I kind of like the approach in the review too. And if it was a film, say, like Land of the Dead comes to mind, you really would have to review it that way. Or.. you /could/ review it that way, because it'd be designed deliberately to cause that experience. And, well, the funny thing about Dead Nation is that it actually achieves that baseline of the horror-film.. somehow. Instead of being "this mechanic happens, then the set piece takes place".
So.. it's just a top-down shooter. And it has a gunshop, and checkpoints, etc.
But the scenes in between (not the cutscenes, which are pretty freaking bad), thanks to the lighting treatment and real-time shadows - are going to freak you out.
Example. There are several times in the game where you can walk up an alley, and then see the shadows on the wall, etc (this is obviously set up). And then it reacts to something you do, and you see the character's shadow as well, right - and the muzzle-flare and the flash-light creates this macabre shadow-theater on the wall.. And this is well done. It's a small part of the game, and most of it really is a glorified (if awesome) shooter. Like Housemarque's Super Stardust HD.
But just wanted to point out that - that they've really managed to... cross over into cheezy zombie-film territory, and actually made something that can pass as a professional horror-flick.. at times, at least.
That it's not like, say, Resident Evil 4, where you have the house that keeps being invaded - and it's a great setup, because you know that scene from great zombie movies. But the mechanics are just terrible, and they don't actually show you or immerse you in the experience on their own.
So Dead Nation does that because of the level-design and the use of scene-dependent shadow and lighting effects. And that's an achievement :D You know... interactive action scene from a zombie movie.
Technology and artistic merit combined to make something unique, etc. Doesn't a review like this prove they've succeeded at that?