Pure evil embarks definitely require a different playstyle, but it's very doable. I have the most success with a policy of containment: wall off dead/dying dwarves Cask of Amontillado style, dump animal remains down a hatch with magma (or simply a pit with no way out) at the bottom, etc.. just do whatever you have to to keep the zombies
separate from your happy still-living dwarves. It's a bonus if you can find a way to destroy zombies permanently (dump into magma sea, atom smashing, whatever), but it's not necessary as long as you can keep them contained.
It's fun when you get the hang of it, it has a little bit of that zombie apocalypse feel. Now for the full on zombie apocalypse effect, you need clouds that turn things into husks that transfer the syndrome on any injury.. but
that is a challenge for the more masochistic player, best to master a regular evil embark first.
By the way, there's a very quick-and-dirty solution to troublesome zombies/body parts, particularly useful in the early days of a fort: kill zombie, channel the tile the fresh corpse is on, build a floor over it. It's like a little grave, but sealed by the best of dwarven masonry to ensure the zombie troubles you no more.
Actually, i dont like horrors, but this film was a pleasure. Original one too, thou.
<biased opinion> The original Thing is what horror
should be, suspense and drama with a moderate amount of violence, often implied rather than shown. It's more of a "classic" horror film, but nowadays they call them "psychological thrillers" or somesuch, because the term "horror" has been corrupted by Hollywood's slasher flicks which are just
not the same genre. </biased opinion>