Ground Zero Hero plants you in a radioactive wasteland and immediately asks you to stop running from the disaster and start wading in about it. Developed by Rowan Edmondson and published by Acclaim, (yes that Acclaim!) the game delivers a frantic survivor-like, with hordes bursting at all sides of the screen and all wrapped in a loud cartoon art style. It doesn’t rewrite the genre, but it executes the formula with enough personality that I found myself losing hours to the chaos.

The visuals are the first thing that leap off the screen at you. Everything is rendered in a bold, exaggerated 2D style that looks like a late-night animation block collided with a nuclear accident. Think a mix between The Simpsons, Futurama and Rick and Morty. Mutated animals, walking plants, and even stranger creatures all have distinct silhouettes and gleefully ugly details that stay readable even when hundreds of them occupy the same space. Each biome has its own colour palette and visual jokes, from dusty deserts to winter wastelands. Explosions, projectiles, and particle effects stay lively without turning into an indescribable mess. On base PS5 we do however see frame rate dips during the busiest moments. It isn’t a deal breaker for me, but hopefully this can be addressed in a post launch patch.

Gameplay is built around automatic attacks so you can focus on positioning, collecting glowing waste, and choosing your next mutation. Every level-up offers three random options that range from extra projectiles and area damage to passive bonuses. These stack and evolve, turning your character into a walking catastrophe. Candy collected from the many piñata found around the world keeps your energy meter up. If you let it deplete it’ll begin eating into your health. A day-night cycle raises the stakes after dark, when tougher enemies emerge, while bunkers let you rest, recover, and even save mid-run. Rideable creatures and environmental hazards add extra layers of chaos and opportunity. It’s hard to quantify how much fun it is riding an irate cow through a hoard of enemies. There’s also safes, which ask you to hold a tight proximity for a short time to crack. This mechanic has a great risk and reward, as the extra coins help you unlock permanent upgrades.

Longevity is solid if not infinite. Several distinct maps, a long list of challenges, and persistent unlocks that expand your mutation options and let you buy permanent upgrades give you reasons to keep jumping back in. Randomization means no two runs play out the same way, and experimenting with different combinations remains satisfying for a good stretch of hours. After you have seen most of the mutation pool and completed the later biomes, the sense of discovery slows and the core loop starts to feel familiar. Still, the “one more run” pull is strong enough that the game remains a reliable drop-in option rather than something you finish and forget.
Craig 🧐










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