Left 4 Dead: Rawr, Brains

Pros: Zombies + shotguns = fun!
Cons: Only four campaigns.

When I first learned about Left 4 Dead in a preview article in Game Informer magazine, I was giddy as a schoolgirl. Four-player co-op? Zombies? The ability to play as the zombies? Glee! My enthusiasm remained undimmed through the intervening months, and as soon as the pre-order option became available on Steam, I plunked down my money and set myself to wait.

According to Steam's stats, I have logged 422 hours in L4D since that time, so I consider myself qualified to talk about the game.

For those unfamiliar with the story of Left 4 Dead, let me bring you up to speed: HOLY CRAP THERE ARE ZOMBIES OUT THERE WHERE IS MY SHOTGUN!

Valve isn't really one to tell an overt story. Some of the backstory of the zombie plague is filled in by way of graffiti scrawled by other survivors in the "safe rooms" at the start and end of each level, but how our four plucky survivors gathered together? What they were doing when the apocalypse hit? How they survived on their own before they met each other? As far as all that, we get nothing. Not that it really matters. After all, there are zombies to kill.

The cooperative experience of L4D is top-notch, one of the finest co-op games I've ever played. Up to four players, with reasonably smart bots filling in for missing players, play through one of four campaigns of five levels each, culminating in a dramatic rescue which whisks you away from the teeming zombie hordes. Four campaigns may not sound like much (and let's be honest, it's not), but the game has that certain something which keeps it fresh and new even after dozens of times running through the same campaign. Part of that something is the AI Director, Valve's very spiffy system which monitors the players' progress and stress level and dynamically adjusts the difficulty by spawning in more or fewer enemies and more or less health and items.

Versus mode is where the game really shines, and is what has kept me playing L4D for hundreds of hours. Two teams of four players alternate playing through each level in a campaign, once as the Survivors, and once as the Special Infected. The Special Infected are the "elite" Infected types which appear in waves throughout the co-op campaigns, and are different than the Common Infected, which are the run-of-the-mill zombie hordes.

The specials come in four playable flavors: the Hunter, a fast-moving aerial attacker who leaps on and pins his victims to the ground before tearing them to bloody shreds with his claws; the Smoker, whose grossly elongated tongue lets him grab and drag the survivors over long distances, strangling them all the while; the Boomer, a hugely obese walking bomb whose projectile vomit attracts dozens of common infected to attack the hapless survivors who are coated by it; and the Tank, a wall of meat and muscle who can punch a car over a building. There's a fifth special, the Witch, who is not playable and appears (usually) no more than once per level to harass the survivors.

Because versus takes place in the same levels each time, and the survivors follow the same path through the levels each time, it takes only a matter of days to memorize the levels. What happens after that is what separates the good from the bad, because each level is complex enough, and there are enough variables in the game, that both teams are forced to make rapid decisions dozens of times during each level. The infected team is striving to combine their forces effectively to catch the survivor team off guard and deal significant damage, while the survivors are striving to not be caught off guard and make it to the end of the level as quickly and safely as possible. The subtle variations in tactics and execution of those tactics from game to game keeps versus fresh for me even after almost a thousand games.

Recently, Left 4 Dead was updated to allow custom campaigns to be created and played, and the number of those campaigns is steadily increasing, although from what I hear, most of the campaigns which are available at present are best described as "bad." Hopefully the wheat will fall away from the chaff sooner rather than later, because four campaigns really isn't enough.

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