Four survivors, an infinite array of zombies and a goal to reach final in search of salvation, Left 4 Dead 2 is a game that, very wisely avoids taking itself too seriously, demonstrating a sincerity so shameless that it is impossible not to praise. No complex history, to ban unnecessary background narrative and any work effort to "make sense" to the events of the game. What the team wants to offer is essentially a dense set of weapons and a multitude of infected cut in the company of your friends. Goal in this sequel is achieved in an exemplary manner.
For an exact year after the first time Left 4 Dead one of the successful released game. The zombie shooter was well received in the community, especially because of the new multiplayer principle. With one release also announced additional content via DLC. The excitement in the community was correspondingly great when you not even a year later announced the successor, without even a DLC released for the first part.
Left 4 Dead 2, like its predecessor, is a product clearly devoted to the multiplayer component , and it was a real pleasure to see how the team has taken all necessary precautions to ensure that players fully online mode . In addition to the normal campaign (to play in local or network), you had the chance to try your hand at reality: where the apocalypse is taken to extremes, the enemies will be even more hungry and hard to beat, while the others will lose the ' golden color that allows you to easily locate them beyond the walls. There is something deliciously masochistic in a similar way, but we will not be certain that a few players who will pay the massacre.
Focusing a little more in the game and personally, I feel a little less addictive. The reason is that it has lost that touch dark and macabre; giving the impression it was a contest to kill zombies. The endless hordes event can be annoying because the time between horde and horde is very small forcing most players to use melee weapons (the time to recharge is very small) and the routes to the target is so long which is difficult to pass one without taking damage.
It is said that the game has a new artificial intelligence (Director 2.0) for events that are generated in the game. I see no big difference and I feel so everything has always been generated at random, perhaps the most noticeable are certain things that were static in the first game are no longer in this, such as car alarms or routes reach the target may appear in walls where in previous games were not. What is said to control climate change is reduced only a few maps which is not an effect you can find in any campaign.
Again it is four survivors to be nibbled by countless zombies. Pardon, many of those infected. Left 4 Dead 2 plays in the same timeframe as the first part, but just in other places with other heroes. The back story, however, remains as thin as before: any unspecified plague has broken out in the U.S. and has almost the entire population into matschbirnige brain eaters. Now it is time for a little band of four people, their way through the southern United States to New Orleans, allegedly one of the few places on the map, where not everyone wants to chew each.
The journey is as in Left 4 Dead split into chapters, each with four to five sections, separated by a load sequence in a shelter. Were the first part of chapter four’s is now five. You may have had such experience alone on the side of three AI companions or - much more fun - the team with three players in five different difficulty levels. This co-op is already therefore advisable, because game mechanics and presentation of Left 4 Dead 2 dull quickly after a couple of sections. Only the panicked cries, warnings, and general relief from real people, when once again a very crisp zombie attack was averted, make the title a real experience. That was the first Left 4 Dead is not different. A headset is also required!
The Basics of Left 4 Dead 2 are inevitably those of the past, with the four survivors left alone against an endless supply of undead. This time the setting is that of the southwestern United States, from Georgia to Louisiana, then going inwards, and the first point in favor of the production is being able to properly characterize each individual scheme, making credible environments and giving an end to the survivors, travel time to the military and the long-awaited salvation. Obviously there's a plot that is not an excuse for crossing the maps, but the mixture of written references in the shelters and small during the action, also work in the second iteration. The campaigns in this case have been increased to five and have a variable number of maps each - four or five - and are more or less all the same as duration and presenting a greater variety of different mechanical properties: they have been implemented over time during which wait an event such as opening a gate, but also move towards a given point as quickly as possible, making this a more dynamic, thanks to choices such as fatigue after a certain number of pushes, the first only in Versus Post patch, which prevents long sessions in a tight corner.
The beginning is not the best for the simple reason that the campaign Center for Death is the worst of fives, a race across a hotel in Savannah, Georgia, and then the nearby shopping center that sees a couple of steps in a room filled with smoke and the hunt for a carton of Coca Cola, the peaks of an otherwise anonymous but able to give a final search of jerry cans to fill the tank car to escape, which acts as a tutorial the competitive mode seeker. Passed the first hurdle, objectively non-standard production, the remaining four are beautiful variations on the theme of what everyone knows: the lack of surprise at the unusual formula is not replaced by a thousand situations of great atmosphere, the final concert of the amusement park Dismal the maze of pools of swamp fevers, the conclusion on the move across a bridge next to the explosion of the parish until the genial return of heavy rain, which offers the same stretch of road rebuilt twice, once in normal and l ' other under a deluge of great pathos.
The great architect of the replay of Left 4 Dead was the Director: artificial intelligence routines developed to allow the enemies appear and supplies in a dynamic way, depending on the situation of the players, even adjusting elements such as mood music. In this sequel has worked in such a way that no revolution in this process - not entirely procedural content creation, for example - but to adapt to the greater number of objects and environments to expand themselves, now very different in size, from large areas an echo of the cornfield in Blood Harvest first chapter to the narrow streets of New Orleans. if it was for the first filing of balance, for the environments has been done a great job of customizing campaigns, changing a small garden with a maze of hedges in the Parish or the number of hurricanes in the pouring rain, to name just two. In this case, the secret of success is the discreet way in which the changes are small but subtle changes when they lead to the removal of some trails in the marsh fevers are noticed only when you are with the ' Water for life and clumsy movements. The same applies to the flames, and now much more present than in the past tours. As regards objects of the work done was more than good, with the defibrillator to revive the companions and additional ammunition, explosive and incendiary also be worn if there is the feeling of giving up the medkit, while Boomer's bile useful to be launched against the enemies of their prey to make them similar, as an alternative to the usual pipe bombs or Molotov cocktails. Present even the painkillers to which are added adrenaline, perfect to increase speed and strength for a short time, streamlining operations also jacking up of wounded comrades.
Despite the declared vocation splatter and structure of gameplay damn simple (almost remained unchanged), the title developed by Valve manages to avoid the trap of pure "more of the same", proposing a series of mechanisms to expand the good work done above and at the same time introducing new situations and solutions. In the role of Ellis, Nick and Rochelle coach we will have to cooperate actively in an attempt to survive along the route from one location to another, collaborating with peers and supporting each other. The whole adventure can be completed in single or together with three other companions in the course of five main stages, heterogeneous and well differentiated from each other.
By the end of the first level, when we prepare for the now classic horde of enemies that come out everywhere, here is the first difference: in spite of the first chapter, in which only needed to defend themselves and stay alive, here we will take in to refuel the car that will lead us to safety. It seems poor stuff, I realize, but just keep the pad in his hands once to understand the subtle work of filings where the team has dedicated a year now. And, of course, the game will continue to offer similar variations throughout the course of the main mode.
The group of opponents is operated by artificial intelligence players in a shed on the sudden; acting simultaneously on several fronts in order to make it absolutely requires collaboration among players. Whether it's the Boomer, Smoker or Hunter, left behind by his comrades only means to meet certain death, that's why the game itself will take care to inform you about the importance of acting with a clear common purpose. Just on this point seem to want the developers insist that the new special infected try to split the group in various ways.
The AI Director 2.0 also seems to have undergone a substantial upgrade in the management of chaos, as if there was a real director to handle and address the hidden enemies to the four protagonists. It is therefore definitely a more sophisticated, able to "act" not only based on your attitudes to urban warfare and the results achieved, but also taking into account the pace, gradually more and more frantic, often enough to leave you breathless as you prepared to reload or heal your wounds or those of friends. So you'll break down the last infected and then try med-kits and ammunition in times of calm after every fight, but just a moment too distracted to instantly find a whole row of zombies right behind where the first c 'it was nothing.
What I just cannot miss in a game with big veins are horror zombies, thousands of hungry undead that they come at you screaming or drooling just as murderous beasts. The first Left 4 Dead was distinguished for the enormous masses of zombies coming towards us and this result remains true offering of the legions of undead to embarrass even the same Romero. Empre S as in the first chapter, here we are at the hands of zombies sprinting then you should pay close attention to every possible escape route in case the undead take over the mass of the unlucky players: well yes, plural, because also in this case the game was designed for cooperation of four (or possibly a human player and three computer-controlled) that will protect each other to pass unharmed infected areas of the game. Again, as in the previous episode, we have the makings of a real plot, but only the perception of a story that revolves around four individuals who may have been found to be mistaken for pure companions - this will take us to different locations along a few occasions where you will also need to think on how to proceed, in the sense that there will be goals that their data cannot be skipped (for example, fill a gas generator for electricity).
In the southern United States seems to plague a little bit to be different than anywhere else that needs to be in the swamp gases or the genetic structure as below: Instead of the famous Left 4 Dead five boss zombie's are here, namely, three other boss infected. to the old friend Hunter, Boomer, Smoker, Tank and the. Witch are joined by more of the Spitter, the. Charger and the jockey. The Spitter spits clear. Although highly toxic and acid, which is distributed over a wide area on the ground? The Charger looks like the little brother of the tank; he dashes towards his opponent, lifts her off her feet and then smashes it over and over again on the floor. And the jockey does exactly what the name suggests, can be: He sits on the back of a survivor and takes over almost completely in control of him. The victim can only try desperately to hold against it, but usually it is directed specifically into a zombie horde, or the green poison from Spitters.
The campaign is divided into five maps (one more than the first chapter) that in turn will be divided into three or four smaller schemes: unfortunately, even if from the point of view of style and level design has done a decent job, through maps give a strong sense of so much that one wonders if indeed this game is a sequel or a mere commercial operation to lengthen the stock, you might as well call him Left 4 Dead DLC and 2. Still on the internship, I note, however, a good choice for environments that perhaps, unlike the first chapter, are much more faithful to the horror genre with a subject of zombies.