
Having had a chance to sit down with L4D2 on PC for a couple of days, playing all five campaigns, the new Realism and Scavenge modes, and a good chunk of Versus, I think it’s about time I told you wot I think.

I’d almost forgotten those moments. There’s only three of you still alive, the rescue helicopter is right there, in view, and you can’t move. One companion is pinned to the ground by a frenzied Hunter, another is barely alive, fallen from the path, trying to negotiate a route back, and you – you simply can’t move. There’s so many of the Infected surrounding you, pouring from over fences and climbing from a hole in the ground, swamping you, and no matter how many you kill more take their place. And the rescue boat is just there, you can almost touch it, and you can’t move.
It’s those moments that made Left 4 Dead so much more than just a four-player zombie shooter. It was the stories, the individual tales of terror and derring-do. Left 4 Dead 2 is not just a bigger, better, more involved sequel to the original game. It’s an opportunity for more of those shouted celebrations of success, or cries of betrayal on defeat. It’s what a sequel should be: the ideas from the original game rethought, reimagined, and enormously improved upon, in a new setting, with new characters, new weapons, new enemies, new tactics and new ways to play. And significantly longer than the original.
Four Survivors, living in a world where zombie-like Infected humans and monsters massively populate the cities and countryside, are desperately trying to reach potential rescue. As a team of four, working together or failing, they fight to stay alive and constantly progress. This time in campaigns that take place during the day, dusk, night and dawn, shedding new light on the original concept (sorry).

While I don’t doubt that Dark Carnival will prove to be the most celebrated campaign, so amusingly set in a fairground with hidden gnome-based extras, rollercoasters to run around, and a finale involving pyrotechnics and rawk, for me Hard Rain was the most outstanding part of the game. The four new Survivors have to make a return trip on an errand, eventually making their way back to the boat that brought them there. It means the level is traversed twice (which rather than meaning they halve the effort by using each location twice, it’s instead just enormous, and played differently on the return leg), which also means you might not want to collect every item you find on your way out there, whether in safe rooms or scattered around levels. You’ll need to save stuff for your way back – which is frightening. But what makes Hard Rain quite so thrilling is not only the dusky open areas and brilliantly smart layout, but the weather.

It rains throughout, and in a novel twist for gaming it looks like rain. And it’s a rain that gets worse at the behest of the AI Director – Left 4 Dead’s omnipotent controller of everything from the position of ammo to the spawning of enemies – and in this new game, occasionally the layout of the levels themselves. And the weather. Whenever the Director feels it might cause you the most terror, a storm rolls in. The rain picks up, becomes louder, and you hear that first crack of thunder. Remember when you played the first game and you encountered a Witch? The terror that induced? You’ve probably got over that now – you know what will trigger her, how closely you can sneak around her, what her limits are. Thunderstorms bring that horror back. The noise of thunder attracts the hordes, and attracts them in huge numbers. But with the rain crashing down and visibility poor, getting caught in the open means doom. You have to rush for shelter, the nearest building, the closest thing with a roof. The sound of thunder evokes shouts from all playing, “Get to cover! In there! In that house!” And the four of you sprint for the door, defending all entrances, and attempt to stay alive until the storm passes. It’s absolutely enthralling – a sensation that no game has offered me before – the crazed desire for shelter and protection amongst the safety of your friends.
On that return journey through Hard Rain the storms have caused the towns to flood. You’re now wading through feet of water, completely changing how you can approach the levels, forcing you to trace routes across rooftops. And very significantly, both here and in the marshes of the fantastic Swamp Fever, the water is superb, and makes an importance difference to how you play. Brand new water effects have been introduced to a hugely improved Source engine, which look remarkably convincing. Which brings me to the trees.

Trees in games are traditionally terrible. Even as recently as Half-Life 2: Episode Two the trees were interlaced flat panels. Here they are trees. Real, individual, trees. I realise I may sound like a lunatic obsessive here, but it’s remarkable the difference it makes. The haunting mists of Swamp Fever are so much more effective thanks to the twisting branches and thick trunks, that don’t look like a cheap 3D trick on close inspection. It’s indicative of what a beautiful game this is.
