Zeke and Julie face a neighborhood invasion whose creatures seem to have escaped from a particularly enthusiastic video store. You explore overhead stages, find the civilians, and reach an exit once their immediate fates are settled. The monsters are interruptions to that rescue work rather than an obligation to clear every enemy.
Weapons range from a water pistol to much stranger household and military options, with different threats rewarding different choices. A neighbor lost along the way reduces the group available in later stages, giving quick decisions lasting consequences. Cooperative play supplies help and shared panic, especially when a rescue route becomes a chase through several inconvenient garden fences.


