


Left 4 Dead 2
#126
Posted 23 October 2009 - 15:43


#127
Posted 23 October 2009 - 15:59



Insomniac!, on 16 Sep 2008, 20:12, said:
I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.
#128
Posted 23 October 2009 - 16:11
I love this guy already.
But yeah, the trailer looks pretty good.
#133
#134
Posted 23 October 2009 - 17:33
#135
Posted 23 October 2009 - 20:12
I'm really liking the music in the game, it reminds me of Credence Clearwater Revival.
Edited by Høbbesy, 23 October 2009 - 20:14.
#137
Posted 23 October 2009 - 23:12


Awesome radio
Quote
#140
Posted 01 November 2009 - 11:37
I find it interesting how he mentions crossover DLC for 1 and 2 then something about TF2 in the end.
#141
Posted 03 November 2009 - 03:09
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The name's Bond.
Covalent Bond.
#142
#143
Posted 04 November 2009 - 22:29
I got the 360 demo today and its my first experience of L4D, I played it for a few hours. At first I found it fun blasting around but then I realised that its pretty terrible and repetitive tbh. I would rather play Nazi Zombies on W@W. The whole game feels like you're not even running but just flying through street to street spraying and praying. The detection on picking up stuff is horrendous, I have to mash the X button and spin around to do anything. The graphics are at best mediocre, the guns look terribly bland (and generally feel and sound bland), only the main characters themselves look as though they have any life. I cant tell if Ive killed something so I just keep on firing until I run out of bullets. I quickly realised that the easiest way to play it was to run in, empty your MG clip, run out, reload and repeat. The melee weapons seem pointless since I can just bat them away with my arm, so I keep a spare pistol instead. The constant repetive sounds from the characters start to grate very quickly "reloading, taking a dump, inhaling, exhaling, wiping ass", Also those ancient source sounds are ever present, that familiar *PANG* as you hit a piece of metal and the crappy ratata of the MG's thats been used since CSS iirc. There seemed to be a constant lag through-out it, and I joined a lot of different games to make sure. The entire level can just be ran through and ends within 5 minutes (and arent there only going to be 5 levels or something stupid?). Isnt there meant to be an AI scripter who makes zombies appear in different places based on your actions or something? That didnt seem to be present.
Seriously this is what people have been raving about for about a year? Ive played better flash zombie games

#144
Posted 04 November 2009 - 22:37
Pav3d, on 4 Nov 2009, 22:29, said:
I got the 360 demo today and its my first experience of L4D, I played it for a few hours. At first I found it fun blasting around but then I realised that its pretty terrible and repetitive tbh. I would rather play Nazi Zombies on W@W. The whole game feels like you're not even running but just flying through street to street spraying and praying. The detection on picking up stuff is horrendous, I have to mash the X button and spin around to do anything. The graphics are at best mediocre, the guns look terribly bland (and generally feel and sound bland), only the main characters themselves look as though they have any life. I cant tell if Ive killed something so I just keep on firing until I run out of bullets. I quickly realised that the easiest way to play it was to run in, empty your MG clip, run out, reload and repeat. The melee weapons seem pointless since I can just bat them away with my arm, so I keep a spare pistol instead. The constant repetive sounds from the characters start to grate very quickly "reloading, taking a dump, inhaling, exhaling, wiping ass", Also those ancient source sounds are ever present, that familiar *PANG* as you hit a piece of metal and the crappy ratata of the MG's thats been used since CSS iirc. There seemed to be a constant lag through-out it, and I joined a lot of different games to make sure. The entire level can just be ran through and ends within 5 minutes (and arent there only going to be 5 levels or something stupid?). Isnt there meant to be an AI scripter who makes zombies appear in different places based on your actions or something? That didnt seem to be present.
Seriously this is what people have been raving about for about a year? Ive played better flash zombie games