The four new characters have a more specific arc, but in all honesty I didn’t follow it too closely. Much like the original game, the story of Nick, Ellis, Rochelle and Coach is really the one you shout to each other as you play. Their comments, when heard, add splendid colour to a tale you’re telling yourself. And they really are often splendid. My favourite came right at the start, when in the parking lot outside the mall of Dead Center, when Nick – a smart-mouthed and not immediately likable guy – sees a Witch hunched up in a corner, sobbing her terrifying wail. “Maybe she’s upset because the mall’s closed?” It punctured the mood so well, his sexist and stupid remark inappropriate and incredibly funny. And of course it’s a comment that wouldn’t feature were there not to have been a Witch in the carpark outside the mall, which next time there likely wouldn’t be. Their personalities change as you progress, their experiences and bonding affecting their responses to the situation. It’s a nice touch, and one you’ll only occasionally notice if you’re not screaming instruction or begging for help.

Joining the crew of monstrous Special Infected, alongside the pouncing Hunter, tongue-lassoing Smoker, vomiting grotesque Boomer, and all pummeling Tank, are three new beasts. There’s the Jockey, a giggling scrawny freak who leaps on a Survivor’s shoulders and then rides them into danger. You have some ability to resist, attempting to steer against his influence, but if not helped by your buddies for too long will definitely get in trouble. He’ll run you toward a Witch, or take you into fire, or very often direct you into a pool of green noxious spit, The spit comes from the appropriately named Spitter, a tall, unpleasant creature who gobs up pools of extremely harmful toxic sludge, which if stood in will cripple your health. Perhaps you’ll get stuck in it thanks to a Charger. These hulking monsters with one enormous arm will plough into the four of you, sending as many of you flying as he can with one straight charge, and grab one of you as he passes. Then slam you repeatedly into the ground until someone comes along to help. Also joining the cast is a female Boomer (nicknamed by Valve as the “Boomette”), just for kicks, and the horror of the Wandering Witch, who staggers around areas, preventing you from simply sneaking around her hunched form.
The Spitter prevents the awful cheating of players who like to huddle in corners. Get spat upon and that tactic’s useless. She’s also smart enough to split you up, spitting pools onto stairs or pathways between your group, punishing you for not staying as a four. The Charger and Jockey similarly work to break you up, the Charger stunning and pinning, while the Jockey will smartly run you into the nearest available danger. It all weakens your teamwork, which in combination with the familiar Specials is deathly. Especially in Realism Mode.

This is a master stroke. Play in Realism and you lose all the hand-holding the game offers. The changes aren’t about a new nightmare setting – in fact Realism can be played at any difficulty, including Easy. It instead changes specific aspects of the game. Glows around Survivors are gone, so if you’re no longer in each other’s line of sight you can’t see your buddies. Items also don’t glow, so spotting the ammo pile or hidden health pack means coming face to face with it. Common Infected are slightly harder to kill, with headshots counting for much more damage than emptying rounds into their bodies. Significantly for a Witch-fanatic like me, the sobbing, singing dreads now kill you with one hit. Not incapacitate, but kill, no getting back up without a defib. It gives her back her power, makes her an object of fear once more. Startling her is not an option, and when it accidentally occurs becomes sheer, lunatic panic. But most importantly, it refocuses you on teamwork. While L4D1 required you to stick together to survive, it allowed dalliances. With Realism switched on, you have no choice but to huddle together, and focus on each other as much as yourself. Or you’ll be in big trouble.
