Review: 2.8 Hours Later – Asylum

Nothing compares to the sight of a hoard of zombies shuffling and groaning, dozens of them positioned between you and safety.

Walking through the back streets of the Dings will never be the same again after you have run for dear life from the undead.

First conceived in Bristol, city-wide zombie chase 2.8 Hours Later has now been played by thousands of people in locations across the UK.

After last year, they said that it wouldn’t be returning to Bristol again, but to satisfy demand organisers Slingshot devised a brand new story and game, Asylum, which saw the city centre as a safe zone surrounded by a perimeter wall, the other side of which was in serious need of garlic and a wooden stake.

Players started on the fifth floor of Nelson Street car park and took in locations including the service corridors of Cabot Circus and assorted dead ends and alleyways, ending in a huge warehouse party.

Along the way we met police officers, security guards and Salvation Army volunteers, and of course the zombies – who were probably having as much fun chasing as those being chased.

Even though I have now played 2.8 Hours Later all four years it has been in Bristol, my heart still leapt as we first glimpsed zombies in a dormitory in the old Bridewell police station, and my legs still hurt as I write this two days after playing due to sprinting at top speed away from blood-splattered foes.

With the streets of Bristol once again overrun by zombie hoards for three nights last week, 2.8 Hours Later continues to set the standards for a whole new immersive gaming experience.

2.8 Hours Later Asylum Bristol 2013

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