Bizarrely accurate predictions aside, I was surprised as anyone to hear Valve announce Left 4 Dead 2. I still play the original Left 4 Dead on a daily basis (under the assumption that more levels and game modes would be coming a la TF2), and Valve isn't exactly known for their quick turnaround time. What the heck was going on?
I felt ambivalent about the prospect of a sequel. What more could they possibly add to make it feel like a totally new experience? I was sure it'd be fun if it shared anything in common with the original game, but what was so important that it couldn't have just been added to the first game as DLC?
Today, I headed down to Valve's private Left 4 Dead 2 room off the show floor to see what the big deal was.
Hit the jump for my impressions.
Left 4 Dead 2 doesn't really feel like a sequel, so much as an expansion pack or a modification: in my playthrough of the first two sections of "The Parish," set during the day in the post-apocalyptic south, I honestly didn't see enough new content to warrant Left 4 Dead 2's status as a true sequel.
The same firearms and grenades are back from the first game, although the guns have undergone a skin change. The shotgun is more of a white color rather than a dark grey, the uzi has a completely superfluous silencer attached to it, and the auto-shotgun looks like...a different auto-shotgun. The only new weapons we saw were the melee weapons, but I've gotta say -- they're awfully satisfying.
I got to play around with the frying pan and the axe, though one didn't handle much differently than the other. These melee weapons are carried not as a backup that can be carried around without being used, but as a droppable item that holsters whatever guns you're carrying (much like the propane and gas tanks found in the original game). Both the frying pan and the axe do devastating damage to normal infected. They don't just kill in one hit, they also seem to have a very large attack radius. At one point, I ran up to one of my comrades who had been totally surrounded by the infected, and after a couple of swipes with my axe the entire crowd had been annihilated. The melee weapons have their downsides in that they're useless against Boomers and Smokers, but they made me feel like a true badass once I found myself squaring off against droves of the regular infected. They didn't seem to break or wear down, either, which I'm still not sure how I feel about.
The graphics have been marginally updated, most obviously where gore is concerned. Zombies not only spray way more blood than before when shot, but parts of their body will actually degrade and blow off with every round, exposing shiny ribcages and intestines. You can now blow off arms without killing the actual zombie, and I saw more than a few armless infected angrily charging my teammates. It's pretty gruesome, but the act of taking out regular infected is now way more satisfying.
Only one new type of special infected, known as the Charger, has been confirmed thus far. To be honest, he's pretty boring -- at least, from a survivor's perspective. He can run and charge into the survivors, knocking them around, disorienting them and leaving them much more vulnerable to special infected attacks, but not doing a significant amount of damage with each charge. He can also grab individual survivors and begin pounding them into the ground face-first, only stopping when either the survivor or the Charger is dead. I ran into a good half dozen Chargers throughout the two levels, and they really just feel like Diet Tanks -- everyone has to shoot him at once and keep their distance, and you'll deplete his remarkably low amount of health pretty quickly. I get the feeling that this guy will be much more entertaining if you get to take control of him in versus mode; in Campaign, he's really more of a minor annoyance than anything else.
Witches also wander around in daytime levels (which, by the way, are no more or less creepy than the night levels from the first game), rather than just sitting still and allowing the survivors to move around him. It's kind of a neat change as it makes it much more likely that you'll end up pissing her off, but we still easily took her out via the normal method (move away, torch her, everybody shoot her at the same time).
Incendiary bullets can now be picked up in special circumstances, and they're exactly as satisfying as you'd assume. they are: with a single shotgun shell you can light up an entire crowd of infected. You've gotta watch your ammo, though, as you typically only get eight or so incendiary rounds at one time. When they're gone, they're gone.
Perhaps the biggest change I found came at the end of the second section. You know how in something like the No Mercy campaign from the first game, you'd come across a door that would slowly open once activated, alerting a huge group of zombies and forcing your team to hunker down until the road was clear? Left 4 Dead 2 puts a slight twist on those moments by, essentially, not allowing you to just crowd into a corner and turtle up.
Near the end of the level, my team entered a large trailer with only two exits, one of which slammed shut behind us after we were all in. A pop-up message explained to us that the second we left the trailer, an alarm would begin to sound. An alarm that would never turn off. An alarm that would never stop spawning zombies. We had to get through the next area, full of narrow corridors and very sparse ammo stations, as fast as we possibly could. The safehouse awaited us at the gauntlet's end.
These gauntlet sections are, without a doubt, the most satisfying and interesting improvement on the first game. The crescendo moments in the first game became woefully dull once players found good corners to camp in, and that sort of strategy is actively discouraged in these new gauntlet scenarios. You've really gotta keep moving and keep the pace up in order to make it through, and the tension is much more palpable than ever before. My team ended up dying, because I was playing with a couple of idiots who thought that it'd be cuter to stand in place and watch me get smokered to death rather than take two steps forward and hit the fucking right mouse button to free me, but I really quite enjoyed the gauntlet up to that point.
