Showing posts with label Left 4 Dead. Show all posts
Showing posts with label Left 4 Dead. Show all posts

Thursday, September 8, 2022

Left 4 Dead 2 Review

 (Originally published to Glitchwave on 8/28/2021)












[Image from igdb.com]


Left 4 Dead 2

Developer: Valve

Publisher: Valve

Genre(s): Action Horror, First-Person Shooter

Platforms: PC, Xbox 360

Release Date: November 17, 2009




In terms of overall objective and mechanics, a first-person shooter couldn’t have been simpler than Valve’s Left 4 Dead. It was multiplayer madness involving mowing down hoards of ravenous zombies and fighting for the lives of you and your teammates. The simplicity of Left 4 Dead and the strict imperative on survival through team-building made the game a very effective multiplayer experience. This is why releasing a sequel to Left 4 Dead only a year after the release of the first game was a risky move on Valve’s part. A sequel is designed to either expand on the gameplay of the first entry or completely shift the focus to something else entirely.

Given that Left 4 Dead was already as ideal as possible, Left 4 Dead 2 needed to prove itself worthy of being a successor of the first game. Left 4 Dead 2 ultimately boils down to tweaking the Left 4 Dead formula ever-so-slightly. The content of Left 4 Dead 2 could arguably have been appropriately sold as DLC for the first game. For many years, I thought of Left 4 Dead 2 as the inferior Left 4 Dead of the two, an unpopular opinion among people who have played both games. This was simply because I felt like Left 4 Dead 2 wasn’t discernable enough from the first game to warrant a sequel at all. Years later, I realized that I might have been wrong. Left 4 Dead 2 doesn’t do much in mixing up the formula, but the changes it implements make a world of difference.

I’m going to blatantly give my first major criticism of Left 4 Dead 2 out of the way: it lacks the horror atmosphere of the first game. It always struck me as inappropriate that most horror games would be set in broad daylight. The first Left 4 Dead never had a clear emphasis on establishing a spooky, moody atmosphere, but at least most of the game was set at night. Most of Left 4 Dead 2 is set while the sun is shining, a somewhat inappropriate time of day for the premise of fighting zombies to be scary. This was the major reason I always felt the first game was better, and I held this opinion for many years. Then again, Dawn of the Dead was the superior sequel to Night of the Living Dead (in my opinion), and that was set during...well, it was set during the dawn. I then realized that this game wasn’t supposed to have a heavy emphasis on the atmosphere in the first place. The terror from Left 4 Dead stems from the seemingly endless hoard of the undead with an unquenchable bloodlust. This is the foundation of horror that makes Left 4 Dead 2 as effective as the first one.

Of course, a sequel is obligated to come with a few new changes. A good number of the levels are set in daylight, but the overall setting is much more consistent than it was in the first game. Left 4 Dead was set in a place called Fairfield, a generic every-city located somewhere in Pennsylvania. Left 4 Dead 2 is set in the deep south, with the five chapters of the campaign spanning across Georgia, Mississippi, and Louisiana. The developers did an exceptional job at theming the setting around the south. NASCAR is incredibly popular, and a southern rock band plays at a venue to distract a hoard of zombies from naming a few things. The settings are also appropriate for relishing in the south, such as swamps, rural towns with podunk, one-story houses with pools, plantation houses, and the city of New Orleans. No, not a city-based off of New Orleans. The party city of the south is the setting for the last chapter of the campaign. The chapter “Hard Rain” even uses the deluge-like amount of rain present in the south as a game mechanic.

