Left 4 Dead review

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cyberoth

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Jan 2, 2009
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Left 4 Dead is a first-person shooter in which you and 3 other survivors must fight through hordes of rabies-infected attackers, and the occasional T-Virus mutant to mix things up. I played a bit of the demo, then got the full game in an attempt to play it until I hated it, an endeavor I have yet to accomplish.

While I've never been one to care for graphics, I couldn't help but notice how much work was poured into the games appearance. The infected all look like once-reasonable people. The various special infected all look grotesque, yet still have an appearance that suggests that this was once a human being. The levels all look like places you've been to, just horribly disfigured by the apocalypse. The main characters all look like regular people, and there are simple little details (the scratches on Bill's jacket, Louis's disheveled tie, and the blood on Zoey's face to start) that really show the main characters as normal people trying to get through this alive. Of particular importance to the game's tense horrific atmosphere is the lighting. There's not a lot of light from up above. All the lights are below shoulder level. Car headlights, barrel fires, the flashlights on your gun, all close to the ground...all casting long ominous shadows, which contribute to a tense horror atmosphere.

And while I'm stuck on aesthetics, the sound is amazing. The growls of the infected as they charge you, looking to pound and pound on you until your heart stops, the report of your gun as you try to keep the horde back, and the loud, otherworldly shriek of the horde, all alert to your presence and all coming to you, the sounds bring the game to life. The music also heightens the mood, although it does on occasion warn the player of something (s)he wouldn't have known without it. The voice work for the survivors also helps make the character's feel believable. The characters are supposed to be scared, tense, and focused on survival, and the VAs pulled that off wonderfully. The voices add another level of immersion to the game, and really give this the feel of a true blue zombie movie.

But what about the gameplay? L4D is not a very complex game. Assuming you can figure out the controls, anyone can figure out how to get through the campaigns (Stages 1, 2, 3, and 4 : Get from point A to point B and not die. Stage 5 : Get from point A to point B, press the red button twice, wait a few minutes, then get to point C, all without dying), so the game needs some kind of complication. Thankfully, it provides that in spades. Between points A and B are slews of enemies, which, while easy to kill, and have no ranged attack, have the advantage of numbers. But that kind of attacker is easy to get around, and doesn't make the other 3 survivors feel needed. Enter the special infected. Mixed in with the hordes are various mutants, which will disable a player, call a horde, dish out a massive amount of damage, and/or otherwise force you to work as a group. There's the Hunter, an agile infected with claws, who will pounce you, pin you to the ground, and claw you to shreds, leaving you unable to defend yourself unless a teammate shoves him off or blows it to bits. There's the Smoker, who tries to drag you away with a long prehensile tongue, leaving you to the mercy of the horde unless your teammates free you. There's the Boomer, who's bloated with a goo that attracts zombies if it gets in your skin, and blinds you if it gets in your eyes, effectively making you defenseless. There's the Tank, who can actually survive direct gunfire (scary enough just like that) and can pummel you to death with its massive arms up close, smack cars into you, or throw chunks of concrete, all with the intent to crush you to death. And finally, there's the Witch, who will....leave you alone, provided you don't attract her attention, but god help you if you do, because she has insanely sharp claws and she hits harder then anything. What's more, she's easily enraged, which means if you want to sneak by her, you have to shut off your flashlights. There's nothing quite like sneaking around in the dark, and the only thing you can hear is the crying and sobbing of the most dangerous enemy in the game.

The actual control and interface of L4D is, in a word, efficient. You can see your health, your weapons and ammunition, your grenade (not a plural, you can only carry one), your first aid kit, and your bottle of pain medication. In addition, you can also see your teammates health, and whether or not they have a grenade (and what kind), a first aid kit, or a bottle of pills. The HUD doesn't feel cluttered at all, and it helps quickly assess who needs help and who can give it.

