Author: Dereck (Kvothe Venture)
Notes: There are no rescue closets and the campaign is somewhat restrictive with items. Reading diary entries may be required to solve basic puzzles.
The first map is one of the better maps, as it has open areas outside as well as some interesting interiors. There are some hedge mazes, tank fights, and plenty of vertical climbing to explore various areas. The campaign starts you off with tier 1's and extra pistols. Since the description made it very clear that there is only a single ammo pile in the entire campaign, this simply translates to forcing you to rely a little more heavily on your secondary weapon. It doesn't take long before the campaign throws you a melee, and it's also possible to find a magnum in this map, too. Diary entries with short bits of information can be found all over the place, and often they include hints on how to proceed forward (such as which switches need to be used).
The last map is somewhat short compared to the others, but at least it's a lot more fun than the fourth map. After reaching the attic and fighting off a few tanks, it'll be your task to make it all the way back down (during a horde event) and through the exterior areas you went through in the first map, but this time during a grey, misty day time. It can sometimes be a little difficult to discern the way to go, but overall you just have to remember that you're going back to the very start of the campaign, so try and remember the way you came in. There will be at least three tanks in the way to hold you up but it shouldn't be hard unless you have to fight them through the foliage. Also, I'm not sure why but the animation of the rescue vehicle leaving doesn't appear on the screen.
Difficulty: While this campaign isn't quite in the same style as a lot of more typical campaigns, it's certainly not as hard as the description makes it out to be. More often than not, the hard parts are due to dickish tank spawns (such as in tight corridors) and unavoidable witch spawns. There are plenty of tier 2 weapons around once you get to the third map, and finding resources in general isn't too much of a problem provided you go into enough separate rooms. Trust me, I hate campaigns where you have to find stuff and I didn't find it to be a problem, so you shouldn't, either. Aside from the lack of rescue closets, you should be relatively fine on Normal and in fact you might not even find it too difficult ramping it up to Advanced. Overall the difficulty is just right for a campaign of this size aside from the boss spawns.
Final Verdict: I'm not sure what the story with Lazar is all about, but thankfully you don't need to pay attention to the story to enjoy the campaign. The map layouts speak for themselves and are well and good enough to warrant playing through. The limited resources was more of a fun than anything really difficult. The most annoying section was the unavoidable taking of damage (poison gas), unavoidable witches, tanks in enclosed spaces, and occasionally not knowing the way. The overall polish and presentation of the campaign could be better (lots of diary entries have typos and certain areas look primitive), but more often than not, the maps offer good gameplay. All of the maps are large and if you enjoy basic puzzle-solving, there is some good stuff here. Plus, the finale being a gauntlet is a nice change of pace from the typical holdout. The campaign isn't perfect and there's definite room for improvement, especially with the fourth map. However, all things considered it's pretty fun to play through, plus there aren't many campaigns of this setting yet (even though they're supposed to be vampires and not zombies, but whatever). Recommended.