Any death in Realism is a death – there’s no three strikes before you’re out. Unless you have a defib pack. These new objects allow you to resuscitate a fallen ally, carried at the expense of a health kit. Also amongst the new items are laser sights for weapons and incendiary ammo, either explosive or fire rounds that will boost a weapon for around fifty shots, but also making the battlefield a more dangerous place – zombies on fire will die much more quickly, but, you know, they’re also running around on fire. There’s a huge number of new weapons, with a variety of shotguns, pistols, and automatic rifles. You’ll find a favourite, and then crave its appearance. There’s adrenaline shots that boost your speed, health and speed at reviving fellow Survivors. There’s vials of Boomer bile to throw at enemies, causing the horde to pile upon them. And, of course, there’s melee weapons.

It seems impossible to believe these weren’t in the original, so obvious an inclusion as they prove to be. It’s an immediate instinct when piled upon by frenzied horde to switch to your melee (should you be carrying on instead of pistols) and slash your way through them. And like the regular weapons, you’ll quickly find a favourite and hope to find it. There’s something superb about a good old baseball bat, clobbering the Infected in brutal thwacks. But the katana is fast and horrendously capable of slicing off limbs and heads. Or perhaps you’ll prefer the comedy of a frying pan, thwanging against the enemy. Then there’s cricket bats, machete, axes, and, well, electric guitars. Oh, and I seem to have forgotten to mention the chainsaw. With a limited amount of fuel, and a noise that attracts the horde, it’s a risky tool. But a deeply, harrowingly dangerous one. Each melee weapon does horrific damage, slicing, smashing and hacking at the thousands of infected creatures that you’ll encounter in a campaign. But hey, they’re only zombies, right? The brutality of it, the astonishing gore as entrails spill from sliced open bellies, trails of blood gush from chopped limbs, blood gurgles from mouths before heads explode – they’re zombies, so it’s fine. Right? Except, well, look at the graffiti that covers the walls.
The only significant mistake in L4D2 is the pacing of the opening campaign, Dead Center. Set around and inside a mall, is a perfectly decent Left 4 Dead campaign. But despite introducing the new characters (their dialogue for this campaign is unique – they don’t yet know each other’s names, nor indeed what to call the new Special Infected, and are feeling each other out), and new enemies, it’s the least inventive of the five. It’s slightly too familiar – too much reminded me of the airport level from the original – and it fails to evoke the thrill of zombie bashing in a real-world mall in the way that, say, Dead Rising so brilliantly achieved. It’s been looted to the point of being barren, and ends up feeling sparse and sterile. Its finale, a narrative-related version of the new Scavenge mode (see below), involves frantically filling a car with gas from canisters scattered around the centre of the mall, which makes for an excellent and novel climax, but ends with their simply driving through a wall and cutting to credits. Obviously being as good as an original Left 4 Dead campaign is not a very harsh criticism – it’s still good stuff. But compared to what’s to come it’s an inauspicious opening for what goes on to be a truly remarkable game.

Talking of Scavenge, this proves to be another fantastic new addition. Along with the regular Campaign, the truly brilliant Realism Mode (I can’t stress enough how much this adds to the experience, forcing teamwork and communication, and making the game much more terrifying), and Versus Mode letting you take turns to play as the Special Infected against another team of four in the regular campaign levels, is Scavenge, a new team-based multiplayer that approaches the game in a brand new way.
It turns the game into an arena-based multiplayer. Each of the six Scavenge maps (one from each campaign, and two from Hard Rain) takes place in a contained area from the level, requiring the Survivor team to collect sixteen gas cannisters and get them to a tank, car, generator and so on. The Infected have to stop them. The game starts with a minute and a half on the clock, with twenty seconds added for each successfully deposited cannister, but the game is only over once the clock has run down and no Survivor is carrying a can. This means that things become brilliantly frantic, players scrambling for a can as the clock gets near to zero, the Infected taking advantage of this by setting up traps, Spitters making the area around the filling point impossible to get near, Boomers vomiting at just the right moment to ensure anyone filling is failing thanks to Common Infected attacks, and so on. Jockeying someone away into a corner right at the last moment is hilariously mean, and a well-timed Hunter has never been so effective.