The weapon selection is also efficient. It doesn't have a massive pile of various kinds of weapons and tells you to pick one of each kind. L4D's weapon selection brings in something from each weapon category (pistol, shotgun, machine gun, sniper rifle, explosive), hands you a pistol, then lets you to pick your play style. At the start of the campaign, you can choose between an Uzi and a pump action shotgun, then later on you can upgrade to an assault rifle, which plays like a stronger Uzi, a combat shotgun, which plays like a faster shotgun, or a sniper rifle, which goes through next to anything and has a scope to let you see stuff from far away. You have the option of picking up a second pistol, doubling your clip size and rate of fire, and you can find either a Molotov cocktail, which lets you start a huge blaze, stopping most infected from passing, or a pipe bomb with a beeper attached, which attracts the horde to the bomb and can buy you a few precious seconds to prepare for the onslaught. You can also find a mounted minigun, which gives you a ton of power at the cost of mobility, or various canisters filled with gasoline, propane, or pressurized air, which can be shot to produce a massive explosion (or in the case of the gasoline, a large fire).

Another fun addition to the coop zombie slaughter is the Versus mode, which pits 2 teams of 4 in a campaign, each team taking turns; 1 team runs through the chapter on (correct me if I'm wrong) Normal difficulty, the other team controlling some of the special infected to bar them from reaching the safe room. Playing as an infected, when compared to a survivor, has its ups and downs. You're much more mobile as an infected, but your attacks feel much more limited, and you die a lot more often. Sure you respawn, but it can be a little frustrating to die 14 times in one round (my record). But all of my criticisms are dispelled by the fact that getting the PERFECT attack, the perfect Hunter pounce, the perfect Boomer vomit, the perfect Smoker snag, those moments where you actually get a kill after an untold amount of trial, error, and waiting to respawn are INCREDIBLY satisfying.

The game doesn't have a whole lot in it at the moment : 4 campaigns, 5 levels each, each level being about 10-15 minutes long. Thankfully, the game has something called the "AI Director." Now while I could talk for days about how it works, all you need to know as the player is it changes infected, special infected, weapon, health, and ammo spawns on the fly, during the game. This effectively means that each run through a level is different then the last. While it's not perfect (if you have to call a horde to move an obstacle, it's the same each play through, the finale levels all play the same once you get to the radio and summon your rescue, and the Tank spawns are always in a few set places for each level), it forces the players to keep on their toes, knowing that anything could come at any time.

THE TL;DR VERSION : Immersive atmosphere, efficient HUD, generally fun gameplay and co-op that works. Get it if you have a bunch of friends who like FPS games, or plan on making some.

That's my review. I'll probably regret saying this, but be brutal when you critique it.
 

CrazyMofo

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Jan 1, 2009
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I'm a reviewing newbie, I only just wrote my first one yesterday but I will have a crack at critiquing yours.

Good review, nicely constructed. You addressed all the main points pretty well. Now to the nitpicking:

-This game is predominantly a multiplayer game. Other than the one mention of versus mode you did not address multiplayer in the review. Reading the review and not knowing about the game I would not have guessed that this was multiplayer apart from the small mention at the end. Also since multiplayer is a rather large part of this game it would be good to discuss connection issues (if any), are the people playing it online or will it be hard to find a game to play, lag issues, servers and all that good stuff.

-Other than getting frustrated with dying too much as a zombie, you didn't mention any other bad points of the game. I dare say I'm not being cynical but I'm sure the game is not perfect and there are some issues that you found with it when playing.

-This one threw me a bit, in paragraph four you said "assuming you can figure out the controls" but then you said that the controls were efficient. It seems that with your first statement there is something that you found difficult about the controls and being able to figure them out, but then you say that they are efficient. Maybe try to elaborate on this, and tell us why the controls are hard to figure out.

All in all I thought it was a good review, you backed up your points with examples from in the game well and it was well written.
 

Spleeni

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You've done a good job, the only things that I can really tear you down about comes to personal preference, and your intro(it can stand to be a bit longer). I prefer my reviews to have some humor as well, and next time you might want to put in something to lighten it up.

And, hi! This here done be us'n escapists. I take it you've been lurking a bit, so it's nice to see new folk about.
 

cyberoth

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Jan 2, 2009
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CrazyMofo said:
-This one threw me a bit, in paragraph four you said "assuming you can figure out the controls" but then you said that the controls were efficient. It seems that with your first statement there is something that you found difficult about the controls and being able to figure them out, but then you say that they are efficient. Maybe try to elaborate on this, and tell us why the controls are hard to figure out.
Ugh, sorry, that sounded smarter in my head. It was meant to come off as, "Alright, you know that the WASD moves and the mouse aims and shoots? Alright, good to go," not, "Oh you wanna figure out how to move? Good luck buddy."

