If you ask me, the best part about zombie movies is the tactical aspect: When I see the hordes of zombies descending upon the last remnants of humanity, I always ask myself, "What would I do here? How would I go about fighting off a group of zombies like this?" And, unfortunately, it's mighty hard to find a suitably tactical zombie experience in a roleplaying game. Oh, All Flesh Must Be Eaten is good--very good, outstanding even--but it's a little, well, complicated. Ultimately, AFMBE is better suited for the intense, personal horror kind of zombie apocalypse, and there's nothing wrong with that. It's just not the first thing I look for with a zombie game.
Zombie Run is. Or rather, the Savage Worlds system is, and Zombie Run, well, runs on Savage Worlds. The three principles behind Savage Worlds are "Fast," "Furious," and "Fun": gameplay is streamlined, visceral, and rewarding. Plus, Savage Worlds functions as both a tabletop RPG and a tactical wargame, so feel free to send that swarm of zombies, hundreds-strong, on that one isolated farmhouse and see how the PCs handle it. The game also has a delightfully sensible approach to starting equipment for a zombie game: you draw a couple playing cards (modified, perhaps, by a lucky or unlucky die roll) and that determines what you've managed to scrounge up. As far as the rules go, this is a solid product.
The plot, however, is decidedly middle-of-the-road. While there are plenty of great atmospheric moments--in particular, an early scene involving an unpleasant discovery in a church basement will give you the willies, unless you're a complete sociopath--the end-game forces the PCs to choose between two equally obnoxious and incompatible alternatives. The one thing the module absolutely gets right, however, is the zombies. They're always there. Even if you can't see them, they're there, and they brought their friends.
[4 of 5 Stars!]