I'm just about to play the demo myself.
1. I'm guessing this is on campaign mode with AI bots? Yeah L4D's singleplayer was pretty shit.
2. Try a harder difficulty, easy is very easy indeed.
3. Your not playing versus.
#146
Posted 04 November 2009 - 23:01
-Though the daylight setting isn't as destructive to the atmosphere as I had imagined, the darkness of L4D added an extra layer of tactics and did make the game more suspenseful. Though it's liveable without it, I'd have preferred it if they kept it intact. Needless to say many parts of many levels will include darkness, but my point stands. Admittedly it does break up the environments more.
-The weapons all seem extremely strange from first person perspective - it's as if L4D got TF2-ised. The weapons appear unnaturally big in the HUD, have almost no muzzle flash and some weapons don't sound like they come from the weapon. Some even have only a single firing sound available, so every gunshot sounds identical. This kind of makes the game feel less like you're in it, and as if you're not holding and using those weapons actually.
-Some weapons seem almost identical to their predecessors in function. The MAC-10, though very cool to fire, seems to be identical to the uzi, whereas the chrome shotgun seems to be identical to the pump one with a little bit tighter spread, and the same thing goes for the SPAS-12 and M1014.
-Weapons seem considerably more balanced now. Especially the tier 1 automatic and shotgun are now much more even: the uzi/MAC-10 start off with extra ammo and the shotgun with less than half of what it had in L4D. This makes ammunition availability much less of a concern when choosing weapons - a reason most people stuck to shotguns in L4D.
-Reload animations are cool. Lots of bolt cycling too, and they even have a correct G3 reload animation

-New special infected types are pretty interesting and bring about an obvious change in the mechanics of the game. Whereas in L4D people were kind of encouraged to hole up in a closet when dealing with a crescendo event, a quick Spitter attack will quickly force the survivors out of their corner (or they rdie really really fast) or the Charger would knock them over like a set of bowling pins. Crescendo events like in the demo, which constantly are on until you switch them off, also feel like a fun and innovative addition to the game.
-The special infect types seem considerably less well balanced against each other. Though of course Versus details can, and probably will, change, certain types of infected seem a lot more dangerous than others now. In the demo, the Hunter is virtually unchanged, dealing 5-damage hits pretty rapidly. The Smoker now though is massively buffed and will incapacitate someone very quickly. The Jockey seems better suited to kidnapping people than the Smoker originally was while dealing approximately the same damage, the Spitter lays a whole field of very damaging acid which is tears you up faster than standing in a molotov field would, and the Charger is a mini-Tank that not only has a charge attack with pounce damage, but how can actually pin survivors down dealing 15 damage per hit (on normal). Though these seem relatively well-balanced against the survivors and their ever more powerful array of weapons, the question is if this will not force the pressure a lot on using particular types of Special Infected well (just like in the current L4D where a missed Boomer attack can easily cost you the round and/or the game).
Overall though, I must say the demo feels like a relief from the bad things I feared about it. I'm not still without skepticism at this point, but my main fears seem not have turned out as being not that bad. I'm looking forward to the game.
The brave hide behind technology. The stupid hide from it. The clever have technology, and hide it.
—The Book of Cataclysm


#147
Posted 04 November 2009 - 23:17
Chyros, on 4 Nov 2009, 23:01, said:
-Though the daylight setting isn't as destructive to the atmosphere as I had imagined, the darkness of L4D added an extra layer of tactics and did make the game more suspenseful. Though it's liveable without it, I'd have preferred it if they kept it intact. Needless to say many parts of many levels will include darkness, but my point stands. Admittedly it does break up the environments more.
-The weapons all seem extremely strange from first person perspective - it's as if L4D got TF2-ised. The weapons appear unnaturally big in the HUD, have almost no muzzle flash and some weapons don't sound like they come from the weapon. Some even have only a single firing sound available, so every gunshot sounds identical. This kind of makes the game feel less like you're in it, and as if you're not holding and using those weapons actually.
-Some weapons seem almost identical to their predecessors in function. The MAC-10, though very cool to fire, seems to be identical to the uzi, whereas the chrome shotgun seems to be identical to the pump one with a little bit tighter spread, and the same thing goes for the SPAS-12 and M1014.
-Weapons seem considerably more balanced now. Especially the tier 1 automatic and shotgun are now much more even: the uzi/MAC-10 start off with extra ammo and the shotgun with less than half of what it had in L4D. This makes ammunition availability much less of a concern when choosing weapons - a reason most people stuck to shotguns in L4D.
-Reload animations are cool. Lots of bolt cycling too, and they even have a correct G3 reload animation