Because a Scavenge game takes place in a contained location, it means tactics can be repeated and refined, especially if you play best of three or five. It gives you a chance to specialise your skills in a way that Versus couldn’t without hours and hours of play. It makes grudge matches that bit more effective, even if it means losing out on the thrill of Versus mode’s desperate dashes to reach slightly farther than the previous team. Oh, and there’s also ten maps ready for Survival mode as well, of course, but I should say I didn’t get a chance to play these before writing this.

Left 4 Dead 2 takes an already good idea to the next stage. Every aspect of it is designed around how people play games, and indeed how people played Left 4 Dead 1. Sneaks and cheeky work-arounds are blocked with cunning new techniques, enemies and challenges. The storytelling that was admired before is increased, but without its impeding on your own ability to create narratives with friends. The crescendo events are ramped up, tougher, and often more explosive. And the new modes, Realism and Scavenge have immediately become my favourite ways to play. Alongside the perfectly adequate but comparatively underwhelming beginning with Dead Center, is the enormous smartness of chapters like Hard Rain and Swamp Fever, or the ridiculous inventiveness of Dark Carnival, and indeed the frenzied intensity of the final campaign, Parish, making for an absolutely exceptional time.
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eh, stupid double posts
Shadowcat “It hammers at my retinas like an evil woodpecker of pure energy”
I hope I get to become a tank when I get infected by Ethzee’s post! I don’t want to be a spitter though, yeck they look like Britney Spears after a day at the gym.
I don’t think that makes you a racist Clippit (though other things we don’t know about you might) I think that makes you a nationalist or someone who hates people on the other side of large bodies of water, is there a word for that? I’m going to make one, you’re a freaking Auquadistabigot!
Is anyone in a super nice mood and would like to help a poor soul out?
I’m at 97.6% of my nearing 12 hour download of left 4 dead 2 and have found out since I bought the game today I may have to wait until the 20th, unless I log into another uses account. I’m desperate to play the game, but I haven’t been able to contact any of my friends who it. So I’m asking you, kind man or woman, to do a stranger a massive favour and lend me your account for just a minute or two..
I’ll give you all my details etc, even my phone number if you like. Help me!
This makes so little sense it must be legitimate.
it makes sense, but i’ve gotta warn you – some people are reporting that my ‘workaround’ isn’t actually working for them.
So logging into someone elses account for the files to decrypt then unlocking, logging back onto your account, launching the game – it’ll come up with a disconnection when you try to launch a game mode.
Left 4 Dead 2 is increasingly looking like the game everyone said Left 4 Dead 1 was. Or at least something I’d enjoy. But I’m just not up for paying $50 to find out, and the demo wasn’t enough to convince me one way or the other.
The demo doesn’t do the game any justice at all. On a scale of 10 it really only shows you a 1 on how impressive the full game is. It also gives you the incorrect impression that it’ll be a cake walk in regards to difficulty. I really think now that the game is out, Valve would do themselves a favour by recutting the game into a demo that shows snippets of the really impressive changes they’ve presented us with.
Thermal lons, did you even play the first game?
I think L4D2’s demo actually runs better on my bad, broken-assed rig than L4D does. I was impressed.
Maybe I just like running into crowds of zombies with a machete.
You must have been playing on a modded demo server. Some clever modder figured out a way to play as the special infected in the demo. It was pretty buggy though.
I didn’t play the first L4D and won’t play this one (not my kind of game), but in light of all the juvenile boycott nonsense it makes me happy as hell that this game is good. In your face, Angry Internet Man!
It’s better than the first game, but by all means it’s not ‘good’. Its definitely enjoyable, which many will consider ‘good enough’ I guess.
Man, I just finished the entire game on Normal… Good lord, the finale of The Parish… I felt like I’d run a Marathon. Except Zombies were trying to kill me, the whole time.
never heard about Speedtree?
http://www.speedtree.com/
It’s that good, eh? For some reason, I haven’t been very excited about this. And I was extremely excited about L4D (and TF2, etc). Perhaps I need to rethink my decision..
Nimic, it is that good. Well worth your hard-earned cash.