And yeah, I've been lurking....a LOOOOOONG while. Been trying to work up the guts to make that awkward first post.
 

curlycrouton

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Great review, loved it.
Just try to work on these:

CrazyMofo said:
I'm a reviewing newbie, I only just wrote my first one yesterday but I will have a crack at critiquing yours.

Good review, nicely constructed. You addressed all the main points pretty well. Now to the nitpicking:

-This game is predominantly a multiplayer game. Other than the one mention of versus mode you did not address multiplayer in the review. Reading the review and not knowing about the game I would not have guessed that this was multiplayer apart from the small mention at the end. Also since multiplayer is a rather large part of this game it would be good to discuss connection issues (if any), are the people playing it online or will it be hard to find a game to play, lag issues, servers and all that good stuff.

-Other than getting frustrated with dying too much as a zombie, you didn't mention any other bad points of the game. I dare say I'm not being cynical but I'm sure the game is not perfect and there are some issues that you found with it when playing.

-This one threw me a bit, in paragraph four you said "assuming you can figure out the controls" but then you said that the controls were efficient. It seems that with your first statement there is something that you found difficult about the controls and being able to figure them out, but then you say that they are efficient. Maybe try to elaborate on this, and tell us why the controls are hard to figure out.

All in all I thought it was a good review, you backed up your points with examples from in the game well and it was well written.
And try to perfect your grammar and spelling (although it wasn't a major issue). Once again, great review, I hope to see more of your writing.
 

wewontdie11

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cyberoth said:
And yeah, I've been lurking....a LOOOOOONG while. Been trying to work up the guts to make that awkward first post.
Why the nerves for the first post? That was a very good review, nicely written and all that needs to be corrected is mentioned above I believe.

Keep at it.
 

Benny Blanco

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Jan 23, 2008
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Nice review. A couple of things I'd like to add:

Shotguns, that staple of the Zombie Survival genre are not as good as any other weapon in the game. The addition of friendly fire and the need to make precision shots at long range make them a damn liability, no matter how much damage they do and how fast the automatic ones go.

Also, playing it on a PC I had a problem with the scope on the Sniper rifle but that was fixed by altering the zoom control to another button.

The upshot of these problems is that once I had found the second pistol I stayed dual-wielding for the rest of the game.

My other beef with L4D is the random Zombie spawning points. I have conditioned myself with more tactical fare (R6, Vietcong, SWAT etc) and tend to work on a room-clearance model. Possibly to increase the tension level, the game puts randomly spawning zombies behind you too damn much. I understand that the prospect of being attacked from all sides is necessary for the claustrophobic paranoia, but unless they're the infected David Copperfields of the game how the buggery fuck do zombies spawn behind me in a room with 2 doors, both in my arc of fire, which I have previously cleared, to dine on my back?

Otherwise great fun.
 

cyberoth

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Jan 2, 2009
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Benny Blanco said:
Nice review. A couple of things I'd like to add:

Shotguns, that staple of the Zombie Survival genre are not as good as any other weapon in the game. The addition of friendly fire and the need to make precision shots at long range make them a damn liability, no matter how much damage they do and how fast the automatic ones go.
I never saw the need to make precision shots at long range, considering that out of the 3 enemies with a ranged attack, they're all noisy, the Boomer and the Smoker all go down incredibly easy, and the Boomer and the Tank are huge targets that don't take extra damage from headshots anyways. Interestingly enough, the only thing that's going to try attacking from a long range that the shotguns can't hurt is the Smoker.

Then again, I'm a shotgun junkie. I'd tried using the automatic weapons, and found myself burning through the measly 10 full clips too fast and being forced to fight a tank with a pistol. The power and the piercing of a shotgun shell makes it a great anti horde weapon, and if you reload after each shot, 1 auto shotgun can hold any bottleneck until he runs out of shells or the horde dies down, whichever comes first, unless a Tank comes barreling through or he gets pounced or snared. Friendly fire makes any gun a danger to use, so if the shotgunners are up front where they belong it wont be too much of an issue. Fine, the shotgunner won't get a whole lot of headshots, but the shotgun gets the more out of each shot then the assault rifle users, and they aren't as vulnerable as a sniper since they can reload a single shot and fire in the blink of an eye provided they don't let their clip hit 0, whereas the hunting rifle takes ages to reload.

