down.
Floors 23 to 21 have lost their lights. Take the torch, or go down blind.
Home. Pick your weapons, shoot some hoops, listen to the music.
Corridors with the city glowing through the glass at each end.
Longer hallways, no windows, more doors for them to come out of.
Emergency lamps only. The torch beam is all you have.
The front desk and the quiet street door.
Parked cars, service hallways and something moving at the end of them.
A board over the armoury counts every zombie you put down. Eleven music tracks play through the whole building, and you choose them from the in-game menu on the left controller.
45° snap turn, never smooth rotation.
Walk on the stick at a walking speed. The elevator fades between floors; nothing else ever moves you.
A zombie that reaches you gives a red flash and a buzz in the controllers, and that is all. There is no health, no death and no game over.
Open the menu and time stops; remove the headset and the game freezes behind a calm, still shell.