If you didn’t buy Left 4 Dead 1 already, yes this is worth the money…. else it’s definitely not.
Definitely not? On what grounds? If you enjoyed the first game then you’d be pretty damn foolish not to purchase it’s sequel, which you will also enjoy.
This ridiculous expectation that games should provided 100s of hours of entertainment for a mere £29.99 is getting very tiresome indeed. What a game is worth vs the cash paid is a subjective value that varies from person to person but expecting 100s of hours of entertainment for that amount of money is unrealistic as hell.
A better assessment would be… Liked L4D1? Got your money’s worth out of it? Want more? You’ll get your money’s worth out of L4D2 as well then. Didn’t like L4D1? Does L4D2 address the issues that caused you to dislike it? Then buy L4D2.
I don’t expect hundreds of hours of enjoyment for…well, any price. If a game can get me that involved, though, it’s certainly worth $50. I object to being expected to pay $50 for something as ultimately trivial as the first Left 4 Dead was, though. It wasn’t bad, exactly. There just wasn’t much game there. It’s clear there’s more meat on Left 4 Dead 2’s bones – more types of enemies, more genuinely different situations (as cosmetically different as Left 4 Dead’s levels were, they presented to me as being little more than riffs on the same basic obstacle course.), more varied weaponry and other gear, more modes of play, more carnage…but I’m really going to have to play it properly before I can assess whether it’s built into something I could play more than once without becoming stupefyingly bored, much less something I could comfortably pay $50 for. Unfortunately, this means I’ll probably have to rent the 360 version, which is quite obviously not going to be the optimal experience. But it’s something.
Don’t worry guys, that Phemox there is a troll that constantly complains.
Don’t feed the troll.
I’m curious, did all the ‘it’s just an expansion’ types get similarly infuriated upon the full price release of Doom 2 or Terror From the Deep for instance. Identical engines, ‘just’ new maps and weapons and enemies, etc.
Played through Dead Centre last night and it was bloody brilliant – if that’s the worst campaign then I can’t wait for the rest!
Yeah, that’s my reaction. Dead Centre is the only one I’ve had time to play, and it was fantastic. I mean, Versus on that map is going to be so much fun. The group I made my first run with had also never played, so the reactions to some of the good stuff was priceless. Oh, the chat when we entered the gun store…
Its a rip-off either way. This game provides more, but also fixes / changes some things that should have been changed in the original instead.
Remember how the boycott was about Valve releasing a ’sequel’ far too quickly? Heck, they even said it was originally planned as DLC / expansion material, but they decided to cash in.
That’s a whole world a difference from companies releasing expansions in a far more honest way.
Also… Left 4 Dead 1 is far from a perfect experience, it still needs a whole lot of attention, but Valve decided to just make a sequel anyway. It feels like they’ve probed the market for interest and when it turned out “green”, they decided to cash in with a sequel that has what many people expected to be in L4D1.
(also the engine and not too impressive graphics has been my point of critique towards the first game all along, but it’s not torturing my eyes. The main point is gameplay and content improvements / additions that we have to pay full price for (again) now.)
I’m pretty sure people were pissed about ‘Terror From the Deep’. And in retrospect it signaled that there would never be, never ever, a comparable sequel or remake of X-com.
Thanks, might try that.
I’ve had the day off and I’ve just played through the whole thing.
a) It took a long time. It must average at about an hour per campaign. That’s 5 hours just to play through each level once. That’s like a MW2 and a bit. X-pack discussion be damned, I’ve paid more for less game content.
b) It runs worse than the first one as it’s got new graphic tweakery like ragdolls and better dynamic shadows
c) There’s an achievement for saving that damn gnome from hl2ep2 again
d) Although I hate the new characters and am not really fond of the music, it’s a very good game.
I noticed this myself, but on a newer system. With vsync enabled, even with a GTX260 I could still drop to 40fps when there was a LOT going on with graphical settings maxed. In L4D2, I never see a drop below 60… although there is some absolutely bizarre frame lag whenever you shoot a tank. It’s not just me, either, everybody I play with was also experiencing it.