And yet, it still felt like I was playing a slightly tweaked version of the first game. I was hanging out with new characters, in a new environment, with a few new weapons and special infected and a new type of crescendo event, but...it still felt almost exactly like the first game, up until those last few moments. My strategies didn't change significantly, nor did the emotions I felt while playing the game. I'm all for new maps and everything, but what little I saw at this E3 playthrough didn't feel like enough to warrant Left 4 Dead 2's sequel status. I'll be interested to see what other new things the game will offer in the coming months before its slated November release, but I just don't feel all that thrilled for Left 4 Dead 2 just yet. It's fun, exciting, and tense, sure -- but it's all of those things in almost the exact same way the first game was.
Also, Uncle Phil is starring in this game. That's almost instant buy worthy.
Thanks for the write-up. Can't wait to see how things develop.
Shame.
Yep, fuck Valve.
haha thats good, now that you mention it the black dude looks exactly like Uncle phil from Fresh Prince of Belair! Good Call!!
But as for LFD 2 it just seems like LFD 1.5
I know you wouldn't know whether it changed the level at all but did you see any real difference AI-wise at all, or any of the weather effects that have been mentioned? I was curious if you saw any real difference between v2.0 and the original L4D AI.
I didn't see any real AI difference, Agent Orange. I've read that the game lets up on you if you're doing really poorly, and we may well have experienced that, but nothing struck me as outwardly different about our progression through the game. Perhaps multiple playthroughs will be more illuminating.
1) Differences in how each character plays: for example, the big guy moves a bit slower but can take more hits.
2) More characters? Probably not going to happen, but, it would be nice to have a total of 6 or so characters that you can pick from in each campaign.
That's likely 25 levels, each already tuned for Versus and Survival. In reality, that is a lot more than I'd consider DLC, considering that is more than the first game has. Releasing the new director on top of the existing game would be unprofessional, considering they are making old content obsolete, since it doesn't take advantage of the new tech.
And there's my 2c. I'm quite willing to pay full price for this, although I am rather annoyed at the lack of support L4D1 has got.
Valve said in an interview that they are looking into the possibility of allowing the original characters in the second game. Expect it to be local only though.
i understand the advancements in the technology of the AI director and the need for new weapons and things..but the first L4D didn't get nearly as much Valve love on console as it should have.
Especially when you consider that Episode 3 is so wanted by the Half Life fans that Valve could charge whatever they wanted for it and people would pay.
Maybe a few years from now.
I would have also liked to see some, just some, evidence of other survivors. Not necessarily close-up, maybe one of the final crescendo moments could include a garrisoned group of soldiers helping you fight off the horde from atop a building while you gauntlet your way to the safe house.
Otherwise, still shocking news that they're even making this. I'm not 100% sold yet.
I was just thinking it would be cool if they could let you make your own survivor, kind of like Xbox Avatars but with your own voice too. You could also write a backstory for your survivor.
Yeah, I was just gonna ask that. Does the AI feel different? I dunno about this game, Im not as excited as I am for this game as I was for the original. To me it just doesn't seem to have the same charm, and I dont much like the characters, they just seem annoying. No one is gonna replace my Billy boy with his wicked laugh. Anyways Im kind of shocked to say this but Im approaching this game with cation. In the mean time Ill be playing the original game.
As a server owner, I support L4D by paying for 4 West Coast servers out of my own pocket that have had in total roughly 17000 players since they were started 4 months ago. As well, I work for a server company that provides numerous servers for TF2, L4D, CS:S and other Valve games.
One disturbing trend I have seen is the daily cancellation of L4D servers. Since the 'Survival Pack' the company I work for has seen a 70% increase in server cancellations of servers that service Central North America and the West Coast. That number increases daily.
The biggest drop was right after the 'Survival Pack' when people began to realize how minor the changes actually were. Most people played Survival mode until they got the achievements and then moved back to Co-op or Versus. We lost 45% of the servers within days of that release.
The second spike was right after the news about L4D2. That was about 20% of the servers. The other 5% has been just due to attrition since the DLC was released.
Now, obviously there have been new servers started, but the total loss of server coverage totals about 70% in the company I work for, and I work for a little hole in the wall company no one even knows about. In actual numbers that means about 110 servers are now shut down in the past couple months with my employer alone. I wonder how this has affected Gameservers or Darkstar.
I should mention that most of the people canceling servers have been very vocal about why they're canceling them, and I agree with the majority of their reasons, especially about the release of L4D2.
So, I pose this question to you, do you think splitting the games community base will increase or decrease the number of servers for both games?
Secondly, do you think server owners that are canceling their servers because they feel that they've been burned by Valve (No significant DLC since release, SDK pushed back for months, the lackluster and pointless 'Survival Pack' and now releasing L4D2) will be rushing out to start a L4D2 server?
The answers are pretty obvious.
All you flame-baiters screaming about the boycott group being a bunch of whining idiots might want to think about that, because without the server owners, you'll have no where to play either game.
As for myself, I don't have any choice but to 'get' the game since it's purchased for me by my employer for troubleshooting and testing. However, I'll be shutting down my servers the day L4D2 is released unless both games can be serviced by a single server and other significant issues about the release of L4D2 are satisfactorily dealt with by Valve.