Also, playing it on a PC I had a problem with the scope on the Sniper rifle but that was fixed by altering the zoom control to another button.
I never had this problem, but like I just said, I never touch anything but the shotguns.

The upshot of these problems is that once I had found the second pistol I stayed dual-wielding for the rest of the game.
I tried that, but Tank fights are hard without a power weapon, and everything reloads pretty slowly in my opinion. The pistols are my ranged weapon when nothings trying to claw my face off in that instant, and the infinite ammo is a nice tradeoff for the power of the other long ranged weapons.

My other beef with L4D is the random Zombie spawning points. I have conditioned myself with more tactical fare (R6, Vietcong, SWAT etc) and tend to work on a room-clearance model. Possibly to increase the tension level, the game puts randomly spawning zombies behind you too damn much. I understand that the prospect of being attacked from all sides is necessary for the claustrophobic paranoia, but unless they're the infected David Copperfields of the game how the buggery fuck do zombies spawn behind me in a room with 2 doors, both in my arc of fire, which I have previously cleared, to dine on my back?

Otherwise great fun.
I never had that problem unless I was in a hallway or out in the open, but that's a reasonable time for things to come up from behind you. I never had a zombie spawn behind me when I had a wall to my back unless that was a breakable wall.

wewontdie11 said:
Why the nerves for the first post? That was a very good review, nicely written and all that needs to be corrected is mentioned above I believe.
Well this seemed like a more intelligent crowd then the forums I usually lurk. Sure the Escapist has the occasional idiot (like all forums, especially gaming forums), but on the whole, everyone here seems a bit smarter then my usual lurking spots.
 

Danny Ocean

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Jun 28, 2008
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cyberoth said:
You either have a superior analytical mind, or you went through the developer commentary. ;)

Either way, that's a fine review, and a great first post. Welcome to the forums.


cyberoth said:
Also, playing it on a PC I had a problem with the scope on the Sniper rifle but that was fixed by altering the zoom control to another button.
I assigned it to the front-side mouse button. Also known as Mouse 5. It's a great place for it.

My other beef with L4D is the random Zombie spawning points. I have conditioned myself with more *snip*
Otherwise great fun.
When you play as infected you see how the system works. When a survivor approaches an area a few random zombies spawn. This includes if one doubles back, unfortunately.
If you mean the spawn locations of the big waves, then yeah I've got to agree. On No Mercy there's a room down the hall from the lift with only one way in. Sometimes a hoard spawns there. I got beaten up so badly simply because I had my headphones on the wrong way around.
 

cyberoth

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Danny Ocean said:
You either have a superior analytical mind, or you went through the developer commentary. ;)

Either way, that's a fine review, and a great first post. Welcome to the forums.
Can it be both?
 

ThaBenMan

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Mar 6, 2008
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Good review, and welcome to Teh Escapist ^__^

Left 4 Dead is a blast for what it is. I had my friend from out-of-state staying here a couple days ago, and we played split-screen, it was great. But I don't see myself ever playing it single-player, and I don't have Xbox Live (yet, soon hopefully). Even the multiplayer I don't see myself playing a lot, just occasionally. And I never would have bought L4D myself, I just asked for it for Christmas.
 

Say Anything

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Danny Ocean said:
If you mean the spawn locations of the big waves, then yeah I've got to agree. On No Mercy there's a room down the hall from the lift with only one way in. Sometimes a hoard spawns there. I got beaten up so badly simply because I had my headphones on the wrong way around.
I don't quite understand the difficulty system, because if you play on easy/normal and just totally destroy the zombies, the director makes it hell spawning hoards and tanks and witches. However, if you play the hard mode, you might be just as good or better on the other 2 modes, because you aren't doing as well and so the director doesn't take as much advantage of you.
 

Spleeni

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I've played the game for a long while, and I've picked up on a few extremely important tips:

1. You can melee while reloading.
2. Shotguns can horribly abuse tanks, a full clip of an auto shotgun at point blank range is:
Pump-Shotgun (10 pellets per shot)
Auto-Shotgun (12 pellets per shot)
Damage: (per pellet)
Point Blank: 24Damage
Smoker Range: 14 Damage (100 ft)
Long Range: 7 Damage
Headshots: No extra damage (except for Witches)
Friendly Fire: (per pellet) 0/1/4/24 Damage, 1 in Versus
Penetration:
Walls: Normal (1 feet)
Infecteds: Infinite

I've tested all the guns, and I'd have to say that my favorite against normal zombies is either the regular rifle (If I'm in an average-meh team) or the hunting rifle(if my team works well together). But against TANKS, I always go for the auto-shottie. There's just no
contest.

