Tuesday 3 November 2009

First Impressions: Left4Dead 2




If the enormous amount of lag was anything to go by, I wasn't the only one to download the Left4Dead 2 playable demo today. While 30,000 boycotters may still be keeping up the pretense that they're not going to play the game, the magically vanishing, twitching, reappearing state of play today suggested that a heavy load was being placed on the game by everyone who did want a go.

Personally, I've never been particularly bothered by Valve's decision to go for a sequel rather than DLC for the original game. Yes, the four campaigns in the original installment can't help but become overfamiliar very swiftly, despite the best efforts of the AI director.The recent addition of an extra DLC map didn't do much to compensate, as it's hard not to cast a grudging eye at the PC players downloading stacks of user generated maps such as the brilliant Coal'd Blood and feel that the console version is looking a little tired. More DLC would have been nice, but a sequel is just as good, its not like we haven't had a year to save up for it. The fear for me was never that L4D would be abandoned, but that the sequel wouldn't be able to create the same cinematic excitement offered by the first installment.

So, based on the demo, how's it looking? Well, the addition of melee combat has brought the expected mild whiff of Dead Rising, as you trade in your second pistol for frying pans, machetes or even a guitar. It works, and provides a comedic, ammo-conserving alternative to firepower, but it doesn't really seem to add that much to the game. Explosive bullets, on the other hand? They look pretty handy, not that I managed to lay hands on any today. The new special infected are pitch perfect, with Jockeys,acid phlegm and Chargers all providing new varieties of peril and creating new flavours of havoc, without being powerful enough to detract from the games uber-threat, the Tank. Yes, you'll still get dreadbelly when that distinctive roar and ominous music kick in.

Best of all, the environments seem to be greatly improved. While there were lots of side paths and rooms to explore in the original, they were always just bolt ons, you never lost sight of where you were going. In Left 4 Dead 2, however, it's easy to stray off the correct path, and should a team member become seperated and incapacitated, you'll embark on a heart-in-mouth trackback through lengthy, meandering maps to rescue them, expecting the horde at any second. It was at times like this that I began to feel like L4D2 might even surpass it's predecessors ability to crank up the tension. Having only had 'The Parish' to play so far, it's to soon to tell, but if the other levels are as good at forcing splits in the group, then L4D2 is going to exceed it's predecessor.

1 comment:

  1. My frying pan's at the ready... bring 'em on!

    Found this footage showing some of the cuts made to the Australian version of the game - those poor old Ozzies seem to largely be missing out on gore and bodies lying about the place. Aw.

    http://fidgit.com/archives/2009/11/see_how_left_4_dead_2_looks_in.php

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