WEBVTT

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That truck has to survive.
The swarm is coming across the

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road. And the timer will not wait.

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John Carpenter's Toxic Commando
gives you armored rides, heavy

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weapons, and a squad. Then
this mission asks you to stand

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beside one enormous target while
everything comes looking for it.

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The vehicles make a great first
impression. Early in this run, a

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fuel can gets the first one
moving. The squad piles in, and the

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tunnel becomes a road through the mess.

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There is even a winch. It pulls
a barricade out of the way, then

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helps the vehicle climb a
broken slope. A cable suddenly

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feels like a perfectly reasonable
thing to bring to a zombie fight.

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For a while, the vehicle sets the
pace. Headlights cut through the

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dark. Someone rides on top. The
squad can cover ground together

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instead of running through
every patch of trouble on foot.

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But the big truck changes the
job. Look at the battery being

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carried across the roof. Once it
is fitted, the next instruction is

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to detonate an explosive
and get ready for battle.

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The timer appears. Three
minutes. Defend the truck.

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For a moment, the view from this
roof seems generous: open ground,

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a long firing line, and enough
height to see the crowd gathering.

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Then the gaps start filling in.
The infected cross the road and

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spread around the truck. The player
can shoot into that crowd, but

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the objective stays right where it is.

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And this is where the fight
gets wonderfully ugly.

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A drone hovers above the truck
while the infected close in below.

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The scene keeps moving, even
while the player reloads.

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Fire spreads through the space
around the vehicle. The gun keeps

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running empty. The player
turns, reloads, and turns again.

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A position that looked
easy to read is now full of

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interruptions.

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With less than a minute
left, the camera drops.

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Incapacitated. Another squad
member is down nearby, and the

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truck's countdown keeps
going through all of it.

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There is still a way back. The
player is on their feet again with

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under forty seconds remaining.
The pistol comes up. The crowd

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is still here. So is the truck.

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The last seconds turn into a
scramble around its wheels.

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More bodies reach the platform.
The countdown reaches the end, and

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the whole scene disappears
into a wall of light.

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That is the part of this run that
sticks with me. The earlier drive

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lets the squad carry its firepower
forward. This fight gives

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that firepower something it
cannot just leave behind.

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Toxic Commando gets a lot of mileage
out of that change. A vehicle

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can open the route, carry the
team, and then become the reason

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everybody has to stay.
Bring a squad. The truck is

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not defending itself.