Left 4 Dead also comes with a new ragtag, apocalyptic breakfast club of characters to play as. Like the setting, the characters are much more consistent with the theme of the south because each character feels like they are from there. Coach is a stocky, middle-aged black man who speaks with a heavy Savannah drawl. Rochelle is a young black woman wearing an extrusive, hot-pink Depeche Mode shirt. Ellis is a young, humble white guy with a southern hillbilly accent and an excitable attitude that verges on being childlike. His foil is the pessimistic, jaded Nicholas, the fourth playable survivor. Given the diverse makeup of the south, this new team fits the setting perfectly. The only playable character that seems out of place is Nick, who could easily be a tourist. I’m glad the sequel deviated from the character in the first game because it makes the zombie pandemic seem much more massive in scale in that it’s still rampant in another setting and affecting the lives of more people. This group functions just the same as the characters in the first game; a group of people who know each other from the worst circumstances, bantering because of their contrasting personality traits. They also have their quirks, like Coach’s big appetite, Nick’s sarcasm, and Ellis reminiscing about his buddy Keith (he’ll conjure up a story about this man before every act, so it’s a perfect time to spring into action and get out of the safehouse to interrupt him).

The most noticeable change to the gameplay of Left 4 Dead in its sequel is the additions to the weapons and items. There are new guns, health items, and secondary weapons to diversify the combat from the first game. Most of the guns are still the same: the automatic rifles, the uzi, the shotguns, and even the janky sniper rifle make their return (and none of the CPUs will insist on using it this time). The most distinctive addition to the firearms is a grenade launcher, a weapon with an effective blast range but is seldom found in the levels. An additional health item is a defibrillator that resurrects a player from the dead. It’s not very useful on CPUs but is very helpful with real players. The new adrenaline shot that increases the player’s speed doesn’t have much use unless the player wants to abandon his teammates at the end of the chapter to be rescued. The Boomer Bomb is a secondary weapon that breaks open when thrown to release a sample of the infectious boomer bile. It acts the same as a pipe bomb in that it attracts the hoard elsewhere but doesn’t relinquish them with a blast. Yet, it’s still quite effective. One totally new addition in Left 4 Dead 2 is the melee weapons. They are common and substitute for pistols whenever ammo becomes scarce. There is also a variety of them, including a guitar, nightstick, machete, katana, etc., and even a fuel-powered chainsaw. While I appreciate the variety, I wish all these weapons were as effective as the others. Ultimately, the melee weapons are a great addition and are much better than batting a zombie with the butt of a gun. I also never found myself using the pistols in this game either.

As one can see from the additional weapons, nothing from the first game was replaced or omitted. The same goes for the races of special infected that all add a hint of perilous zest to the zombie outbreak. All of the familiar special infected are here and fill their roles once again to screw over the survivors. There are an additional three special infected in the mix in Left 4 Dead 2, and they have their own unique attributes. The Spitter is a female special infected that spits acid onto the survivors. Like boomers, they have a habit of unassumingly walking up to the survivors in just enough time to make their presence known and splurging over them. The acid they shoot is easy to avoid outside but can be seriously deadly in closed-off quarters. I’m also not sure if it’s just me, but the female-centric special infected are slightly more unnerving than the male ones. There are even female boomers present here as if what the lumbering puss bomb needed was a pair of tits. The Charger lives up to his name as he charges the player like a linebacker. He slams the survivor on the ground multiple times with his enlarged arm, eventually incapacitating them if not taken care of. The worst of the new special infected is the Jockey. He’s a dwarf special infected that moves around like a chimpanzee. He lunges up to the face of a survivor and proceeds to skull fuck them while riding them off erratically until incapacitating them. I take it back; The Jockey is definitely still the most unnerving of the bunch. All of these additional special infected zombies on top of the ones already established from the first game make for a much more chaotic experience, something I thought would be hard to top from the first game.

While many different aspects of Left 4 Dead 2 are built upon what was already established, the structure of the chapters has a more overarching setup. Like the first game, the chapters can be played in whichever order but are less episodically contained. Left 4 Dead 2 is a southern road trip from Georgia to New Orleans with slight cues indicating that these chapters are meant to be played in order. For example, the second chapter starts with the car the survivors took from the mall at the end of the first chapter crapping out on them and having to proceed on foot. “Hard Rain” begins when the survivors have to retrieve gas to fuel the getaway boat from the previous chapter. Some sections in the chapters offer new gameplay features like having one player hold an item for a long time and having to be defended by their teammates. “Hard Rain” has the player go through the entire chapter backward while enduring an extreme level condition. These features are merely gimmicks, but each one is fleshed out quite nicely throughout the chapter. One might argue that the slightly more focused narrative and level features bloat the Left 4 Dead experience because the game is supposed to be simple. I will state that these new features act as additions the same way the new weapons and new special infected do. They are additions that just pack onto what was already established without distracting from the main course.

For some odd reason, I always preferred the first Left 4 Dead over the second one. I see now that with the added weapons, gameplay mechanics, special infected, etc. that Left 4 Dead 2 is objectively the superior Left 4 Dead experience. After adding all of these features, it practically renders the first game obsolete. Ultimately, that’s exactly what Left 4 Dead 2 is, an update to the first game. All of the presented here could have been sold as DLC, and I’m not sure the changes are substantial enough to warrant a full sequel. Left 4 Dead 2 even offers the first game as an expansion with all of the new features, seemingly as a means to update the first game. It is only by including the first game in its DLC that Left 4 Dead combines the two games in one glorious zombie-killing experience. Overall, this review and this rating go to the updates rather than the game itself. From a certain standpoint, it’s a shame, but it’s still a blast to play.

Monday, September 5, 2022

Left 4 Dead Review

 (Originally published to Glitchwave on 3/1/2021)












[Image from igdb.com]


Left 4 Dead

Developer: Valve

Publisher: Valve

Genre(s): Action Horror, First-person Shooter

Platforms: PC, Xbox 360

Release Date: November 17, 2008


Remember when zombies were absolutely everywhere? From 2007-2013, the zombie outbreak ran as rampant in our cultural zeitgeist as in the works they are present. The Walking Dead was one of the most popular television shows, Zombie movies were being churned out by the numbers, and of course, they also made their way into video games. They even made appearances in games that didn't initially have zombies, like Call of Duty and Red Dead Redemption. Like all fads, zombies died off after years of over-saturation. Was the zombie craze all that grand when it was at its prime? In my opinion, not really. Zombies were the cannon fodder of their day. They were a vehicle for gore and violence, easier on the sensitivities than pitting humans against humans. We liked them because they were fun to kill. We almost forgot with this over-saturation of zombies that they were supposed to be scary. The only piece of entertainment during this period that reminded us that zombies were supposed to be something to fear was Valve's 2008 game Left 4 Dead.

How exactly does Left 4 Dead accomplish this? By sticking to the simple fundamentals of the zombie genre. Zombies are only terrifying if there are an overwhelming number of them. One zombie on it's own isn't anything to worry about. It might be a bit grotesque, but it can be easily dealt with if you have a firearm. The dread of a zombie outbreak is the fear that there aren't enough bullets in the world to defend yourself from it. Left 4 Dead capitalizes on this feeling of dread, unlike any other zombie game. It makes you feel helpless against the seemingly unending hoards of the undead. Not only that, but these aren't the slow-moving, decrepit zombies from the Romero films. These are the modern zombies that are vicious, and they will bite and scratch their way through an armored car. The zombie threat is also so vast and overwhelming that you must rely on others to make it through the game. You aren't a zombie-slaying government soldier like Chris Redfield here. You're a group of ordinary people fighting to survive. You CAN NOT plow through this game by yourself, or you will die; that is a guarantee. Sometimes, other people aren't very reliable, making the aspect of working together stress-inducing. It also helps that every level in this game has a dark, spooky atmosphere that amplifies the horror factor. This isn't a game where it's fun to kill zombies. This game makes you relieved when you get to take an earned respite from the undead chaos.

This game is also effective because it's a blast to play. Every moment your team is out on the field feels like holding your breath; you're just going to become more strained and panicked until you finally get a moment of relief. Every moment is exhilarating. Maybe this is just due to my questionable skill at the game, but I feel as if one of the biggest appeals of this game is always making it to the safe-house by the skin of your teeth. Even though you need to rely on your teammates, you'll carry your team as the AI partners aren't the sharpest knives in the drawer. They will get incapacitated often and even die. Fortunately, this game is merciful with error, as your teammates can be resurrected. It never feels like you can make a clean getaway in this game.

To aid you in combating the zombie hoard, the game gives you plenty of options for defending yourself. You can choose between pump shotguns, automatic rifles, and sniper rifles. Plenty of ammo is scattered around the level, but you can always fall back on your pistol if you run out of ammo. There is also a Gatling gun in some areas that are primarily used on special occasions. A type of item that is scarce in this game is the healing item. Health kits replenish about 70% of your health, and pills heal the same amount, but it depletes over time. Dividing the health kits between yourself and your teammates requires a bit of strategy as it is crucial to keep your teammates alive just as much as yourself.

The playable characters are like the main characters in a typical zombie film. They are a breakfast club of different people who wouldn't be associating with one another if not for the outbreak. Francis is a thirty-something white dude, Bill is an elderly white guy, Louis is a young black man, and Zoey is a young white woman. None of these characters are given any backstory before the zombie epidemic, most likely to make them seem insignificant in the grand scheme. The little things we learn about the characters are conveyed through the little blurbs of dialogue. Like in the case of Team Fortress 2, Valve puts so much effort into making what are essentially avatars into fleshed-out characters through great voice acting and charming banter between the characters. They never have to do this, but it's always nice that they make the extra effort. Whichever character you play doesn't matter as they all play the same, but if you are playing with AIs, be forewarned that Zoey will be a problem because she insists on using the sniper rifle.

Characters that are as important to Left 4 Dead as the survivors are the special infected. Among the hoards of zombies, there are outliers with unique attributes. These guys are the reason why you can't trek through the outbreak by yourself. If one of these guys pins you down, you need to rely on your teammates to free you from their clutches, or you will fail. The ones that pin you down are the Hunter and the Smoker. The Hunter will pounce on you and rip you to shreds, while the Smoker will drag you with their tongue and strangle you from a distance. The Boomer is an obese special infected that looks like a walking blackhead whose vomit attracts hoards of zombies. The Witch is an emaciated, crying hag who will not attack you unless you attack her or draw attention to herself. Encountering each of these special infected is always alarming, but the scariest special infected by far is the Tank. He's a giant hulking special infected that will wreck your team with his brute strength. The Boomer and the Witch may have subtle musical cues indicating their presence, but the Tank is such a formidable force that he has his own theme that accompanies his encounters. Fun fact: Mike Patton of Faith No More/Mr. Bungle voiced each of the infected. Bungle. Who better to make scratchy, inhumane yelps and belching noises for zombies than him?

The game is also pretty simple, which is also a significant strength of this game. Each of the levels is relatively short and easy to navigate. The final level of each campaign caps off staying in one area and surviving hoards of zombies and special infected until a rescue helicopter comes. Unfortunately, there are only four different campaigns, and each gets old upon further playthroughs, but at least each campaign is different from one another. No Mercy is in an urban setting and is probably the most brutal campaign. There are tons of claustrophobic environments, and it had the only final level where you can die from getting knocked off a building by a Tank. Death Toll is set in a moody rural area alongside a lake. Dead Air is set in an airport and is the easiest of the four campaigns. Blood Harvest is set along a mountainside. It's hard to say which one of these is the best, but at least I don't have a least favorite of the four. Consistency is the strength when it comes to the campaigns.

Left 4 Dead is a simple game that capitalizes on the strengths of the zombie genre. It's the only piece of media from the time of the zombie craze. It is effectively scary because the game focuses on the survival aspect of a zombie outbreak instead of the bloody novelty of killing zombies. Making your way through the levels with your friends, making your way to the safe-house battered and bruised never gets old.

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