Having recently reviewed Left 4 Dead on the 7th I was very excited to play its sequel, Left 4 Dead 2. The Left 4 Dead series is best played as a multiplayer and as such I had play the newest one with a good friend of mine. Jeffman and I both enjoyed the first one and squealed like girls all the way through it. Jeffman is an avid video game player not unlike my self and I respect his opinion greatly. I have asked him to guest review this game with me. So let us embark on our zombie killing adventure.
It has been nearly a year since Left 4 Dead was released and changed zombie video games forever. Left 4 Dead 2 (L4D2) definitely adds to its predecessors great game play. The first thing to notice about L4D2 are the characters. We have a new cast of survivors to take through five new campaigns. I complained about the characters from the first Left 4 Dead because they were stereotypical and uninteresting. Our new survivors are also kind of stereotyped (an over-weight black coach, a skinny loud mouthed red neck) but I found them very likeable. The survivors talk more in L4D2 and it provides quite a comical relief from the stresses of how creepy the environments are. Each character brings with them a hilariousness that was lacking from the first game. While Jeffman and I played we found that one the other survivors (computer controlled) had an unusual attraction to me. I was playing as Nick and Coach kept running over to me to "heal" me even when his life was lower than mine! All campaign he would not keep his hands off of me, he even some how managed to "stop" Jeffman from reviving me just so he could do it.
There are new special zombies in L4D2, in addition to the ones from the original, that add to the game's overall creepiness. The Spitter zombie projects acidic green liquid on the ground at the survivors feet that does some considerable damage over time. The Jockey infected scuttles about the level seeking survivors to jump upon and "ride" while munching on their head. The Charger is quite similar to the Tank zombie from the original but is easier to kill and this one will actually pick you up and take away from the other survivors. There are other special infected who do not have such game altering abilities but bring with them a whole new terror. The Hazmat Suit Zombie cannot be harmed by fire, and to be honest when Jeffman and myself first encountered on of these it was blood curdling. We discovered a few more zombies that were wearing other things in different levels but by far the most scary zombie ever was the Clown. These clown infected lead hordes of zombies to your location. All these new special zombies were a great addition to the game, they change the entire strategy.
Each of the five campaigns is horrifying in its own way. Valve has done a great job of making every moment in each campaign scary. Jeffman and I were both quite squeamish as we made our way through the carnival level. I did notice that the safe rooms were far less interesting than in the first game. They were missing the scribbled messages on the wall which added a great emotionally engaging touch.
Melee weapons. The final touch Valve added to L4D2. These weapons replace the pistol as your secondary weapon. This was the only aspect of the game I was disappointed in. Granted it was very fun picking up a cricket bat and smashing some zombie heads, it just became unpractical when considering the strategy of the game. Pistols are the default secondary weapon. They have unlimited ammo and one can always manage to find a second pistol early on in the game. Zombies in L4D2 will die from one bullet from a pistol, so while it is fun to get "up close and personal" while wielding a crowbar, it makes much more sense to keep your pistols and take care of business before they even get close.
I thoroughly enjoyed L4D2. It brings exciting new levels and characters, gives new threat by adding creative special infected, and has more weapons to choose from. If you loved Left 4 Dead you will fall for Left 4 Dead 2 as well. This game still remains to be one of the most fun group games of this year and has great re-playability. I do suggest that if you have purchased the first one, it might be a good idea to trade it in when you go to buy L4D2. The two games are so similar that maybe Valve should have offered the game for a lower price. Then again, we are all just mindless, groaning, zombies who will pay any price for a video game.
Thank you for your time my friends.
From the ever clever Jeffman:
Released less than a year after the original, Left 4 Dead 2 felt more like an expansion pack than a new game. It added a few gimmicks, but left a lot to be desired. While the gameplay was just as thrilling as the original, I couldn't help but feel disappointed in more than a few ways. In my opinion, it simply does not pack enough to warrant the outrageous $70 retail price.
The sequel brings us melee weapons, a few new guns, and a handful of new infected enemies to duke it out with over the course of five new campaigns. Shawn and I played through two of the campaign levels, first through a mall and then through an amusement park. Facing masses of zombies led by "special" infected who would pounce on us with alarming accuracy, the two of us shouted, shot, and burned our way through the obstacles set before us with relative ease.
Entertaining? Yes. Epic? No. To be completely honest, the novelty value of the game wore off rather quickly for me - before the end of the first hour disappointment set in. It wasn't anything special, it wasn't anything new. If you enjoyed the first game, you'll enjoy the second - but don't get your hopes up. The melee weapons provided are funny to use during the calmer moments of the game, but completely worthless as soon as the shit hits the proverbial fan - which, as you can expect, is a regular occurance in post-apocalyptia. The guns added offer no substantial bonus over their predecessors, and the screams and gurgles of the new infected are learned and recognized very early in the game.
One thing that I loved in the first Left 4 Dead game was the cryptic messages scrawled on the walls of the safe rooms. Notes left behind for loved ones possibly travelling the same paths mixed between woeful or witty quips about the infection - small bits of information as to what may have happened. A story in a game without a story, it gave a sense of realism to gameplay. Throughout the three or so hours that Boots and I played the sequel, however, we only saw two of said messages. Their absense took a lot out of the game for me, as small a detail as they may have been originally, the atmosphere generated by them was sorely missed.
Monday, November 30
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment