Overkill's The Walking Dead shows off its second survivor
Meet Maya.
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Overkill’s long-delayed but soon-to-appear cooperative zombie romp has been on the go for long enough so that someone really should have come up with a better name, one that won’t be confused with Telltale’s The Walking Dead. But maybe this is all part of the brand. AMC’s The Walking Dead, Telltale’s The Walking Dead, Overkill’s The Walking Dead. Before long we’ll all own a slice of the pie.
Anyway! There’s a new trailer out, introducing one of the playable survivors, Maya. Her zombie apocalypse origin story is your typical slice of unrelenting misery porn. She gets stuck at work—we’ve all been there—when the undead attack, leading her and another doctor to fight back-to-back, struggling to survive against a tide of pesky cadavers. But oh no! Her friend gets bitten. We know how it goes from there.
Maya’s spotlight is the second of two reveals so far. Her pal Aidan’s trailer is much more upbeat, however. Only kidding! It’s also very bleak.
Two years of delays have tempered my enthusiasm, but unless Valve announces Left 4 Dead 3, Overkill’s The Walking Dead still might fill a big gap. It’s also a 4-player co-op FPS, though it introduces a base camp that can be protected and filled with supplies and survivors, too. And like Overkill’s other co-op FPS, Payday, each character comes with their own skill trees and roles.
The Walking Dead is due out this autumn.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Fraser is the UK online editor and has actually met The Internet in person. With over a decade of experience, he's been around the block a few times, serving as a freelancer, news editor and prolific reviewer. Strategy games have been a 30-year-long obsession, from tiny RTSs to sprawling political sims, and he never turns down the chance to rave about Total War or Crusader Kings. He's also been known to set up shop in the latest MMO and likes to wind down with an endlessly deep, systemic RPG. These days, when he's not editing, he can usually be found writing features that are 1,000 words too long or talking about his dog.