Autoshottie:
DPS: 960 damage/s, 411 sustained

M16:
DPS: 373 damage/s, 262 sustained

Hunting Rifle:
DPS: 338 damage/s, 193 sustained

And if EVERYONE in the party goes for a shotgun, it means that while all the killing may be done at close range. Since the horde is usually bunched up, they disappear real fast.

Now, if the Autoshotgun does 960 damage per second, wanna guess how fast a tank goes down if it goes after one guy, and the other three just pump shells into it?

It takes about twenty-seven point blank shotgun shells to take down a (8000 HP) tank.
It takes about two-hundred and sixty-six M16 rounds to take down a tank.
 

Spartan Bannana

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Spleeni said:
It takes about twenty-seven point blank shotgun shells to take down a (8000 HP) tank.
It takes about two-hundred and sixty-six M16 rounds to take down a tank.
While mathematically that makes sense, have you ever tried to take down a tank with an auto-shotty? It just works better to use an M16.
 

Spleeni

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Spartan Bannana said:
Spleeni said:
It takes about twenty-seven point blank shotgun shells to take down a (8000 HP) tank.
It takes about two-hundred and sixty-six M16 rounds to take down a tank.
While mathematically that makes sense, have you ever tried to take down a tank with an auto-shotty? It just works better to use an M16.
Hell yes, the tank (especially if a player is using it) has a number of times that it loses control, and has to go through some animation...giving plenty of time to pump 4-5 shells into it at point blank. In addition, when it smacks someone, you can easily hit it from the sides or back if you're quick enough.

If everyone concentrates on the tank, it can die laughably fast, no matter the weapon. Shotties are just the fastest.
 

Spartan Bannana

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Spleeni said:
Spartan Bannana said:
Spleeni said:
It takes about twenty-seven point blank shotgun shells to take down a (8000 HP) tank.
It takes about two-hundred and sixty-six M16 rounds to take down a tank.
While mathematically that makes sense, have you ever tried to take down a tank with an auto-shotty? It just works better to use an M16.
Hell yes, the tank (especially if a player is using it) has a number of times that it loses control, and has to go through some animation...giving plenty of time to pump 4-5 shells into it at point blank. In addition, when it smacks someone, you can easily hit it from the sides or back if you're quick enough.

If everyone concentrates on the tank, it can die laughably fast, no matter the weapon. Shotties are just the fastest.
I've found myself killed more times by the tank trying to kill it with an auto-shotty then I can count.
 

Spleeni

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Spartan Bannana said:
Spleeni said:
Spartan Bannana said:
Spleeni said:
It takes about twenty-seven point blank shotgun shells to take down a (8000 HP) tank.
It takes about two-hundred and sixty-six M16 rounds to take down a tank.
While mathematically that makes sense, have you ever tried to take down a tank with an auto-shotty? It just works better to use an M16.
Hell yes, the tank (especially if a player is using it) has a number of times that it loses control, and has to go through some animation...giving plenty of time to pump 4-5 shells into it at point blank. In addition, when it smacks someone, you can easily hit it from the sides or back if you're quick enough.

If everyone concentrates on the tank, it can die laughably fast, no matter the weapon. Shotties are just the fastest.
I've found myself killed more times by the tank trying to kill it with an auto-shotty then I can count.
I admit, it is hard to get the timing down when there's other distractions around. (Like, living) But you can easily destroy a tank when it's, say, throwing a chunk of concrete at a survivor (other than you). When it smacks someone around, and they're incap'ed, just put your gun in it's gut, and pull the trigger. If it goes after you, then you're saving them.
 

Spartan Bannana

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Spleeni said:
I admit, it is hard to get the timing down when there's other distractions around. (Like, living) But you can easily destroy a tank when it's, say, throwing a chunk of concrete at a survivor (other than you). When it smacks someone around, and they're incap'ed, just put your gun in it's gut, and pull the trigger. If it goes after you, then you're saving them.
I still find M16s to work better.