-New special infected types are pretty interesting and bring about an obvious change in the mechanics of the game. Whereas in L4D people were kind of encouraged to hole up in a closet when dealing with a crescendo event, a quick Spitter attack will quickly force the survivors out of their corner (or they rdie really really fast) or the Charger would knock them over like a set of bowling pins. Crescendo events like in the demo, which constantly are on until you switch them off, also feel like a fun and innovative addition to the game.
-The special infect types seem considerably less well balanced against each other. Though of course Versus details can, and probably will, change, certain types of infected seem a lot more dangerous than others now. In the demo, the Hunter is virtually unchanged, dealing 5-damage hits pretty rapidly. The Smoker now though is massively buffed and will incapacitate someone very quickly. The Jockey seems better suited to kidnapping people than the Smoker originally was while dealing approximately the same damage, the Spitter lays a whole field of very damaging acid which is tears you up faster than standing in a molotov field would, and the Charger is a mini-Tank that not only has a charge attack with pounce damage, but how can actually pin survivors down dealing 15 damage per hit (on normal). Though these seem relatively well-balanced against the survivors and their ever more powerful array of weapons, the question is if this will not force the pressure a lot on using particular types of Special Infected well (just like in the current L4D where a missed Boomer attack can easily cost you the round and/or the game).
Overall though, I must say the demo feels like a relief from the bad things I feared about it. I'm not still without skepticism at this point, but my main fears seem not have turned out as being not that bad. I'm looking forward to the game.
Some good points Chyros. I'm also going to add that the SI health seems to have been increased. The smokers ect all took way more hits than they would usually. I'm also not a fan - at this point - of all the different weapons. L4D was nice and simple, now I have no idea which weapon does what.. The setting was okay, but it wasn't scary at all really. The park bit for example, would have been pretty fearsome in the dark, in the daylight it just lost all atmosphere.
EDIT : Also, standard pistols are insanely OP. Very accurate from long range and 1-3shots per kill.
Edited by Ion Cannon!, 04 November 2009 - 23:43.
#148
Posted 05 November 2009 - 00:06
Ion Cannon!, on 5 Nov 2009, 1:17, said:
EDIT: ah, and the Boomer Bile of course. But that one should be pretty straightforward.
Edited by Chyros, 05 November 2009 - 00:06.
The brave hide behind technology. The stupid hide from it. The clever have technology, and hide it.
—The Book of Cataclysm


#149
Posted 05 November 2009 - 00:34
Chyros, on 5 Nov 2009, 0:06, said:
Ion Cannon!, on 5 Nov 2009, 1:17, said:
EDIT: ah, and the Boomer Bile of course. But that one should be pretty straightforward.
Hmm I found more than that, two shotguns which seem to do the same thing, then also the auto shotgun, which was renamed to tactical shotgun. There was a magnum pistol, and er 2 things like the uzi from L4D1. I also found something which was sort of like a long range accurate shotgun, but without the blast radius.
#150
Posted 05 November 2009 - 00:57
Chyros, on 5 Nov 2009, 0:06, said:
Ion Cannon!, on 5 Nov 2009, 1:17, said:
EDIT: ah, and the Boomer Bile of course. But that one should be pretty straightforward.
So happy that we have a sniper I can be a total whore with. Really wish I had some time to play this, or a computer that could actually handle it. Hopefully I'll be able to get a bit of gametime on it over the weekend when the damn Mac comes back and I get Windows on it. Does sound good from what you guys have said though, looking forward to the Versus most though, nothing more fun than Hunter raping Chyros. Well, unless it's Dauth.
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