Re: Left 4 Dead 2 - zaneyard - 06-01-2009
'guys its valve they won't release this until another year lol'
thats the first time i thought about valve time
Re: Left 4 Dead 2 - Spore - 06-01-2009
(06-01-2009, 02:27 PM)zaneyard link Wrote: 'guys its valve they won't release this until another year lol'
thats the first time i thought about valve time
From Dtoid, backed up by various other sources:
L4D 2 will be out November 17 and is set to include melee weapons such as chainsaw, frying pans, axes, baseball bats and more. We're also going to see a deeper co-op mode and an advanced AI Director which will now be able to change the weather, world objects and pathways in addition to changing the enemy population.
Yeah, 364 days after the original. Valve, why?
Re: Left 4 Dead 2 - Maxon - 06-01-2009
Why the hell would they release a full fledged sequel only a year later? Â What was wrong with the first one or doing updates? Â Hell, paying 5 bucks for new maps and weapons would've been more than cool. Â Does this mean they thought that the first one sucked and it's not worth continuing?
Well since they are doing it, I hope they really revamp the game. Â Twice the weapons, bigger teams, maybe multi-pathed levels. Â There's alot more they can add to make the game to make me want to play it more after the initial run through.
*EDIT* And it looks like they are doing alot of that, though hopefully there are more gun options also, cause melee weapons are just okay.
Re: Left 4 Dead 2 - fyre - 06-01-2009
RPS has a preview up. Sneaky bastards.
It looks sweet though. New characters, new locations, better director, new melee and new guns, variable map layouts, weather, day maps, new infected, less hiding in closets, etc. They haven't said anything about matchmaking though...
The site is slow for me, so here's most of it in case someone else can't access it.
Quote:Left 4 Dead who now? No one was expecting Valveâs next game to be a sequel to 2008âs awesome co-op zombie shooter, Left 4 Dead. To answer your immediate question: Yes, this is a completely new game, with new characters, in a new location, with new zombies, new weapons, new twists, and an improved Director, in five completely new campaigns set in the Southern United States. This isnât more maps for the previous game, itâs a brand new game, and itâs due this November. We snuck into Valve HQ ahead of Mondayâs announcement and played a full campaign, and at first glance much appears to have evolved.
Itâs still Left 4 Dead: Valve have more sense than to change anything that made the first game so splendid. Rather the focus on L4D2 appears to have been the desire by everyone involved in the first game to make something bigger and better. Coming off the back of the project, we were told by various Valve developers, people we bursting with ideas of where to take the game next. So they went right there.
Left 4 Dead 2 takes place in the South of the USA, beginning in Savannah, eventually reaching New Orleans. Thereâs four new characters to play, each with back-stories to be hinted at in their conversations. Coach is a high school football coach from the Savannah area, used to leading the kids, comfortable in his life, and perhaps not enamoured by the arrival of a zombie attack. Thereâs Rochelle, from Cleveland originally, working for a cable news network. Sheâs producing a segment on this strange story occurring in Savannah, and gets caught up in the events. Ellis is a Southern boy mechanic, an enthusiastic but smart guy with a âSouthern flairâ. Finally thereâs Nick, a gambler and a conman, unsure of his company and cynical about the events.
The plan for the five new campaigns is to bring them together more coherently, so you can more obviously see how the events of one lead to the beginning of the next. Nothing that will enormously impact on jumping right in to a game in a particular stage, but giving a stronger narrative logic to the complete game. And with that, the new cast will also develop their personalities as things progress. Coach looks set to gain bravery as he gets closer to New Orleans, while Nickâs attitude to the others may soften. This will be born out in a more elaborate and involved collection of dialogue barks, once more primarily away from the playerâs control. Perhaps one of the most endearing aspects of L4D was the charactersâ surprisingly apt and timely remarks about the events, and occasional exchanges. This is to be expanded upon, with many more back-and-forth moments of chatter appropriate to the events happening around you.
Beyond the new cast, nothing else from L4D is being replaced, but rather added to or expanded upon. So the Special Infected weâre already familiar with will appear, joined by a new collection. Of these only one has been revealed so far, The Charger. Looking like a crossbreed between a Tank and a Common Infected (what an unholy union that would be) the beast has one giant mutated arm, which he uses to shoulder-charge the Survivors. He knocks you down, but doesnât incapacitate you. Rather youâre off balance for a moment. As happened to us as we played with Valve designers, heâs capable of taking out many of you in a single charge, sending us flying like bowling pins. However, should he charge someone on their own, rather than running to hide after, instead he might pick you up with his giant arm and repeatedly smash you face-first into the ground until a teammate comes to rescue you.
While other Specials arenât yet shown, we have seen some changes to the familiar. Rather cutely, some of the Common Infected have been changed while in hazmat suits. This means laying down walls of Molotov cocktail fire wonât keep everyone away any more, as the fire-proof baddies can run right through. The pay-off for this is exploding their heads and seeing the goo splat against the inside of the perspex visor.
But perhaps most exciting is the Wandering Witch. Another new feature of L4D2 is setting some of the campaigns in the daylight. The campaign we played was such, and itâs oddly frightening to see it all happening while the sun shines. Making our way through the sprawling streets of New Orleans, desperately trying to reach a distant bridge at the other end of which was lay an apparent helicopter rescue, the only time we needed our torches was when making our way through buildings. And it seems in the daytime, the Witch has a bit more pep. Rather than sitting crouched, sobbing, singing, now this most terrifying of gaming enemies methodically paces around, wandering where she sees fit, although still apparently zoned out. She may be on foot, but sheâs no more interested in being disturbed. This adds in a whole new aspect to Witch evasion. No longer can you simply take the long way around where sheâs squatted. Instead, she may well be walking exactly where youâre headed. Or worse, walking up behind you, singing her haunting song, suddenly infuriated by you when you swing around in terror.
The Witchâs capacity to create anecdotes seems only more powerful now. Sitting down to grab some food with a collection of Valve, stories about their most frightening or plain inconvenient Wandering Witch stories flow freely, each explained in animated terms.
Of the new weapons, perhaps the most exciting reveal are the melee tools. So far weâve seen the axe and the frying pan. Yes, the frying pan. Feeling like a sneaky bit of TF2 in the game, itâs the perfect comedy weapon, that somehow doesnât feel irreverent in a way inappropriate to L4Dâs more sullen world. Complete with a fantastic KWAPANG noise, itâs extraordinarily effective to bat your way through crowds, and can even be used to knock a Hunter off a pinned Survivor. Thereâs also a baseball bat, which didnât appear in the campaign we saw, which we assume will be a little less bonky than TF2âs Scoutâs. And the chainsaw, which again we havenât played with, but hell: thereâs going to be a chainsaw. The axe canât go unexplained either. Itâs utterly brutal, and shows off the Infectedâs newly regioned vulnerability. Swing it low and you can slice off a zombieâs legs, letting them collapse horribly to the ground, bleeding out of their fresh stumps. Or maybe swipe off either arm. Or most horrendously of all, remove a face.
This same gore is achievable with all the weapons, with new ragdoll deaths for the throngs, to make their entrail-spilling, armpit-dribbling, face-exploding ways all the more entertaining. There were many gasps and cries of âOH GOOD GRIEF!â as we played, the strings of guts slopping wildly into the air, or as mentioned above, the faceless leaking mess suddenly bursting like a blood-filled balloon as the Infected fell to the floor. Itâs awesome.
Thereâs a new shotgun, a new semi-automatic, and a brand new sniper rifle. This last one feels dramatically out of place in a game where you canât stand still, but it seems extremely likely that this will be the weapon that will be used most skilfully. Obviously powerful, itâs a very useful tool when you find yourself in one of the new âgauntletâ moments.
Gauntlets are one of the new elements that will occur, as one of many moves to attempt to make L4D2 a more consistently thrilling experience. In the final moments of the campaign, finally reaching the bridge, we had to cross it. At the other end lay the potential of rescue. But it was one long, straight, inescapable path down which the Director was able to screw with us as much as âheâ liked. Standing still was never and option, but trying to stay high, jumping from roof to roof of the vans and cars, very much was. Someone sniping from the back here proves helpful, while a couple of at the front wielding axes or frying pans was equally effective. These make for interesting moments, an almost unrelenting onslaught from in front, but the peculiar safety of knowing that nothing you didnât let get past you would be attacking from behind.
Another very smart change is to prevent sneaky players from trying to sit out the triggered events. In those moments in L4D where you had to press a button that began a frantic attack until an elevator arrived, or a door opened, it seems too many were crouching in a corner together and waiting for it to all die down. L4D2 has plans to prevent such treachery. Now some of the events you start can only be stopped by reaching a further target. In an extremely tense sequence, we had to make our way through a labyrinth of alarmed cars to reach a distant point that would finally see the attack fade. Trying desperately to avoid hitting any of the cars, and thus making the situation far worse, while having to make constant forward progress, amped things up significantly.
The Director even has discretion over the layout of certain sections of levels. In New Orleans we reached a graveyard that is different each time you play. As Valve explained to us, if the Director gives you a pretty straight route right through it, itâs an insult to how poorly youâve been playing that the omnipotent AI thought it needed to make things a little easier for you. If youâve won his robotic respect, then itâll be a far more convoluted journey.
While thereâs no intention to waste playersâ time with dead ends, there is a greater emphasis on rewarding exploration. You may well learn the correct route through most of a level, but heading off down a longer pathway, or going to check out an out of the way room, is more likely to be beneficial. The Director is, weâre told, going to be far smarter this time about placing items, and the selection of these has expanded as well. Which includes the incendiary ammo.
Oh, what a pleasure it is to find these beauties. Like an ammo stash, incendiary bullets can be picked up from tables, etc, and will give you a clip of ammo for your current weapon that will set absolutely everything it hits on fire. Which is spectacular. Right up until you accidentally set a Charger alight and he comes bounding toward you to share it.
Everything seems bigger and better. And this includes the number of Infected to kill. The average number taken down in a campaign in the first game was around 1000. In our play through one of the sequelâs five new chapters we clocked up around 1700.
Due November 17th this year, itâs quite remarkable that itâs so far on already. And frankly, that of all developers Valve have made something this quickly is almost dizzying. While thereâs obviously going to be something of a fuss made over peopleâs expectations that L4D would be constantly expanded for free, following the TF2 model, itâs important to stress that while this is obviously still the same L4D core experience, itâs certainly not a bunch of new maps thrown into the old game. Itâs a coherent new imagining of the game, this time bigger, smarter, and far more elaborate. Oh, and gloriously more gory
Re: Left 4 Dead 2 - backfire - 06-01-2009
Quote:Introducing the AI Director 2.0, L4D's dynamic gameplay is taken to the next level by giving the Director the ability to procedurally change weather effects, world objects, and pathways in addition to tailoring the enemy population, effects, and sounds to match the players' performance. The result is a unique game session custom fitted to provide a satisfying and uniquely challenging experience each time the game is played.
Featuring new Survivors, boss zombieS, weapons, and items, Left 4 Dead 2 offers a much larger game than the original with more co-operative campaigns, more Versus campaigns, and maps for Survival mode available at launch.
If that's the case, a sequil would be nice. Changing the paths and weather along with having many more campains than the original (couldn't even release all 4 versus maps at launch) would definatly make the game more worth it.
Either way, it's Valve. I'll buy it.
Re: Left 4 Dead 2 - Spore - 06-01-2009
(06-01-2009, 02:34 PM)fyre link Wrote: RPS has a preview up. Sneaky bastards.
It looks sweet though. New characters, new locations, better director, new melee and new guns, variable map layouts, weather, day maps, new infected, less hiding in closets, etc. They haven't said anything about matchmaking though...
Yeah it does, but announcing it around six months after the first came out and releasing it only a year after that same date? That's what EA does, not Valve. Maybe if this thing is only ten dollars. A full price is silly.
Re: Left 4 Dead 2 - fyre - 06-01-2009
They should sell it for full price, but you should get half off if you already own L4D. I'd pay $25. I hope they improve the matchmaking/server system though.
Re: Left 4 Dead 2 - zaneyard - 06-01-2009
(06-01-2009, 02:42 PM)fyre link Wrote: They should sell it for full price, but you should get half off if you already own L4D. I'd pay $25. I hope they improve the matchmaking/server system though. RUMOR, 10 dollars if you own it on steam
Re: Left 4 Dead 2 - fyre - 06-01-2009
Honestly, one of the coolest things about this, imo, is the location. The South is the ideal location for this type of thing, I think. It should have shitloads of atmosphere.
Re: Left 4 Dead 2 - Maxon - 06-01-2009
Well I like what they are adding. It might actually have replay value now. Sucks that this pretty much means they think that L4D was inferior and not worth updating with the new stuff. I love that they are adding a new batch of guns, incendiary bullets, fire proof zombies, a new set of infected (Hopefully means big versus matches or no more getting shafted with being the Hunter 3/4ths of the time...man I hate The Hunter), and the AI Director will actually mix things up for once.
Re: Left 4 Dead 2 - Squishy3 - 06-01-2009
I'm not as angry about this as I once was.
Re: Left 4 Dead 2 - KarthXLR - 06-01-2009
This BETTER be worth skipping over the Half-Life 2: Episode 3 announcement that is SURE to follow this week.
Re: Left 4 Dead 2 - Maxon - 06-01-2009
(06-01-2009, 03:13 PM)Karth is SPY link Wrote: This BETTER be worth skipping over the Half-Life 2: Episode 3 announcement that is SURE to follow this week.
I'd take L4D2 over Episode 3 unless they actually do something amazing with it. The previous episodes were played once and never touched again aside from checking out commentary :-\
Re: Left 4 Dead 2 - fyre - 06-01-2009
The whining on Kotaku about more than one black person is incredible. :-\ Also...dude on the right looks a bit Scoutish.
Re: Left 4 Dead 2 - fyre - 06-01-2009
IGN has a bunch of gameplay vids...
http://media.xbox360.ign.com/media/143/14352241/vids_1.html
http://xbox360.ign.com/dor/objects/14352241/left-4-dead-2/videos/l4d2_gmp_dockstart_052809.html
This one has a genius Arrested Development reference.
And the one dude even sounds like the Scout.
Re: Left 4 Dead 2 - Trace - 06-01-2009
(06-01-2009, 05:08 PM)fyre link Wrote:
The whining on Kotaku about more than one black person is incredible. :-\ Also...dude on the right looks a bit Scoutish. Lol looks like uncle phil from fresh prince
Re: Left 4 Dead 2 - KorJax - 06-01-2009
If this is full price, hell no. L4D was hardly worth $50 in of itself. So a "sequal" that reuses a lot of the same technology/assets should HELL NAW be full price.
If this is $20-$30, then I think it's pretty worth it... even if it is for a sequel this FUCKING soon
Re: Left 4 Dead 2 - KarthXLR - 06-01-2009
(06-01-2009, 06:18 PM)KorJax link Wrote: If this is full price, hell no. L4D was hardly worth $50 in of itself. So a "sequal" that reuses a lot of the same technology/assets should HELL NAW be full price.
If this is $20-$30, then I think it's pretty worth it... even if it is for a sequel this FUCKING soon A summary of what everyone has thought so far.
Re: Left 4 Dead 2 - Wedge - 06-01-2009
Probably because L4D sold very well on 360 and that audience is much more... "receptive" to quick sequels. Â It's a smart move from a financial standpoint for Valve, and it's a game that works a lot easier on that system (not saying it plays better, just saying it works well with the XBL friendly matching system and all).
Re: Left 4 Dead 2 - Sponson - 06-01-2009
Quote:The Parish
Whoa! Is that the scout on the right?!
|