Other than that, the engine seems far better optimised.
Live in the US. Wow. The US is actually better than EU in something. Amazing. I’m glad it’s something important, not like ‘universal heath care’, ‘carbon neutrality’ or ‘non aggression.’ Who needs that?
I’m enjoying this immensely. It’s better on just so many levels, and hard rain is simply amazing.
Definitely get this.
The demo rocked! If the game was better – and it almost always is – then sign me up!
Except for one problem – my freaking step dad peeked over my shoulder and almost had a seizure when he saw me hacking ‘people up with a machete.’ Any way to tone the blood spray down?
They’re not people, they’re zombies. At this late date all step-dads should know this.
The -lv launch option censors the game. Don’t know if it cuts out riot zombies, too.
Yes, Arafell. There’s an option for low gore.
I can only think that the people SO angry over L4D2 have never played sports games, else they wouldn’t be here. They’d have died on aneuryms long ago over full price Maddon Football, or NCAA Football, or FIFA, etc etc etc.every year.
Suck it, haters.
I was holding off on buying this… now I don’t know.
I’ve got plenty of hours logged and I’m really enjoying this game. I don’t know what’s better, the fact that it’s so much more content than L4D had, or that it was less than $35 (getting the 4 pack pre-order was the way to go). I really want to go back and play No Mercy with the new infected although these new finales are much better.
The worst piece of gushery ever. You must have been a terror for your high school English teacher.
And your thing about the trees? Goodness, that made me ashamed to even own a computer, just for fear of being associated with people as stupidly disingenuous as you.
I realize reviewing games is easy (yes, it is, don’t lie) and it’s sort of “your thing,” but you are not good at it.
Well to be fair, the trees are pretty impressive for a 6 year old graphics engine.
And yes, he is good at it. The gushery is well deserved in general, it is a great game. I would recommend it for anyone who has played L4D1, as well as those who have never played it.
Shouldn’t you be trolling on Kotaku or something?
ROFL you are bashing someone’s grammar for reviewing a video game? Honestly… you need to grow up and go outside some. Maybe meet a friend or two. A real one perhaps.
All-in-all though, this game is pretty flippin’ awesome. Been playing a lot between work and “lady time.” This game takes everything that’s good about L4D and improves on it. Takes everything bad about L4D and throws it out the window. If you are looking for a challenging game with very high replay value, get this. Very few games have the replay value that the L4D series has if you are into FPS games.
Damn PHeMoX troll enough today? Seriously fella, go outside, and eat a taco or something.
So far I’m HATING the (all-too-regular) “let’s spawn endless waves of zombies until you transport item X from location A to B” routine. The friendly AI is simply not up to the task — you need it to surround and protect you, moving together as a team, but it doesn’t/can’t/won’t — so unless you are online, L4D2 is turning out to be a pretty sucky experience.
I know the online play is the bigger focus, but L4D(1) was just fine as a single-player game. For a company who has always been happy to take their time in order to get something right, I’m really disappointed at how badly they’ve screwed this aspect up.
You’re running a multi-core processor, yes?
The source engine as used in half life, l4d and tf2 was never developed to take full advantage of multithreading. They could sort of tack on special effects to the second core, but this ended up janky and inefficient (see the TF2 forum at steam and the hackers that enable multicore support through hacks and the console). L4D2 uses the new version of source, written on and fore multicore processors, and that’s probably the difference you’re seeing.
I wonder if I bought it, would there be any way to uncensor my Australian version
If you get someone in the US to gift you a copy they bought in their region, it will get to you uncensored.
Yes, DISABLE vsync if you want a smoother rate. I had performance issues starting in Swamp Fever until I disabled VSync. Some tearing might be noticable, but with a game like this you need the FPS and response times.
BUT WALKER WAS WRONG!
Hard Rain is easily the best campaign set.
In Versus, they’re all about even.
Your first one’s free, but to get others, you’ll need to spend currency you earn from beating other players.